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tragula
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http://goallineblitz.com/game/forum_thread.pl?thread_id=4293400&page=1#38534376

Having large RPP at 8 is way too low. RPP at 8 kills auto adjust.
I never tried to exploit a specific play. For specific game situation Like 3rd and long it is legit to call 4 SG plays and that all. AA will many time shoot one of them to around 10 times a game (when your O stinks and you see a lot of 3rd and long).

No reason for the RPP to fire if the O doesn't try to exploit. DCs has AA and DPC and should be able to stop anything the O sends.

If there is exploitable O plays fix them via the bug forum.

 
haole
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I still think it's ridiculous that the defense can run the exact same defense all game with no penalty, but...

you don't think it's reasonable that if you're in 3rd and long a lot, and you use the SAME play in third and long all game, that the defense would be able to figure it out and stop it easier?

that's EXACTLY what a RPP should be in there for!
 
bhall43
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Originally posted by haole
I still think it's ridiculous that the defense can run the exact same defense all game with no penalty, but...



Only rule that really applies for defensively is blitzing that anyone should care about...and you have the option to audible blockers in.
 
tragula
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Originally posted by haole
you don't think it's reasonable that if you're in 3rd and long a lot, and you use the SAME play in third and long all game, that the defense would be able to figure it out and stop it easier?
!


I do. This is why a DC can
1. Scout
2. Use more than 1 play
3. Turn on Auto adjust

I never tried to use an exploit (no PB during Islam, no juke back in their time... lol me)
- I Never used an input with less then 3 plays (unless it is a kick / kneel/ spike)
- I never had a play having more then 50% in a specific input (and much less in the input that can be called much)
- I never called a game with less than 20 plays dialed into the AI in different plays.
(test games not included)

But I do:
- Use packages will small amount of plays
- Scout defenses and try to attack their weakness
- Use very quick auto adjust, and design my AI to maximize AA efficiency.
- Put too many hour into game planning

There is no damn reason why I should worry about RRP !
 
bhall43
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lol...its really not hard to avoid getting raped by the RPP...its not like you are completely fucked if you run a play more than 5 times...bunch of fuckin drama queens.
 
haole
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Originally posted by bhall43
Only rule that really applies for defensively is blitzing that anyone should care about...and you have the option to audible blockers in.


repeated identical blitz schemes and repeated identical coverage schemes should each be things that a quarterback can "read" to create either a penalty to the defense or a bonus to the offense

Originally posted by tragula

There is no damn reason why I should worry about RRP !


I would actually agree with you, because the RPP used in GLB wasn't designed to create any kind of realistic in-game logic, it was designed to penalize exploiters. Now it's being broadened, and I assume to rationale is to create a more realistic in-game logic because the exploit hole has long been patched. But it's being done in a way that's a "dumb" fix because it's neither situational nor formation-based.

That doesn't mean I'm calling the people who created the fix stupid; it means that the fix is simply too broad-based and firmly set regardless of the conditions under which it's being activated.

For example, if you run 10-15 different plays out of the same formation, you should theoretically (in a "smart" fix) be able to run a couple of those plays most of the time with no penalty, because the defense would be constantly off-balance.

On the same note, if you run the same play on three straight third-and-longs, the defense should be sitting on that play by the fourth straight time you run it. That's actually what I was trying to say with my post. Not that you should be penalized, but that this is what a RPP should be looking to penalize, not just a magic set number of repeated plays regardless of the circumstances.

Of course, creating a system that would recognize various conditions in an intelligent way is complex and difficult, and GLB's resources are stretched too thin, so that's not going to happen. I merely was wasting a few minutes daydreaming about how it should be
Edited by haole on Sep 17, 2010 19:52:00
 
foppa9601
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any examples yet to show us.....
 
bhall43
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Originally posted by haole
repeated identical blitz schemes and repeated identical coverage schemes should each be things that a quarterback can "read" to create either a penalty to the defense or a bonus to the offense


obviously the offense needs more bonus's in this game. what was i thinking?
 
haole
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Originally posted by bhall43
obviously the offense needs more bonus's in this game. what was i thinking?


in the current sim? no, the offense is too overpowering.

in a more balanced sim, the offense should actually get a bonus for running unique plays, and a penalty for being predictable in ways like the ones I outlined above.

and the defense should also get a bonus for running switching up the blitzes or switching up coverage schemes, while it should get penalized for running the same defensive schemes over and over

will any of this happen? probably not. as I said, I was just daydreaming
 
tragula
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Originally posted by bhall43
lol...its really not hard to avoid getting raped by the RPP...its not like you are completely fucked if you run a play more than 5 times...bunch of fuckin drama queens.


I was following catch quote (line in OP) that 8-10 repetitions should damage a play considerably. And you know that it will happen in the 4th quarter.

Getting some plays into the 8+ windows is something that happen almost every game in the way I OC and on purpose. Nothing exploitive there, just trying to give my team best chance to win.
I know it is just pre-season by your Lincoln just run HB Dive Weak 11 times in their last game.

There is no reason why something like RPP that was only introduced as a patch to close exploits should be tuned down to a level that it effect the bulk of 'honest hard working' the teams.

It is not about a drama, or hysteria. It's just an unnecessary source of uncertainty. Not different of making the sim call a random play 2 times a game, you can live with it, but why should you ?

All that is needed to do is change 5 to 10 making the RPP window start at 13-15 and the whole issue is over.




 
Catch22
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The RPP was already at 10 with the window starting at 13-15. We deemed it wasn't acting as enough of a deterrent to keep teams from calling only a small number of plays a game. GLB's vision is a game where teams actually use more then a small number of plays in the game.

The RPP isn't going to be modified. You can debate and argue it all you want as long as it's civil but we have no reason to change the change. We have reasons for making this change and we're going to stick by them.
 
tragula
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Originally posted by Catch22
The RPP was already at 10 with the window starting at 13-15. We deemed it wasn't acting as enough of a deterrent to keep teams from calling only a small number of plays a game. GLB's vision is a game where teams actually use more then a small number of plays in the game.

The RPP isn't going to be modified. You can debate and argue it all you want as long as it's civil but we have no reason to change the change. We have reasons for making this change and we're going to stick by them.


Now I am confused.

Do I care when I run the play the 10th time or not ? If the answer is yes, I would like to hear the logic making that the case. If the answer is no, I don't care.

If all you wanted is making it more deterrent at 15 you could just increase the effect it have. Why bring it down ?


 
bhall43
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Yes...it is drama...you mention I ran thr dive 11 times...most of those were in the same situation over and over again. Ducy that is silly? Catch never made the penalty sound that bad...you guys continue to make it more dramatic...like the rumor that goes down the line and gets strung out to something ridiculous. The penalty at 8 plays is more noticeable. That's it. That doesnt mean your precious go to play is completely screwed. Lol..my ai is really freakin simple...so if some of your ai's can't handle this than wow...
 
tragula
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Originally posted by bhall43
Yes...it is drama...you mention I ran thr dive 11 times...most of those were in the same situation over and over again. Ducy that is silly? Catch never made the penalty sound that bad...you guys continue to make it more dramatic...like the rumor that goes down the line and gets strung out to something ridiculous. The penalty at 8 plays is more noticeable. That's it. That doesnt mean your precious go to play is completely screwed. Lol..my ai is really freakin simple...so if some of your ai's can't handle this than wow...


The RPP concept is silly. It was introduced to prevent exploits and as such I have no issue with it. But no need to pretend that it a sensible RL logic. (if it was I then It could be used to trick the D).

Special situations is where I said all the time the RPP will come from. It will not be the go to play that will hart but plays that are enhanced by the auto adjust.

It is no difficult to never run a play more than 6 times (at least with high probability). But I do want to, and I see no logic why I shouldn't.

Catch words where "It doesn't really start having a big impact until you get to the 8-10 play threshold." I have no clue what big impact means, if it is noticeable then I am not happy.

Edited by tragula on Sep 17, 2010 22:28:53
 
bhall43
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What isn't sensible about it? Its a bonus to vision, confidence, and tackling (maybe that's a little wierd) not something game breaking. You act like this is the end of your offense. Which I find pretty lol.
 
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