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Rage Kinard
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new tests are being run now.
 
Rage Kinard
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nvm
Edited by Rage Kinard on Oct 9, 2010 21:56:31
 
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QB's need to be smarter. You shouldn't need to have the right QB progression to help them with not throwing into triple coverage.
 
TyrannyVaunt
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Can we get an update on what Tactics the QB sliders are set to?
 
WiSeIVIaN
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Open man/route distance slider needs to be taken out of the game. It literally makes zero sense with custom progressions...
 
Enkidu98
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Throws need to be significantly faster as well. There is too much time between when the ball leaves the QB's hand to the time it arrives on target.

Fastest human speed in mph: ~28.
Fastest Thrown Football: Over 75 MPH.

Changing the passing speed might help the ball arrive to the receiver before there are three instantly reacting defenders swarming the target. Then we can increase drops, make single coverage better and work on giving the QB's intelligence and different types of throws to use based on the length of the route and the type of route it is.

The Bullet/Loft slider is a nice idea but its inaccurate. a QB will not be throwing bullets all the time or loft all the time. It should be based on the route. We should likely analyze each play in the playbook and define the throw type per receiving target so that it is part of the play definition itself. In fact this will help as well because we could probably set some other rules on the route type by default. Certain short corssing routes may be there to go a specific speed across the field and be used as an outlet/non primary route. Allowing peoples possession receivers to run those routes effectively by making catching a much larger part of the role.

Definitely something needs to be done and I know you are aware of this, on how little catching means to the equation presently. Just like in so many other interactions, the 'Skills' portion actually means very little and these should be most important.

Catching for WR's.
Throwing for QB's.
Blocking for Linemen (Both types)
Tackling for Secondary
Carrying for Backs

Etc.

These attributes should mean MUCH more than they presently do.

And bugger on anyone who complains that changing it now ruins present builds. Honestly.. Waaah. Game is still in Beta and the most important thing should be the final product, not present builds. If it becomes too big of a whinefest, then allow changes to custom and AEQ at little/no cost once you have completed the sim tuning.

That and as always, there needs to be a 'cap' in the sim based on real world physics/values. Even if fudged a bit to make GLB players able to exceed the best possible human presently, doing so makes balancing and tuning the sim easier.

Lastly, most all of the +% pieces break the game. Just as wil the attribute VA's the +% AEQ bonuses are not 'optional' they are mandatory. If you don;t have them, player sucks. This is absolutely wrong if you want any semblance of game balance. It is obvious in the passing game with the +% catching bonuses exaggerating the performance of receivers who can then unbalance the sim with crazy attributes.

 
TehKyou
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Originally posted by Enkidu98
And bugger on anyone who complains that changing it now ruins present builds. Honestly.. Waaah. Game is still in Beta and the most important thing should be the final product, not present builds. If it becomes too big of a whinefest, then allow changes to custom and AEQ at little/no cost once you have completed the sim tuning.


I usually ignore Enkidu's tl;dr posts. However this time I didn't, and this makes so much sense it's scary.

 
rockitsauce
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Originally posted by rockitsauce
I just ran 2 test games where one team had the super speedy receivers with little catching, and the other with slower but super catching abilities. What would you expect from that? The sentiment is that only the speedy guys make plays....

Well, the catchier guys won both games and had better stats. It helps that all receivers go into elusive route mode when the route is finished. The slower guys got open and made more catches in traffic on balls not deflected.


You guys are constantly complaining about everything under the sun, and when you are presented with information you ignore it. I posted this and still there are posts about catching not meaning anything. No comments on this at all. Plus, someone is barking about posting QB tactics with game summaries. It's there!!! Read them, then comment.

It really gives no credence to your complaints when you absolutely ignore any of the information posted.
 
rockitsauce
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Here is another test of the super speedy vs super catching WRs. This one more exaggerated than the previous.

http://test.goallineblitz.com/game/game.pl?game_id=3058

I look forward to some comments.
 
risico
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There need to be "scramble rules" for when a play breaks down and the QB is under pressure.

In real football you don't see WRs break off their routes and run streaks or something. Something like this is a lot more accurate: http://highspeedspreadfootball.blogspot.com/2010/07/scramble-rules.html
 
Dr. E
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Originally posted by rockitsauce
Here is another test of the super speedy vs super catching WRs. This one more exaggerated than the previous.

http://test.goallineblitz.com/game/game.pl?game_id=3058

I look forward to some comments.


Which set is speedy?
 
Enkidu98
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Originally posted by rockitsauce
Here is another test of the super speedy vs super catching WRs. This one more exaggerated than the previous.

http://test.goallineblitz.com/game/game.pl?game_id=3058

I look forward to some comments.


Linking to the summary would help as well. So a quick glance tells us which team was which.

Appears the team that won had a lower completed pass percentage, though they had more TD's etc.

 
Dr. E
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Why are the builds as they are in the tests? Is it assumed they are a top build, average of a build etc.
 
Mightyhalo
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Originally posted by rockitsauce
Here is another test of the super speedy vs super catching WRs. This one more exaggerated than the previous.

http://test.goallineblitz.com/game/game.pl?game_id=3058

I look forward to some comments.


I guess it would help if you provided the info on the builds with this link as well so we don't have to search for it.
http://spreadsheets.google.com/pub?key=0AtlUmq0lDzXadEp3bnBpNkRLRDBjOWNpMm1EYkRDdmc&hl=en&output=html
http://test.goallineblitz.com/game_summaries/3058.txt

I'm not sure what that test is trying to prove. With the speed WR builds you have the QB set for 50 route distance, but neutral on bullet, while favoring long passes.

For the high catching team, you have it set to -50 for open man and -50 to the bullet side, no favor. I don't think you can pull anything from this test game tbh.

I'm not sure the builds are helping run quality tests either. They are all over the map. One team has a QB with 120 passing, while team #2 has a QB with only 90 throwing. For a proper test isolating catching in these test games, the builds should be identical down to the SA's with the exception of speed/catching. The QB's should also be identical, then after some games have been run using the format, keep the WR's the same, and change the QB's for each team. Do some tests with deep passers, and some for pocket passers with the same receivers. Then you can run some tests with the tactics adjusted, but you can't have one team with a different set of tactics, since that is what could be skewing the data.
Edited by Mightyhalo on Oct 11, 2010 07:21:21
 
risico
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Yeah, if you want to accurately test something, you need to control as many variables as possible. You can't test speed WRs against possession WRs and then use completely different QB settings or builds for each group.
 
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