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Forum > Goal Line Blitz > Q&A Archives > March 10th Questions and Answers And Free Flex Winners
Catch22
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Reminder to join in on the discussion on Wednesday night at 6 pm Pacific Time (I'll make an announcement for this as well).

The following five were the winners of 500 flex this time around. I'll add the flex to your account within the next hour. Congrats!

headsigh
ahrens858
Rmiller517
SawyerReywas
jakobnielsen

#1 - In a recent Q&A Bort answered that the auto adjust system marks a play as success if it gain over 4 yds and failure if gain no yard or loss. Are there any modifier to this criteria for 3rd and 4th down situations?

Just for first down or a score. A first down or score is a success. - Bort

#2 - I saw in an earlier Q&A that GLB will most likely go out of Beta at some point in 2010. If this DOES happen, what will that mean for us Beta users? What will actually change for us?

Nothing special in particular, other than the knowledge that the game is stable and should not include a lot of large changes. Of course, we may still come up with additional features in the future, but the fundamental core feature set should be stable. - Bort

#3 - It seems with the recent outcry of + the implementation of Effective Level, the topic of SSB has become pretty hot these days. A lot of people use the effective level function as an example to find SSBers and what not, although it seems like some people have it confused that all nonboosting build strategies = SSBing, which isn't the case. The staff has said they've looked into options to combat SSB, but are they able to sort out the difference between just not boosting and regular SSBing? Seems like to some people it's hard to distinguish the two right now.

Fundamentally, the two are not all that different. They both have more training than the average player. Effective level and SP value should be a basic guide as to figuring out what type of team it is. Also, we will be using effective level as somewhat of a gauge when dealing with demotion requests. A SSB team will not be allowed to stick down in lower tiers just because they are lower level, but instead forced to take their normal promotion. Also, we'll be implementing some changes to encourage traditional building more, such as giving players XP for being on the roster during a game, and not allowing training when not on a team. - Bort

#4 - I'm curious, why GLB Baseball? I myself am a strong advocate of you guys doing GLB Hockey, and i just dont understand why you guys decided upon GLB Baseball.

Baseball is stat heavy, fairly easy to approach and finish quickly, and got the most votes in our recent survey. We feel the baseball offerings out there leave something to be desired, and it's a part of the market that is ready for us to enter. Basketball is the next most popular, and we will likely explore that as well. - Bort

#5 - Will LOL Bars be redone with the new archetype system?

No. The formulas that determine how players play have not been changed, so the bars based on those ideas should not change either. - Bort

#6 - How are player endorsements determined? Does conference ranking factor into it?

http://goallineblitz.com/fame_faq.html - Bort

#7 - What exactly does the Sim see in the AI when going through it? For example I know it goes from top to bottom, but sometimes it seems to skip an input and either go to the basic or it puts out it own output. Yet in the offensive AI test the right input and output is called. Why is there such a big difference between the sim reading the AI and Offensive Tester?

It's simply a giant If-then statement with a lot of comparisons. The function used in the AI tester is actually exactly the same function that is used by the sim. It just takes inputs from the site. - Bort

#8 - Do QBs always have Strength and Carrying cut in half when they are behind the line, no matter if it is a designed run play or if it is a pass play?

Just when in "pass" mode on a pass play. - Bort

#9 - Is there any difference between a player's speed/max speed when running while carrying the ball and when running without the ball?

No. - Bort

#10 - My question has to do with VA's- When the Tenacious VA fires, and you are fighting out extra yards, does that then give Shed Weight a chance to fire? Basically, do these VA's work with each other or can only one or the other fire on the same tackle roll?

You don't fight out extra yards the same way with both VA's. Shed weight requires having a player dragging on you, which technically means they missed the tackle, and the play has continued. Tenacious is for when the tackler has succeeded and the play finishes. The ball carrier can then "fall forward" for extra yards. - Bort

#11 - I was wondering if the way that the MVPs are figured after each season will stay the same or if there are updates coming in the way the MVPs are decided.

No major changes planned, but we will likely add some additional sorting/ranking screens and adjustments for global rankings. - Bort

#12 - My MLB gets pancaked a lot. Does the SA Strong Base also helps against being pancaked or only against being moved around?

Just being moved around. If you want to not get pancaked so much, you should get some strength and agility, or use the new "Balance" SA we are adding next season. - Bort

#13 - What are the mechanics behind cut blocks?

Essentially, to players attempt them randomly, or is it only attempted as a last-ditch "I failed my blocking roll, so I'm going to be rev caked anyway" roll? I've seen people claim both, and one is clearly more useful than the other.

It's in a last ditch, "I am losing" situation. Nobody cut blocks when they are dominating their man. - Bort


#14 - Can you give us some insight as to how much a single play can effect morale. It seems that in game performance and end game morale numbers don't make sense some times. How much morale do you gain from sitting on the bench? How much to you gain/lose on a basic play?

The amount gained just while sitting on the bench is pretty minimal. However, morale can swing by as much as 5 or 10 points at a time, either way, for low confidence players. A normal play where nothing special happens will probably only see a 1-2 point change, but a big sack or a TD given up will have a pretty large swing. The idea is to simulate momentum. - Bort

#15 - If you have 90 overall chem, 90 offense chem, and 100 defense chem, does your defense suffer -1% and your offense -2%? Or does your defense have no penalty and offense -1%? Basically I am wondering if missing Overall chemistry gives you an additional hit? Question about season 15. How will the leagues be sorted, keeping the current system or moving to something new?

Your offense and defense would both suffer, but the defense to a lesser degree. Take the average of overall and O or D to get your chemistry score. As for league sorting, it will remain pretty much the same, but I will be using a new system of sorting by "rivalry points" to keep teams who played each other evenly together more as they move up. I plan to try and do more with that idea (display it in the interface, etc) in the future. - Bort

#16 - Question about the power back tree. I assume strength is the major component of Lower the Shoulder, Stiff Arm, and Power Through. I would think carry is 2nd, are there any other attributes that help these SA's fire? Does the sim just choose one of these at random to roll or is there a sequence that the sim goes through?

Vision, agility can help. The roll is based on a combination of attributes in one or a couple of rolls. - Bort

#17 - Does the Goal Line Back VA work for blocking FBs on rushing plays? According to the description, it should, but I just want to make sure.

Yes it does. - Bort

#18 - Do dots have actual bodies, with fronts and backs? Ie does the CB turn his back to the ball in man coverage, lessening his chance of an INT, reducing the risk of loftier passes? And is it more difficult for a QB to throw across his body, ie moving to the left, throwing to the right side of the field?

They do not have constantly simulated heads and arms, etc. However, lots of situations determine a "front" and "back" or "side" or "arm reach" for a player depending on their current heading, the type of play, and what they're doing at the time. For instance, a HB with the ball is generally considered to be looking downfield, so he can't see players behind him. Or the QB can't see blitzers on the left as easily. Pass blockers are generally considered to be facing away from the QB or toward the guy they are blocking. With more and more of those situations having been added over time, I will likely be simply adding a constantly simulated facing angle at some point. I'd like to have that usable for the flash replay anyway.

It is not currently more difficult for the QB to throw opposite to the direction he's moving, other than the fact that he is moving. However, that might be a good addition. - Bort


#19 - On the % AEQ adjustment, are all owned % pieces available for trade in or only those that result in stacking?

All % pieces are available, however you can only trade in or convert a maximum of two pieces. It's up to you what two pieces you want to trade in/convert. - Catch22

#20 - For the new collusion rules: If I were to assemble a bunch of agents who build players and I signed them all with my peewee team for 1 season with the purpose of signing them on to my 14 cap team on season2, would I be able to do this? Becasue everyone on peewee's cannot stay with the peewee team (obviously because peewees is a 1 season only thing), They would all sign with my regular team. Is this going to be allowed with the new rule changes? thanks!

It's fine to move all your players from one team to another team IF you give those players normal contracts and use the EQ fund to equip them normally. It's not fine to use the EQ fund to give the players 3 sets of EQ knowing that the team will be disbanding. Since a Pee Wee team is technically a one season team that is not disbanding, it's a bit more complicated so I'll put it this way. It's fine to move the players but it's not ok to give all the players on the Pee Wee team a boat load of cash through the EQ fund. Give them their normal EQ upgrades and enough to buy AEQ. Anything more than that is not allowed. - Catch22

#21 - Players older than 80 days once the archetype system is implemented will have the CHOICE to adopt an archetype, or not. So for those players that do take on an archetype, how will penalty SAs affect the current builds. For people that have invested in that SA will it be cut in half, wiped out completely?

If a player chooses an archetype then ALL penalties and bonuses will apply immediately to that player. You need to be careful therefore selecting an archetype like Power Back for your HB if you have 10 in Spin (a SA that is a penalty SA for the Power Back archetype) as you will receive the penalty to that 10. If you don't want to suffer the penalty, either choose an archetype that doesn't penalize the SA's you have a lot of points in or don't choose an archetype and continue with the old ALG system - Catch22

#22 - An archetype question. Can I decide to retire my 1-120 days old player even though I am under contract with a human owned team?

No. You will have to be off of a team to retire a player. If you want to retire the player and he is under contract through the following season you will need to contact the team owner to renegotiate your contract or to give you a release. - Catch22
Edited by Catch22 on Mar 9, 2010 12:37:35
Edited by Catch22 on Mar 9, 2010 12:01:02
 


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