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Forum > Test Server Discussion > 40-yard dash times...has anyone tested it?
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saintedix
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This is the only thing I've seen so far on it:
http://s116895246.onlinehome.us/public/glb/staminatest/

By this test, a guy with 150 speed runs a 3.00s 40-yard dash (unlimited stamina)? I timed the 140, 130, and 120 also. It seems speed is entirely linear, meaning a guy with 100 speed runs a 4.50, and 50 speed runs a 9.00?

Just curious if anyone has ever actually timed how ludicrously fast/slow dots at different speeds are.

Originally posted by saintedix
Okay, all of this aside. These discussions are happening all over GLB main and suggestions...I'm not really suggesting anything here.

This is partially in reaction to Bort testing increased hang time on kickoffs and punts...I think he wants to make the timing of the replays pretty accurate to "REAL" time elapsed. If this is the case, then looking at how fast dots physically travel seems like a good idea.

Usain Bolt ground speed (34.789 ft/s) = Roughly 130 speed and unlimited stamina (35.635 ft/s)

I'm okay with dots being "unrealistically fast" (maybe not 3.0s-40...but 3.8s? Sure)

I guess the reason I'm bringing this up is because there seems to be a lot of whining and speculation on dot speed all over GLB, but there is no conclusive data to address these issues because they haven't been analyzed in a test environment.
Edited by saintedix on Oct 30, 2010 00:08:17
Edited by saintedix on Oct 28, 2010 23:16:09
Edited by saintedix on Oct 28, 2010 23:15:53
 
tragula
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Look around GLB builds, this is very old news.

It is likely not the only silly attribute. What 140 STR mean compared with 80 STR, how much more a OL is stronger than a HB?
 
saintedix
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Originally posted by tragula
Look around GLB builds, this is very old news.

It is likely not the only silly attribute. What 140 STR mean compared with 80 STR, how much more a OL is stronger than a HB?


Yea I understand there are other attributes, but I'm looking purely at dot speed on the field (not the attributes, but actual speed in a physics sense). Sure, there are plenty of other ways attributes react with each other in a "silly" way, but none are quite as obvious and visible as speed.

This speed test is way old news, I know that, but nobody has actually timed it as far as I know.

Plus, testers are able to isolate variables that players cannot, such as infinite stamina.

I would like to see a test like this with increments of 5 or 10 speed on the players all with infinite stamina. Probably the biggest reason people are clamoring about super high attributes is with speed, and rightfully so. If a guy with 50 speed is literally half as fast as a guy with 100 speed...
 
tragula
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It is not about the speed but the scaling between the dots. Because one can decide how long in RL is a single tick, by adjusting you can adjust the fastest 40 dash time to 4.00 second or whatever you like.

Problem comes from the fact that different dots can differ by unrealistically margins, which make balancing the game hard (leading to all sort of weird bonuses to attributes depending on game situation).


 
Enkidu98
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Originally posted by tragula
It is not about the speed but the scaling between the dots. Because one can decide how long in RL is a single tick, by adjusting you can adjust the fastest 40 dash time to 4.00 second or whatever you like.

Problem comes from the fact that different dots can differ by unrealistically margins, which make balancing the game hard (leading to all sort of weird bonuses to attributes depending on game situation).




Which is why I have repeatedly made the call that the 'physical' attributes be given real world boundaries. So that no matter their number, there are limits, top and bottom, to their return and to instead reward people whose attribute exceeds the level at which the boundary of physical performance is reached with more consistency in their results etc. so that having a very high attribute still has value.

In fact, perhaps we should penalise the 'low end' as well so that if your attribute value is lower than the value necessary to provide the floor value your reults are skewed to fail more often/spectacularly than someone who is at the attribute value that provides the floor.

 
tragula
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The problem is this kind change goes way too deep into the core of the game. It requires new attributes (too differentiate players) and rework the entire build process (honestly a 4.00 and 4.04 40 dash time is meaningless).

I don't see it happening, despite being a make sense idea.
 
Rage Kinard
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Originally posted by saintedix
This is the only thing I've seen so far on it:
http://goallineblitz.com/game/forum_thread.pl?thread_id=4346036

By this test, a guy with 150 speed runs a 3.00s 40-yard dash (unlimited stamina)? I timed the 140, 130, and 120 also. It seems speed is entirely linear, meaning a guy with 100 speed runs a 4.50, and 50 speed runs a 9.00?

Just curious if anyone has ever actually timed how ludicrously fast/slow dots at different speeds are.


it's linear with a base modifier.
 
GoHooterGo
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The only way for this 40 Speed to be figured out is to have Bort create a Team Workout type sim, where you can put your Team through a series of Test.

Such as the 40, you could have a replay of a Dot taking off from the Goaline and running 40 yards, while it's timed electronically. This would help with player bragging rights, learning more about what effects speed, recruiting, depth chart adjustments and ect.

It wouldn't require much site space to do it, but I'm not sure how you'd so Strength tests and ect. See quick they could push a Weight Sled or ect.

Made up 40 Times are unrealistic and false, while some players are just faster in GLB then others.
 
tragula
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Originally posted by GoHooterGo
The only way for this 40 Speed to be figured out is to have Bort create a Team Workout type sim, where you can put your Team through a series of Test.

Such as the 40, you could have a replay of a Dot taking off from the Goaline and running 40 yards, while it's timed electronically. This would help with player bragging rights, learning more about what effects speed, recruiting, depth chart adjustments and ect.

It wouldn't require much site space to do it, but I'm not sure how you'd so Strength tests and ect. See quick they could push a Weight Sled or ect.

Made up 40 Times are unrealistic and false, while some players are just faster in GLB then others.


Or look there
Originally posted by bhall43

So now that I have seen this across several forums...it may as well just go here.

http://s116895246.onlinehome.us/public/glb/staminatest/

Warning: quite addicting to watch over and over again.

 
TrevJo
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Originally posted by saintedix
This is the only thing I've seen so far on it:
http://goallineblitz.com/game/forum_thread.pl?thread_id=4346036

By this test, a guy with 150 speed runs a 3.00s 40-yard dash (unlimited stamina)? I timed the 140, 130, and 120 also. It seems speed is entirely linear, meaning a guy with 100 speed runs a 4.50, and 50 speed runs a 9.00?

Just curious if anyone has ever actually timed how ludicrously fast/slow dots at different speeds are.


It is linear, and even worse, weight has a big effect on acceleration, so a 140 speed lightweight WR would run the 40 yard dash in less than half the time of a 70 speed heavy lineman.
 
haole
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Originally posted by TrevJo
It is linear, and even worse, weight has a big effect on acceleration, so a 140 speed lightweight WR would run the 40 yard dash in less than half the time of a 70 speed heavy lineman.


very realistic

 
Rage Kinard
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Originally posted by TrevJo
It is linear, and even worse, weight has a big effect on acceleration, so a 140 speed lightweight WR would run the 40 yard dash in less than half the time of a 70 speed heavy lineman.


and FS can get you to top speed in 2 to 3 ticks regardless of how fast you are.

Hmmm, wonder why a 65 speed 80 agility 330 lb OL can't block a 145 speed 85 agility 10 FS 240 LB shooting a gap?
 
bigtisme
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Originally posted by Rage Kinard


Hmmm, wonder why a 65 speed 80 agility 330 lb OL can't block a 145 speed 85 agility 10 FS 240 LB shooting a gap?


back to the old argument of how much speed/agility should an OL need...becuase we all know that all OL are slower than LBs and DBs (and lots of DEs) too. Also 65/80 is a bit lower than most have isn't it...most season 1 created OL nearly hit those numbers.
 
Rage Kinard
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Originally posted by bigtisme
back to the old argument of how much speed/agility should an OL need...becuase we all know that all OL are slower than LBs and DBs (and lots of DEs) too. Also 65/80 is a bit lower than most have isn't it...most season 1 created OL nearly hit those numbers.


Well mine are typically at least 70/90, and I have a C that was closer to 75/100, but unfortunately I can see a lot of Pro/WL builds and the amount that are 65/80 or 65/85 is mind blowing, and you would be surprised at the number of WL agents that laugh at me when I say all OL should have at least 70/90 end build. Then they complain because defenses are getting too many sacks, and blame it on the DPC.
 
saintedix
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Okay, all of this aside. These discussions are happening all over GLB main and suggestions...I'm not really suggesting anything here.

This is partially in reaction to Bort testing increased hang time on kickoffs and punts...I think he wants to make the timing of the replays pretty accurate to "REAL" time elapsed. If this is the case, then looking at how fast dots physically travel seems like a good idea.

Usain Bolt ground speed (34.789 ft/s) = Roughly 130 speed and unlimited stamina (35.635 ft/s)

I'm okay with dots being "unrealistically fast" (maybe not 3.0s-40...but 3.8s? Sure)

I guess the reason I'm bringing this up is because there seems to be a lot of whining and speculation on dot speed all over GLB, but there is no conclusive data to address these issues because they haven't been analyzed in a test environment.
 
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