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Triple_A
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How come all of the new archetype test server builds are in their prime. Is this the best method of testing new players for bugs and flaws? These players are level 70+?
Seriously, won' t it be easier for these players not to make mistakes, or the mistakes missed due to the opposing players also having maxed out attributes?
I would love to see how a lower level player would test .
 
Robbnva
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cause everything is lolminors, loluncapped, lolAA, lolAAA, lolPRO

lolworld league is all that matters in this game
 
tuba_samurai
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There is a discussion thread about this in the Test Server Discussion Forum:
http://goallineblitz.com/game/forum_thread.pl?thread_id=3786231&page=1

Read some of the thoughts there.

Here's Catch's Quote from it:
Originally posted by Catch22
I'll probably set something up that will test intermediate and lower level dots eventually. It won't be right away though.

 
Triple_A
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Sorry, my bad. I didn't see that it has been posted already.
 
jpjn94
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Why don't they have a rushing QB's build posted in there?
 
EagleOtto
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Originally posted by jpjn94
Why don't they have a rushing QB's build posted in there?


They don't want to see how broken QB runs truly are,
Its either -5 yard gain or 50+ yards per rush...
 
We_Rule
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Sounds like Michael Vick to me.....
 
tragula
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Originally posted by EagleOtto
They don't want to see how broken QB runs truly are,
Its either -5 yard gain or 50+ yards per rush...


Try the QB sneaks and draws, you will get a much more consistent outcome.

Seriously I don't see a problem that QB rollout are getting a split distribution (-5/+50). They play design can and should be improved, but these type of wild outside runs (even wilder then pitch plays) should not be a consistent +4 yds/play.

Edited by tragula on Apr 14, 2010 08:15:44
 
Staz
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Originally posted by EagleOtto
They don't want to see how broken QB runs truly are,
Its either -5 yard gain or 50+ yards per rush...


Actually, I would LOVE to finally get scrambling to a point where it works, and to get QBs to finally able to tuck the ball in a realistic fashion


Originally posted by jpjn94
Why don't they have a rushing QB's build posted in there?

They're on the TS, but I know I was just too lazy to copy all of my builds and post them in the forum. If it's a big deal, I could do that.
 
Enkidu98
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I'm liking scrambling now much better than it used to be. Its looking a lot better. I'm hoping by the time my babyQB grows up, it'll be a real viable sort of player.
 
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Originally posted by Robbnva
cause everything is lolminors, loluncapped, lolAA, lolAAA, lolPRO

lolworld league is all that matters in this game


Unfortunately this is true. Its a poor business model, which I hope changes. 32 WL teams, 256 Pro, 512 AAA, 1024 AA, countless minors, yet everything is geared towards the 32 WL teams when the majority of players will never see the WL. Am I missing something here?
 
Arcadic
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Originally posted by ImTheScientist
Unfortunately this is true. Its a poor business model, which I hope changes. 32 WL teams, 256 Pro, 512 AAA, 1024 AA, countless minors, yet everything is geared towards the 32 WL teams when the majority of players will never see the WL. Am I missing something here?


Because the people who pay for this game want things 100% working at the top tiers. Also, it seems pointless to test at lower levels because of the wider range of builds could exist. Do you test lvl 30's like they were made for the pros? Do you test for non-boosters? The simple answer is that this is the most efficient way to ensure it works when all conditions are met.
 
Maddoc
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Because with the system as it exists now, it is impossible to balance the game across all levels of play. Choosing the end-game as the focus works better as a dangling carrot than making the beginning balanced and then having it turn to shit later.
 
Bukowski
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Originally posted by Maddoc
Because with the system as it exists now, it is impossible to balance the game across all levels of play. Choosing the end-game as the focus works better as a dangling carrot than making the beginning balanced and then having it turn to shit later.


 
Staz
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Originally posted by Maddoc
Because with the system as it exists now, it is impossible to balance the game across all levels of play. Choosing the end-game as the focus works better as a dangling carrot than making the beginning balanced and then having it turn to shit later.


It would be possible to balance things for the end game, and then have some sort of "curve" based on level and age that "modifies" skills/rolls within the sim.
 
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