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turnit643
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SIM / MECHANICS


Is there any talk of major/minor sim changes this offseason? Also, are any new formations (2TE, 4WR etc) coming out for S16?
Catch22 - Any sim changes will be minor this offseason. No new formations coming out for season 16.

Any new plays, VAs, SA / VA Tweaks?
Catch22 - No to new plays. No to new VA's. Possible SA/VA tweaks to a few things.

Is Spin likely to get nerfed?
Catch22 - Probably.

Are you goings going to be tying all RB SAs into the slider, like what was being discussed on the tester forum?
Catch22 - Don't know - it's still in discussion.

Does the pee wee leagues use different coding for game mechanics?
Catch22 - Not different coding as for game mechanics there are some balancing things put in to make things a bit easier to do (i.e. passing) because of the low attributes of the players - this is done by giving a bonus to attributes though not a change in mechanics.

will we ever see injuries in the game like bort talked about way back in season3?
Catch22 - Not that I know of - haven't heard anything about it.

Any plan to address the fact that the pass game seems to be overpowered at the highest of levels and nearly impossible at the lower levels. While Running seems to be tougher at the higher levels and easier at the lower levels.
Catch22 - We're always concerned about game issues. It's hard balancing a game across so many different levels. I posted a thread in Test Server Discussions for sim issues. I encourage you to post there and I'll be looking closely at the thread and carrying over common issues/concerns to the test server and to Bort for evaluation.

back in june 09 bort talked and coded motion playes is there a timeline when this will come in?
Catch22 - I'm sure we'll add more plays and formations down the road - I can't give you an exact timeline though.

Does any one Defensive formation have a "hidden" bonus? ie 4-3 defenders get a bonus against the run.
Catch22 - No.

Did you guys follow the games across the different "competitive" levels this season? If so, were you pleased with where the sim is right now?
Catch22 - I followed it as much as I could. There are some things that need addressing. I think the sim in some aspects is solid. In other areas there are some glaring problems that need addressing. Rather than patchworking fixes into the game though I'd rather we take our time and fix the mechanics behind the problems rather then just trying to fix it haphazardly. As such, any changes we make to the sim from here on out - if it's not for a game breaking change or something that is obvious and easy to fix, we're going to hold off on correcting until we can correct it the right way.

Do things like the Team Bus and other seasonal morale upgrades apply to scrims? Contract morale bonuses?
Catch22 - No.

Regarding Aura of Intimidation ( AOI ) :
Will multiple players with AOI each have an effect every time AOI "fired off" or "ticks" an opposite team member within range, or will just the highest AOI take effect ? What stat or stats effect using AOI and resisting AOI ? AOI does work for offensive players, right ?

Bort - Cumulative, applied when it processes each player who has the AOI. Confidence to resist, the level of the skill to power it. AOI works for everybody.

True or False. Bull Rusher is a slightly better version of Workout Warrior in that it is a flat bonus to strength, however it only applies to Break Block rolls.
Bort - False. It actually adjusts the way the break block roll works.

Do you guys feel that with much more flexibility and diversity allowed by the advancement of the new equipment system that it's probably now time to get rid of VA's?
Bort - I don't see us getting rid of VA's. I like them, I like the way they work, and so do many others.
Stacked percentages are a concern with AEQ, which is why we reduced them. I cannot really comment on anything else without actually testing it first.


Are the Stamina/Confidence effects being increased this offseason?
Catch22 - Stamina will remain the same.
Confidence effects will still be changing because of it's tie in to the new financial system.


Is there a spot in the QB's drop back that is a "sweet spot" ?
Bort - Not a specific spot, but when he stops moving he's got a better chance of completing the pass. Passing on the move is harder.

Go to guy can this work on a wr and a hb/te?
Bort - Yes.

bort says whoever is 1st in the progression for hb/te. Does this mean if we have go to guy on a hb and a te whoever is 1st in the custom progression will get the bonus if both have it?
Bort - Yes..

Also can a wr and a te have it? Whoever is the 1st progression would get bonus?
Bort - Yes...

Posession wr says it only gives KL protection to a wr or te, does it still give a bonus to catching passes when inside 8 yards to a hb?
Bort - Only WR/TE

Also mr reliable says 5% chance to avoid fumble on 1/2nd down, which is also Anti kl protection, is this working as intended or a bug to reliable?
Bort - Works as intended.

A follow up to posession, is that kl protection supposed to be activating beyond 8 yards like it currently does?
Bort - Yes....

the "short/med/long" labels in the playbook are just for organizational convenience, but have no bearing on the actual sim or route distance evaluation per se.
Bort - Yep; the short/med/long refers more to the default progressions and primary receiver on them. When you override the progressions, you can make a "long" play be more of a "short" play.

does this mean that even on 3rd & 10 with a long pass play, if the WR has a 5 yard in route, the WR will be determined to be far enough?
Bort - Yes, if he hits his "I am far enough" spot he will be determined to be ready to receive the pass. Thats often why those types of routes are further down the progression tree on long plays.

Do SAs that we cannot see in the replays fire at the same rate as the ones that we can see fire in the replays (I.E. Spin, Pump Fake, Monster Hit, etc..)?
Bort - They all have different rates, though most are similar-ish.

Is there any one attribute/veteran ability/special ability that you feel is underrated? (you know it is really valuable yet you don’t see people addressing it enough).
Bort - Probably carrying for fake type running backs; I see a lot of agility and speed but not as much carrying.

Is there any one attribute/veteran ability/special ability that you feel is overrated? (you see people loading up on it (overkill) when really they don’t need that much).
Bort - probably Superior Vision

you've said that aura drain is permanent. a post game summary showed a wr that was covered by a cb with 6 in aura ended with 99 morale. was i interpreting permanent wrong when i assumed it was permanent through the game, and it's only permanent through the play?
Bort - Doesn't mean the player can't get the morale back from performing well, or his team scoring, etc. Aura can also be resisted with sufficient confidence.

So does Bull Rusher actually hurt you if you've got significantly higher agility than strength?
Bort - No, not really. It's an additive type adjustment, not replacing agility.

Say a player has 100 strength and 100 agility. After bull rusher, would said player have more or less than 115 strength on break block rolls on run plays?
Bort - Yes, I guess that's how it breaks down.

a question about check downs and who gets the best odds a QB will select any specific receiver. For example if it's 3rd & 10 and I have the first check down set for the TE running the 2 yard out first in the check down the QB wont give him as much consideration as he would if the TE was running a 10 yard out. Or so it is believed.
Bort - On 3rd/4th down, it's going to look at proximity to the first down line, which makes the shorter route lower priority (higher risk) even if it's first in the progressions.
On 1st/2nd down, the earlier progression is going to get the look over the later progression if he's met his "hit me" spot.


would it be possible to change the way the tagging feature works? For example, instead of tagging to a specific defensive play or package, have the tag allow for specific man-to-to man match ups.
Bort - I have a plan (that I have not had a chance to get to yet unfortunately) from a tester's suggestion to do something along those lines. I imagine I'll get to it this next season when we're working on more tactics stuff for intermediate.

What are the factors a guard uses to determine which blizer or rusher to block?
Bort - It's a big checkdown list, started simple, ended complicated. Players generally try to block players over them first, then they go in an inside-out sort of progression, and then pick up other unblocked guys. After that, it's mostly proximity and risk based on tackling skill.

When a HB, FB, or TE is held in to block, they always seem to go to double team a rusher allowing one in, is it coded in that they are there to help, how can we get them to actually pick up the guy that is not being blocked.
Bort - They use the big blocking logic tree I referred to earlier. Higher vision (and agility) will help them pick up other players that are not near their blocking side.


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TEAMS / LEAGUES


When will teams be handed out
Catch22 - Don't know the exact date - it'll be when it typically always is, sometime between day 41 and the start of season 16.

When will the differnt levels of casual teams be available and when will we be able to own more than one team in the same category (ie Casual, etc)?
Catch22 - It'll happen at the same time likely but it's going to be at least season 17, probably later before they are rolled out.

Did you guys talk about any possible ways to improve league structure and parity most notably in the AA-AAA range?
Catch22 - Bort and I talked about that a little today. We're aware of the issues with parity and it's a matter of priority for us.

When will the MVP Endorsements be awarded? Before rollover?
Catch22 - Same time they always are.

Owning Two regular teams. is this going to be done this offseason or?
Catch22 - Not this off season.

will casual leagues be adopting AA leagues next season or will they still be uncapped leagues?
Bort - I cannot say until team processing is finished. If there are enough teams, yes. If not, no.

When are leagues going to be determined by EFFECTIVE level and not actual level? 38 cap leagues still have a bunch of level 38 players who boost to 41 with an effective level of like 50-55.
Bort - Don't have any plans regarding that right now, so I can't really comment. We'd likely be better served just trying to come up with a league system that works better overall.


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PLAYER BUILDING


It sounds like the new AEQ we will almost be able to build like we want it is this true?
Also I saw in a post something about a basic SA and advance SA..what is the difference?

Catch22 - You will, but at a cost.
I have a list of all the SA's - I'll be posting it in the next couple days.


I was wondering if we build a dot tonight will the new build rules/system still be effective for that dot or do we need to create the dot tomorrow?
Catch22 - Training will apply to all players - creation date will not matter.

so you get the 10 BTs for creation anyways?
Catch22 - Ah - no, you have to wait to get the 10 BT's.

Does that mean all existing players will get 10 BTs when the new system is rolled out in season 16?
Catch22 - No. Only newly created players.

to train more than one attribute, do you have to unlock each attribute or only each additional attribute? in other words if i want to train 4 attributes do i have to unlock 4 attributes or 3? how do enhanced training and multiple attribute bonuses stack? is one applied first or both at the same time?
Catch22 - You would have to unlock 3 to train 4, you can always train any attribute.
The bonuses are multiplicative. See the training system thread for an example of how it works.


Are we going to be able to roll 3% and 5% avoid fake chance next season?
Catch22 - Bug has been filed - matter of it is resolved or not.

was today the last day to buy the second set of regular equipment or last day of offseason?
Catch22 - No, you'll have the rest of the off season. Changes won't be implemented until season 16 rollover.

So would you say that, at least if you want to start a new season 16 team, that the best time to create players is s16d-8?
Catch22 - No. Create now, get 2 TP's a day - for 7 days or so. 14 TP's = 21 bonus tokens training on light.

Is the first Attribute free or do you have to use the 10 free BT to unlock it?
Does the Attribute levels start at 1 or 0?

Catch22 - If you're talking training - you can train any attribute at any time. To train more then one attribute, you have to unlock it. Unlocking cost bonus tokens. It costs more to unlock attributes if you have already unlocked one (or more).
Catch22 - Everything starts out at level 0. You only get enhanced if you unlock. If you pay 5 bonus tokens you are now at level one for the attribute.

Is there a limit to the number of AEQ pieces that can be carried into season 16? Also, pls clarify...has the 255 token limit been lifted or not?
Catch22 - No limit to AEQ. 255 bonus token limit will be lifted.

if we build a player right now for PeeWee, we do not have to play by the New System with unlocking? Or is that system mandatory?
Catch22 - Every player will have to use the new training system. New and old.

So its okay for me to dump my AEQ now to get the tripled effect even if I have more than 83...just want to be clear before I screw up again
Catch22 - If you want to do that, yes, you'll be fine. You might want to hold onto it though to make sure you aren't better off with your current AEQ.

Its been awhile since we have heard anything from the top in the "plateau/accelerating build cycle" thread... what is the current stance from Bort and Co on that topic?
Catch22 - Still in discussion - nothing happening this off season.

Will there be consideration to dropping costs to create a custom piece? And also, what day will tokens be tripled? And what day can we upgrade new reg for free and AEQ with tokens that have been tripled?
Catch22 - Unlikely.
Rollover to season 16 for last two questions.


will there be a one time arch type reset for player who may have made a mistake when selecting for older players
Catch22 - No.

What is going to be done for all of the players who were on D-leagues who now can't afford to train all off-season cause they have no more cash?
Catch22 - Nothing.

if i never selected an archetype for a player will i ever be able to select one?
Catch22 - No.

If i have 10 shopping tokens tonight on a player, will it be as simple as clicking on the "Shopping Tokens" tab then the "Refresh" tab then my 4 selections of pieces will pop up and i'll purchase them as normal with player funds but at anytime this offseason instead if i choose?
Catch22 - Shopping tokens will work the same as they do now. AEQ will cost bonus tokens not player funds (when the new system is implemented).

we have to use our "banked" bonus tokens to purchase an AE piece with a shopping token after tonight instead of player cash as it currently is now.
Catch22 - Correct. Your choice as to what you do. Shopping tokens value or usage isn't changing.

Is this true? If i have a 5% catch AEQ i upgraded can i add +3 speed to it come the new system?
Catch22 - Yes, that's true. It'll cost bonus tokens to do so.

The only thing I'm unclear on is whether this only applies to "un-upgraded" AEQ
Catch22 - You can upgrade a current AEQ piece. What you will not be able to do, however, is to take a +1 or +2% piece to +3 or +5%, you can add a +attribute on a piece that only has a +SA/+% or you can add a +SA/+% on a piece that only has a +attribute.

so player cash is only for AEQ and AEQ upgrades ?????
Catch22 - Player cash is being removed from the game.

Wait wat? Removed from the game or simply not being used for anything atm?
Catch22 - Removed. As stated several times, we might add things to do with player cash down the road but for now it will have no use and is being removed. The amount a player currently has will be stored in the database so if we ever do add something to do with player cash, that amount will be restored.

Will the players page still show amount of funds in his account, those now and those earned with player salary after new changes roll out?
Catch22 - No. Player salary will go into a "black hole" of sorts - it's token value used solely for determining morale reserve, they won't actually accumulate it.

Why wouldn t player money accumulate after rollover? As you say, you may come up with some way to use it in the future...If it s not accumulating and something like that happens, then players from here on are at a big disadvantage...
Bort - Accumulated money won't be used for anything any more, because it is too easy to exploit via farming. If we do something with money, it will be using portions of their salary total to "buy" or activate things that are for prestige and fun, without any actual bearing on performance and such.

Is rollover tonight the end of player cash for equipment purchasing?
Catch22 - No - you'll have at least a week.

Can we still regular train and receive shopping tokens in this time too?
Catch22 - Yes - new system isn't going to roll out until season 16 rollover.

Currently players made on d40 don't age on rollover to d41, so d40 =41 from a player creation standoint!
Bort - Just part of the system. Works as intended.

With there being so few higher leveled dots there was mention once of creating players beginning around level 40 or so. Is this something that's feasible? If so are there plans in the works.
Bort - We've been discussing how to do something along those lines, yes. We really need to figure out the pricing and whatnot, and of course put it together.


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OTHER


What will the contract offers look like with the salary cap? Will their be a limit that helps you or a suggested amount?
Catch22 - Contract Offers
http://goallineblitz.com/finance_shot5.jpg
http://goallineblitz.com/finance_shot6.jpg


Just wanting to know if any progress or further thought has went into this? (OC/DC PLAYBOOK OWNERSHIP)
Catch22 - Nothing right now. That'll be something that will tie in to our next major project.

We've heard a bit about Bort wanting to make the marketplace more a part of recruiting etc, how far away are we from seeing that become more functional?
Bort - I have not done much more work on it since adding the last batch of features, which don't really seems to get much use. It's not really in my top priorities at the moment, though certainly not off the list.

What is the target time frame to ditch the BETA label?
Catch22 - Hopefully end of 2010 but could be sometime in 2011. Depends on how things go.

Would the move out of Beta include a wipe of any sort?
Bort - No, not part of the plan. Maybe a startup of some new leagues or something, but not deleting everything.

When GLB goes out of Beta ... what is your outlook for the future of this game?
Bort - We'll keep working on adding smaller type things, like interface enhancements, better animation, etc. We just won't be doing large overhauls or additions any more.

Where can I find info on the flash replays? I believe I am losing my mind.
Bort - Flash replays will get uploaded with all the new stuff. Seems like the last of the bugs are pretty much worked out.

Is this going to be optional? Meaning, if we want, can we watch the old replays etc?
Bort - Yep, it's an account option.

will the SS and FS postions have their custom slots like NT1 and MLB1 and so on
Catch22 - In hardcore leagues that we will add in the future, that will be an option.
Edited by Catch22 on May 18, 2010 12:59:37
Edited by turnit643 on May 17, 2010 08:17:56
 


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