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Catch22
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Originally posted by Polorl69
There is no way for the community to know if certain VA's are firing such as Mentor, Streaky and Long Reach just to name a few. There are even some rumors that they aren't working. What kind of testing has been done on these and how can the user community be sure that these VA's are indeed firing?



Originally posted by Catch22
Bort has tested these extensively on his development server and has stated that there is no doubt that they are working. The VA's themselves have not been increment tested because testers are not allowed to do that testing. However, with my hiring, we'll (meaning me) probably be working on testing ones that are showing inconsistencies.



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Originally posted by cubshater2008
Not sure if there is homefield advantage yet, but what do the admins think about this advantage (maybe a +% to some attributes)?


Originally posted by LionsLover
there is a VA for that.


Originally posted by Catch22
LionsLover is correct - there is a VA for that. At the time, there are no other advantages for homefield being considered.


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Question regarding there being a football and baseball beta going on at the same time:


Originally posted by Max Zorin
This and also note that no coding has even begun for the baseball game yet. It is certainly on the 6mo to a year horizon, but ideally GLB will be at a more fine tuned point by the time major programming begins on baseball.


Originally posted by Bort
We'll be assembling a dev (and support) team specifically for the baseball game, actually. I'll be taking more of a design and supervisor type role on that than nitty-gritty.


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Question that Bort misread but his answer talks about some of what DB's need in order for PD's/INT's:

Originally posted by Bort
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


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Originally posted by cubsluver22
The unofficial GLB Draft is very successful and adds yet another lifelike element to the game. It is ran well and hundreds have alot of fun participating in this. Why can't it be OFFICIALLY recognized and promoted? At the very least why can't the staff that run it be recognized for their efforts to make GLB even more fun?


Originally posted by Max Zorin
Good question, but I believe, right now at least, we have to very careful about officially endorsing certain user created aspects of the game. If we do this, there will be dozens of other organizations asking for the same, and we just don't have the resources to do that at the moment.

I have been more than happy to hand out trophies for the Draft, and will most certainly continue to do so.


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Originally posted by Kingdan23
Sorry, what I meant was will we get the full reset again or will we be limited to 15?


Originally posted by Catch22
15 most likely, with maybe VA specific resets for ones that are changed.


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Originally posted by Timetoshine-Beta
I know this was brought up in WL. Why isn't the tie breaker of a three way tie after head to head, point differential (+/-) with the teams they are tied with instead of points against?


Originally posted by Bort
Worthy of a suggestion I suppose.


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Originally posted by xxxTheGreatest
Question about teams... Are all people that are on the list normally given a team and if now up to what number on the wait list normally get a team?


Originally posted by EllisBell
We try to pass out teams to as many ppl as possible. The amount of teams is based on the number of leagues and open teams available. The actual amount of ppl that receive a team may fluctuate from season to season


Originally posted by Max Zorin
To add to what EB said, almost always we can clear out the lists every offseason. There are however some cases of people either checking contradicting outputs on their team request form, or those asking for teams that rarely ever come up on the list. (USA Pro for example).


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Originally posted by Saris
I guess I was unclear, by anti-PD I meant on the receiver side of the roll to prevent PD's from occurring, thanks for the reply nevertheless.


Originally posted by Bort
Ah, ok.

We're mostly comparing the same attributes between the receiver and defender. Jumping, vision, and catching + SA's & VA's. The receiver is naturally going to have a bit of an advantage in the vision department, since he knows the play (assuming a good pass), but the physical skills needed to bat the ball are the same for both sides. The receiver is just focused a bit more on catching, since that's his primary goal.


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Originally posted by Frycicle
Is there anything being done to stop or fix the QB rollout exploit in casual leagues?


Originally posted by Catch22
We're having discussion about this issue on the test server right now. We're trying to figure out if there is a viable way to keep the plays in the playbook or if they need to be removed all together. One of the things we are discussing is an option for the basic tactics to include a QB Spy percentage.


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Originally posted by odg62
A lot of people swear to god that Blitz SA dosent work well, if at all. My question is do speed/agility bonus SA's like Blitz, Shutdown coverage, Closing Speed, Route Running, etc, etc all give the same bonus to attributes, or does each one boost a different amount?

ie - does SDC give a +1% while blitz gives a .05%


Originally posted by Bort
They are all different. They also do not just give bonuses to attibutes. They often give flat bonuses to final scores. For instance, say your "running speed" score is 35. Closing speed might simply give +1 per level to the score, or a flat bonus if you pass a roll vs its level.


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Originally posted by reddogrw
When are you going to introduce new methods for teams to generate revenue (like Jumbo-tron, parking deck, etc. as opposed to just handing out media money (or in addition to)?


Originally posted by Catch22
Right now, there is enough money being distributed to teams through ticket sales and media revenue. However, we are going to be discussing the game economy and ways upon which we can improve it, including things for players to do with their money, but these changes won't be coming any time in the immediate future - maybe a couple seasons down the line.


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Originally posted by cubsluver22
Why can't the trade deadline be improved in the Cap Leagues? For instance say your in a Cap 34, and need a couple of pieces for your playoff run. The current system only allows you to trade for Level 34 players and below. By midseason most players in a Cap 34 have used their 3 boost and have leveled up at least 2 times. Why can't it be made to be where you can trade for players at, at least your team median?

Maybe make it where you can only trade for players in your current Cap League. This would make for a more lifelike experience and it would give teams that are out of contention a chance to add some needed finances that under normal circumstances couldn't.

Most of the time the roster you start with has at least 1-2 players that decide to go inactive and this hurts the entire team. I realize there are many potential exploits to this but I think this could be implemented with strict guidelines.


Originally posted by Catch22
This system was put in place because of teams moving massive amounts of players at the end of a season when their team was eliminated from playoff contention. To be honest, week 12 is a very generous trade deadline - the NFL's is week 6.


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Originally posted by sjmay
What specifically is being done about passing?

Meaning, is there going to be changes in the defenders swarming the ball immediately etc?

I know there have been a ton of ideas thrown around, which ones have stuck?


Originally posted by Catch22
Quite a bit is being changed. I posted some of the specifics on the test server portion of the Bugs forum the other day. Defenders will still swarm to the ball but the QB's should find the open man sooner and hit him sooner. You'll also be able to pick the order of the progressions so if you want to take advantage of a hole in the defense you can target a particular receiver to be the first option.


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Originally posted by alfie224
will players ever go higher than the 70s for leval


Originally posted by Catch22
You can get up to close to level 75 I think but not much higher than that - so the answer to your question would be no.


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Originally posted by Frycicle
Is QB spy being improved? Because right now it's terrible.


Originally posted by Catch22
Already had changes made to it on the test server. Needs some more testing but I would imagine the changes will be uploaded for next season.


Originally posted by Bort
It is about 9000 times better; works like it supposed to.

Thanks to Deathblade for help on that one.


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Originally posted by the man of doom
is there going to be stricter guidelines on overleveled players in capped leagues


Originally posted by EllisBell
We don't demote teams for having players over the cap. The current promotion system does a good job of keeping teams with higher level players moving up to more competitive leagues. The standards are the same for all teams. If a team owner asks to demote to a lower cap level league, they are forced to remove players over the cap.


Originally posted by Bort
The way that it works now is already pretty strict, and covers teams who are mediocre. Promote naturally, you can keep your players. Ask for a particular cap and you have to meet it.

The #1 thing that has and will continue to help is the change to the boosting rule where you can't boost over your cap during offseason. That has stopped the "ride the line and boost over it" stuff that used to happen, which is great.

Beyond that, I do not have any plans to make the guidelines stricter, beyond the probability that I'll be doing some sort of sort method to get the better teams grouped together instead of spread all over.


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Originally posted by Real LT
Any plans to increase Team revenues from Tickets and Concessions, or the Team EQ fund for Pro and WL?

The EQ is still CRAZY expensive!


Originally posted by Catch22
I don't believe so. It was not meant for every player to be able to have full sets of EQ.


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Originally posted by R007C
In the past you had mentioned rewards for frequent boosters. Is this still a part of future plans? If so, can we get an idea of the options being considered?


Originally posted by Max Zorin
A GLB Store is being worked on, so it is a possibility that some GLB 'swag' may be given out as a bonus to those who purchase large amounts of Flex.

I do think there are many options for other rewards as well.


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Originally posted by cosmoxl
I'd like some thoughts from the boss on how a high amount of shed blocks SA would do vs around 23% break block chance with only a moderate amt of shed blocks SA for a mature DT.


Originally posted by Bort
They are very similar, those shed block is one of those "flat rate" type SA's, as opposed to a % boost. Depending on your existing score, break block % might be better or worse.


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Originally posted by sjmay
Quick follow up, is the speed at which the defense swarms going to be changed?


Originally posted by Bort
Yes, vision checks for zone defenders have been made harder, making reaction time a bit more "human." Check out some recent test server games and you can see many of the modifications in their current state.


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Originally posted by CTGuyton
What, if any, sort of 'extra features' can we be expecting in the next season or 2. By extra features, I mean things like the retirement tab, friends list, calender, sub forums, stuff like that.


Originally posted by Catch22
Java replays should be coming soon and I know Bort is working on a few small updates/features that should be coming in the near future.


Originally posted by Bort
As for the "little additions" question, I keep a list of things that are suggested and would take smaller amounts of time. I try to get to them when I want to just do something lite, or have a little time to work on something, but not a lot of time.

Some of the smaller stuff I have sitting around, that will probably get added sooner than later (this is a copy/paste from my list):

Make a D-league centralized forum linked by team/home pages
Add playcall for OC/DC/owner on replay
Allow sorting out assigned players on marketplace
"Hide" or "disable" subforum
Flex Point "friendly" bank
Add a way to view a particular agents' list of FA ads (filter by user)
EQ Fund - Requests From Player (http://goallineblitz.com/game/forum_thread.pl?thread_id=3238053&page=1)
Activity meter
Disallow duplicate names on DC presets and packages
add option of setting custom slots for ENTIRE package
Top 100 players list based on MVP, use multiplier by league
Put ticket pricing on finance page:
Finish some needed updates for flash replay XML interface

I've got a bunch of back-end stuff for admins and moderators sitting on my list too, to help them do their job better or more easily. That's not stuff you guys can see directly, but it's important nonetheless.


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Originally posted by Triple_A
Off topic, but why does GLB tolerate swearing and racists remarks in the forums. And why are agents just warned constantly. It seems to be the same agents most of the time. Any chance they could get banned for a few days.


Originally posted by Max Zorin
Not off topic, at all, good question. These kinds of things should not be tolerated.

New, stricter and much improved forum rules are just around the corner. This will include a points system that will be quite automated and leave no room for second chances for users who abuse the forum.


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Originally posted by Jack Del Rio
Are there any plans to convert any of the ultra-popular greasemonkey scripts to real site features?


Originally posted by Catch22
I can't speak for Bort personally but I know from time to time he takes an idea from a greasemonkey script and adds it as a feature. It's more a matter of something being brought to his attention that he likes.


Originally posted by Max Zorin
Yes. A number of the 'little features' added have been greasemonkey scripts. So I'd think that this will continue.


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Originally posted by Modok
Has there been any discussion regarding lowering the flex cost of WRs? As it stands, they arent worth the cost of carrying them out to level 70+.


Originally posted by Catch22
WR's can still be effective. I personally had a very effective WR at the WL level this season. With the changes coming in the passing game, I would expect further improvement. So answer to your question is no.


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Originally posted by CMON
I know you say Streaky works. Anyway to flag in the summary report?

Suggestion could be either a new column or, coloring the players name to green for streaky firing for a good game, or red for a bad game


Originally posted by Catch22
Sounds like a suggestion although I'm not sure it's something Bort wants to add to the game. What would happen is a particular player would have a series of bad rolls and have bad streaky 4 times in a row and they'd get irate, or another one would have 40 good streakys in a row and others would say Xfactor.


Originally posted by Catch22
Not all things about every element of the game need to be revealed to the user. Doing that would remove many of the elements of player building from the game. That being said, however, as I mentioned previously, now that I've been brought on, we will likely figure out a way for me to perform tests on various things that conventional testers can not test to verify that things are working correctly.


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Originally posted by Saris
I'd assume that confidence affects rolls to prevent demoralizing effects from SA's etc. But could you give an example of confidence affecting a non QB/K/P roll that isn't related to preventing a demoralizing effect?


Originally posted by Bort
It can help you take a hit better, possibly avoiding a fumble. Think of "cringing" as a scary defender is about to hit you.

The main thing it is for, however, it morale-related things. There are far more morale-related uses for confidence than non-morale related.


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Originally posted by fr0z3n_ln_tlm3
What about a min level for players being signed to a capped team ... Say your in a CAP22 league. Have a min level a player can be in order to be signed... there is nothing worse than getting in a league and all the owners are signing level 1 players....
sorry if it's off topic


Originally posted by Catch22
A lot of times that can't be avoided. A person puts themselves on a waiting list for a team and get a team in a 22 cap and their intention was to start a team from scratch.


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Originally posted by reddogrw
Can we get realism on the extra point made percentages? It appears they are capped at 97-98% - kickers are making a higher percentage of FG's 40 yards and under than they are on XP


Originally posted by Catch22
The thing with XP's that you need to remember is that they are based on a roll for that particular kick. While a level 60 kicker might have a 99.5% chance of making an XP, the RNG could have him miss more due to "bad rolls" or having his kicking score reduced by things like fatigue (if you've ever noticed kickers miss more XP's in blowout games). I agree that making FG's is too easy. Way too easy in fact, especially from inside 50 yards, and that's probably something that we should evaluate.


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Originally posted by vike fan 4 life
any plans on changing the fumble recovering system, so the player doesnt just lay their for a seemingly endless period of time? I know before it was too easy to score td's, but would it be possible to implement something like a 5 yard radius around the player where if there was an opponent inside the circle he would fall on it like he does now, but if there wasen't an opponent he could pick it up and run like before?


Originally posted by Bort
It'll change at some point. The current system is fairly lame, I agree, but functional.


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Originally posted by LionsLover
Speaking of morale, what about the LBer SAs? Are they still "working as intended"? I know a lot of players who haven't seen an effect (including myself).

Also Aura of Intimidation, is it just a temporary penalty to morale? A group of us actually started discussing that today, so I'm just curious.


Originally posted by Bort
Yeah, they still affect morale, though a lot of QB's have very high conf, and several are directed at QB's in particular. Aura is a permanent drain.


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Originally posted by fr0z3n_ln_tlm3
Is there any talk on ticket sales for the preseason games? fans goto these games but only pay a fraction of the amount for a regular season game but Concession Sales for these home games would be the same. I feel this is money young teams could use for trading and building there teams after the season start.....


Originally posted by Catch22
Not at this point, no.


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Originally posted by Chris Layne
Lastly though..
I understand that this is, after all, a business.. but is there any chance for any kind of cost reduction or subscription based pricing? It seems a lot of the current problems with players becoming bored is because the game just isn't as active as it used to be. A lot of this can be contributed to cost. We're paying essentially 10 dollars a month to boost a wide receiver that will not only see much less action than similiarly priced HB's and QB's, but that will also only play in 3 or 4 seasons we could consider competitive.

Its a great game, but I don't think anyone would argue with saying that we expected a lot more at this point when the game first started.. is there any chance of some sort of price reduction or a related change to try and boost active players? I obviously understand if there isn't, just curious as to if this has been discussed.


Originally posted by Bort
There are currently no plans for a subscription system. We have talked about doing a frequent booster program in the past (sorta like frequent flyer miles) but we never have decided on a percentage. Also kinda worried about potential headaches with it since many people would insist they should get retroactive points on it for purchases made 15 months ago, though we plan to make it a "from this point forward" sorta thing.


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Originally posted by cosmoxl
does the run block SA help a blocker obtain better blocking position? and maintain it?


Originally posted by Bort
It won't speed him up, but it will help his blocking rolls once he's engaged, so in a way, yes.


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Originally posted by TxSteve
I saw mentioned earlier the upcoming 'opening' of a GLB store - can we get any details on this? (strictly out of game stuff - or would it include in game things).


Originally posted by Max Zorin
Hey Steve, this would be GLB merchandise for users, not in game. Sorry, I should have clarified that more.

Dot t-shirts, and silly things like that.

However, I could certainly see more in game merchandise options down the line.


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Originally posted by Triple_A
Could we please be able to password our Offense / Defence AI tactics. This is huge and I know that many Owners/ OC’s/ Dc’s would agree. Things can go bad between GM’s (just like in real life) and we need some security that our tactics are not stolen. I put this in suggestions a while back.


Originally posted by Catch22
That's probably not going to happen. You have control over who can access your tactics, that should be sufficient security.


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Originally posted by vike fan 4 life
any word on if league specific trophy gifs will be implemented, like a sombrero for the South American trophies for example, i know its not important but it would be a way to make leagues a little more individualistic


Originally posted by Max Zorin
Our graphics guy was working on this awhile back, although it was pushed back by other projects. I would like to see it happen as well.


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Originally posted by Jethroz
Is there a chance that a teams AI could be downloaded and saved in an offline format, possibly for off-server archiving and offline editing? Obviously, this would also need a way of importing or uploading a previously archived file back into my AI.

This would have a two-fold effect really. Primarily, I would be able to do offline adjusting and be able to edit the game plans without being logged in. This could also lead to an offline AI application which could mimic the GLB view but could be done in a less-than-allowable environment, like work.

A secondary effect would be the ability to more easily transfer AI between teams.


Originally posted by Catch22
Again I'm not Bort but I would think the problem with that would be the potential for hacking and other server issues, so I'm going to guess no.


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Originally posted by Frycicle
Whats the decision on roster sizes?


Originally posted by Catch22
We were discussing doing a poll on it, but my guess is it won't be changed this season because of how close it already is and teams having already made roster decisions.


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Originally posted by Saris
Since there are a lot of morale related questions I'll add one more.

The "General" skills (Line General, Field General etc), are they permanent or do they only effect the energy and morale on the play where they're triggered? Also at one time two seperate energy bars were described, one being a more fluid in-game energy bar that could deviate by quite a bit during a play; and another max energy that determines substitutions, and at one time was visible at the end of games. Are there seperate in-game and max morale bars as well? And if so which is affected by the General skills. Thanks in advance!


Originally posted by Bort
Permanent gains.

The max energy bar is still visible at the end of games until rollover. The morale maximum is always 100%. It doesn't work the same way as energy in that regard.


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Originally posted by xhail2skinsx
Are there any adjustments/upgrades being made to the Offense Advanced AI? I don't have any upgrades or anything in mind....I'm just curious


Originally posted by Catch22
There is going to be an option to be able to select the order of targeted receivers. For example if you want WR3 to be the first player the QB looks at, you can select that in a drop down.

Other than that no changes are being made to the OAI.


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Originally posted by pottsman
Is there any chance we could get somewhere a list of rolls and a list of what is used in them? Don't give us any coeffiecients, don't give us exact %s, just say "Make tackle - Strength, Tackling, Energy, Morale, ______, __________"


Originally posted by Catch22
Just going to predict that this is NGTH


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Originally posted by DL24
Also, Q for Bort: Are you going to allow the option to buy a second regular team, at a higher cost, this offseason?

I know a lot of folks are anxious to hear a final answer for this season on the topic.


Originally posted by Bort
It is further down my list. I don't know if I will get to it in time for this offseason, especially since there are a lot of extra caveats and rules required. More likely that it will also be done without a wait list.


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Originally posted by fr0z3n_ln_tlm3
I have a defensive player who has +5% chance to force fumble on all his equipment. With 5 equipments that should be a 20% chance everytime he makes a tackle but it really doesn't seem to make any difference.... I was just wandering if you Tackling attribute or any other attributes had any effect on this or any other equipment?


Originally posted by Catch22
It's not a 20% chance to cause a fumble. It's a 20% increase to the players force fumble score which depends on a number of factors like strength and tackling. So if a players force fumble score is 5%, the +20% EQ will add 1% (.05*.2) to that score to give them a 6% chance to cause a fumble.


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Originally posted by CMON
Any plans to not allow teams to sell back between Day 1 and 32 to avoid screwing up league integrity

Also maybe thoughts of limiting how many Trades one team can make where they are selling off players for cash per day


Originally posted by Max Zorin
Yes, or looking at ideas to deter this from happening.


Originally posted by Catch22
I've personally always been a fan of this idea but then you have the counter argument for owners that decide they don't have the time for the game any more - why should the players on the team be punished for that? It's a tough line to draw. We all hate gutted teams but there are often a number of varying factors that could cause a team to gut and they aren't all nefarious.


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Originally posted by the man of doom
any chance were working on the mystery defecive play call that keeps happening


Originally posted by Catch22
That's a tough one because there's not a lot of rhyme or reason to them. We're working on a new system for Bugs, so hopefully once I get that in place I'll be able to narrow down what is causing it and figure it out so we can fix it.


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Originally posted by CMON
Whats the deal with rated scrimmages....

Any plans to ever do a GLB Power Ranking that incorporates rated scrimmages, and results?

Top to bottom all human owned teams.

Many MMORPG have some kind of overall team ranking, and to actually see that you are the # 1 team in all of GLB would be sweet


Originally posted by Catch22
Bort, DD and I actually had a discussion about having GLB sanctioned tournaments the other day, but it's only in it's infant stage of being talked about, but it's definitely something that we are considering and looking at.

As for ladders - not sure we'd do that,.


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Originally posted by kuaggie
What current issues in the sim are being acknowledged by bort and how does he plan on fixing them this offseason?


Originally posted by Catch22
Bort is always addressing sim issues, whether people choose to believe that or not. The main thing we've been working on is improvements in the passing game. You can always check the test server discussion threads in the Bugs Forum to see what is being talked about and tested.


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Originally posted by vike fan 4 life
there has been suggestions of lolmods to be able to issue bans for posters in their particular forums instead of having a normal mod have to come in to do that, is this being considered?


Originally posted by Catch22
No.


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Originally posted by CoachL
my problem is my team is in cap 18 and if we win every league championship from now on it iwll take me at least 8 seasons by that time all my players will have to be retired would bringing back the A leagues help teams out that don't want to demote and make it to the pros

will Bort ever bring back the A leagues?


Originally posted by Catch22
Probably the not. The goal should be to have a plan in place and recruit well for when your team makes it to the higher levels. It's a lot of work but it is feasible.


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Originally posted by kuaggie
Does bort have any plans to make lower level league games more playable/offensively, defensively balanced? At the moment, it seems whoever has the best O-line and HB/rushing QB wins every game w/o fail.


Originally posted by Catch22
That's tough because so many players slow build their players and at the lower levels it's usually uber strength/uber speed that wins the day. We'd almost need separate code for different levels in order for that to be a possibility and I'm not sure that's feasible.


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Originally posted by pottsman
Any chance of giving some user control on clock management? Bleed the play clock, semi-hurry up...let them set a degree of pace to control TOP and how much you can score.


Originally posted by Catch22
Discussed but not high on the list of current priorities as it'd take a bit of time to code/test/implement.


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Originally posted by vike fan 4 life
earlier someone asked if you guys were considering options for 4th downs in casual leagues, and hazy said no, is that a NGTH no or a not right now but it could be something we explore in the future no?


Originally posted by Bort
Worth exploring, as long as it is not complicated. Something like a "go for it on 4th down %" option or something. Casual is supposed to be about filling in your tendency percentages and letting the game take care of the general logic.


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Originally posted by Robbnva
are we ever going to see the return of the 2TE formations? There is enough support I believe and at one point I even suggested some possible plays of both rushing and passing plays

I remember they were removed because there weren't enough plays but surely by now this can be solved.


Originally posted by Catch22
We're currently going through an extensive list of formations/plays on the test server (not sure if 2 TE is in there or not but I would imagine it is, if it's not we can ask for it to be added).


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Originally posted by bhayesp
Why isn't there a mandate that SP is spent when earned? Like you immediately get taken to the SP page when you click on a player page after levelling up (and if they never click it, then they expire in like 3 weeks or 3 levels or so)? I understand it would be an issue with having SP that doesn't compute to a full point up, but there could be an option that allows you to wait until you have enough SP to push that attribute up.

Imo, this would help level out the playing field.


Originally posted by Catch22
What do you do for attributes that require 10-15 points to increase one point? Believe it or not, some people do save up to increase an attribute from 90 to 91.


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Originally posted by Robbnva
also we have all see the post from bort about strength for qbs isn;t cut in half when rushing, however his comment originally was something like "I don't think it does " or something like that. I personally have run tests with my rushing QB to nothing but fail, yet none of the testers will actually run a test to find out if it really is 100% true.

can we please get a confirmation 100% that QBs with strength is not halved on planned QB rushes?


Originally posted by Bort
I looked last time it was asked and it is not.


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Originally posted by El_Windex
Are there any current plans to do anything more with the stadium and finances? Like experience it's important early on but goes obsolete fairly early in a team's career.


Originally posted by Catch22
We're definitely going to discuss doing more with the in game economy - I know it's one of my biggest complaints about the game... that money is somewhat meaningless, especially with so many teams having farm teams to fully equip their players. Hopefully we can address this soon.


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Originally posted by kurieg
Any thoughts on more Defensive possibilities that are pretty typical (since we're talking about adding pickable route progressions next season)?

Examples:
Man assignments that are based on personnel and not DC positions. For instance, I can order their WRs on teh Scout page, and pick my CBs to cover the order in a certain way.

Custom slots for all D-line. Let's face it, the personnel I'd put on the field for 3rd and 10 is a lot different than for 3rd and 1. Best I can do right now is Force Starters.


Originally posted by Catch22
More custom slots aren't going to happen - it was never Bort's intent to allow people to put precise players in for every possible play and situation.

Your original idea kind of ties into that though so I'm not sure how you would go into working that. Care to expand on that a little?


Originally posted by kurieg
Sure, who does Revis cover?

Their #1 WR. Doesn't matter if he's strong side, weak side, slot, whatever. Perhaps in the Scout page for a team's roster, you could order their WRs 1-n, and then assign CBs to WRs 1-n (for man-to-man coverage).

That way the D can try to match up speed to speed, or whatever.


Originally posted by Bort
I'd like to figure out a method for that, actually: CB->WR matchups. I haven't managed to figure out an easy interface, though. It might just end up having to be a not-so-easy interface.


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Originally posted by El_Windex
Are you still happy with the way Auto level gains are split considering it still hurts people that say FBs don't get a minor in speed but do get a minor in tackling? Yeah, it would put earlier created players at a bit of a disadvantage but it could be argued that the new rolling system disadvantaged early people as well and it was still implemented.


Originally posted by Catch22
We had some discussion about letting people pick their ALG's upon player creation a month or so ago but we haven't revisited it since then. Not sure what Bort's thoughts are on it. Part of the problem is SOOOO many ideas pop up that it's hard to focus on them. Hopefully I'll be able to help with that.


Originally posted by Bort
I was thinking about that recently, actually. I'd love to revisit it, maybe figure out some of those player archetypes for each position. There's TONS of potential in that idea.


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Originally posted by GeauxTigahs
What is GLB proactively doing to make the game more accessible, simple and easier to learn for new agents?

GLBwiki is outdated and the game is so complex and intricate that it's hard to know where to draw the line on spoon-fed information. GLB admins/mods pushed for user-generated tutorial videos on youtube, but those topics were so basic that they are hardly necessary. Is anything going to be done about teaching new users the specifics of the game to a more expanded degree than adding equipment or how to create a player like the tutorial videos? I think this is a vital part of maintaining a broad userbase who can come in and learn the game rapidly.


Originally posted by Bort
Video tutorials on common stuff will be making their way to the site soon, compliments of tuba_samurai and other users (thanks!). If those go over well, we are figuring we'll look to do more in depth ones. Tuba said he was willing to do more if we wanted, and everyone has loved his work so far.


Originally posted by EllisBell
The whole FAQ and new user guides are being revamped as we speak some of it will be in the form of tutorials and some will be in the form of updated information with a new "help" interface hopefully it will address this issue


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Originally posted by kurieg
Has there been any/much thought about the speed/acceleration curves for upper level players in GLB? It's really too easy imo to build a player that can go from start to max speed nearly instantly. The First Step boost was kind of a minor bump/change, but the overall problem is 0-max in 1-2 ticks. This affects all kinds of things, including swarming D's, but also the pass rush (WRs get downfield very fast, etc.)



Originally posted by Catch22
I agree with this but it's not something we've talked about a lot. Thoughts Bort?


Originally posted by Bort
Worth some testing at least; I agree it's kinda ridiculous for some uber fast players. People have definitely pushed the boundaries of what the original acceleration curve was built toward.

I kinda think it might even be worthwhile to make the minimum speed a bit higher as well, bringing low speed players a bit closer to reality. Even I can run faster than a 30 speed player, and I'm not particularly fast. Might help bring scores a bit closer.

I wouldn't mind testing it with your help.


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Edited by Catch22 on Jan 17, 2010 13:49:17
Edited by Catch22 on Jan 17, 2010 09:14:58
Edited by Catch22 on Jan 17, 2010 09:13:50
 


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