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Forum > Goal Line Blitz > Q&A Archives > GLB Question and Answer Thread #3
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Catch22
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Originally posted by Buckeyed
My question involves the selection process for MVP gear.

I have a KR/PR that was his Pro League's ST MVP. He lead the league in PR TDs, PR Avg and PR Total Yards, yet no MVP gear was awarded. I'd like to know more details about the selection process and how such a dominant season could go unnoticed.

Thanks.


The MVP endorsement is awarded to one of the top 5 finishers in the MVP race. It is a random, weighted lottery with the #1 finisher receiving the highest probability of receiving the award and the #5 finisher having the lowest probability.
 
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Originally posted by Bryan610
my question is about chemistry.I understand the penalty but how does it apply in the following situation?

Overall-70
Offense-81
Defense 86

Is the penalty based off the overall score or the side of the ball you play on?


Thanks to tragula for pointing out my brain dead answer:

The O score to be : (70+81)/2 = 75.5 = (24.5*.111) = -2.7%
The D score to be : (70+86)/2 = 78 = (22*.111) = -2.4%


For reference here are Bort answers from the wiki
Originally posted by WIKI

Q: What effect does chemistry have?
Answer 1% per 10 points, so 10 chem = 9% (penalty)
Q: If you have 90 overall chem, 90 offense chem, and 100 defense chem, does your defense suffer -1% and your offense -2%? Or does your defense have no penalty and offense -1%? Basically I am wondering if missing Overall chemistry gives you an additional hit?
Answer: Your offense and defense would both suffer, but the defense to a lesser degree. Take the average of overall and O or D to get your chemistry score.

Edited by Catch22 on Nov 23, 2010 11:20:30
Edited by Catch22 on Nov 23, 2010 11:18:51
 
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Originally posted by SAINT615
My question involves the bonus from streaky compared to the bonus from attribute va's.

Is the bonus from a va such as track star a higher boost to speed than the 5% from streaky, or even slow starter?
track star = 4.5
streaky =5
slow starter = 6

Yet Track star seems to play the most noticable difference on the speed script


No, they are all flat +% bonuses.
 
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Originally posted by saintedix

Does the Juke SA make defensive dots shrink like head fake does, or is it something else? If so, is there plans to add text to the replays for Juke (just like Power Thru, Lower Shoulder, and Surge)?



1. Yes, it makes them shrink. No plans on adding text.

2. Will have to get Bort to answer. I think I know the answer but I want to be certain.
 
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Originally posted by Mob-6
What are the five most important things that agents should know about building players that have never been addressed by anyone in GLB?


Pretty sure the five most important things have been addressed at some point by someone, so there is no answer to this question.
 
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Originally posted by Kissinger
Are you considering eleminating some teams so there will be less CPU teams/easier to recruit?

Are you considering going back to the old team buying system? (The Wait list)


We contract teams if there is a need to do so. At this time we are not considering going back to the old system.
 
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Originally posted by porkchopchili
is there a penalty for a special team unit that are all STOPS but built from lineman or cheap flex players?


No.
 
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Originally posted by XoOxICE
What are your opinions of private leagues like League Underground?


I think they are fine. Gives users who have problems competing in the established GLB structures an opportunity/avenue to have some fun.
 
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Originally posted by razor9
Does the proximity of a defender on any type of kick have an effect on the kicker's confidence? (ie, is he more likely to flub the punt or shank a kick as a result?)


No.
 
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Originally posted by Disastermaster
Is it possible that the morale reserve from salary is not working?

Take a look here,
http://goallineblitz.com/game/replay.pl?game_id=1492093&pbp_id=2759912

everyone on Offense has more or less the same morale between 93-95. There are players that have no morale reserve from contracts, some have 2, the HB has 7 and the QB 10 extra morale reserve. But everyone has the same morale?

Have more examples if needed.



You linked a play from the end of the 3rd quarter. At the beginning of the game, there are numerous players who have 115+ morale. Players morale does not rise/decline at the same rate as other players on the team but it will often be somewhat linear because of the team effects of morale. Morale reserve from salary is working.
 
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Originally posted by Dr. E
when the rolls to determine a given action are calculating, do they use equipment? For example, break tackle. If my HB has 75 carry and another 10 in equipment for a total of 85 in carry, which number is used?


Most rolls use the after equipment value.
 
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Originally posted by Cmdr.Groaning
About OAI, the "use basic settings" or "play default" buttons under HB/FB on a pass play:
The play default will read from the OAI the custom slot HB1, but the use basic settings will ignore the custom slot HB1 and read from HB depth chart? And why is this button deactivated at times to lock in use basic settings?


Use play default will have the player do whatever is defined in the play. If the player is running a pass route, they will always run a route in this instance. Use basic settings has the player perform the action depending on what the basic settings are. For example, if the basic settings are Pass Block 25 Run Route 75, then there is 25% probability when that play is called the player will pass block and a 75% probability that they will run a route.

If you use custom progressions and that player is defined first option in the progressions, then you can not use basic settings for them.
 
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Originally posted by lukin83
Does the +2% bonus to catching and holding on to passes from the Mr. Reliable VA give a bonus to the catching attribute or does it act more like +% catch ball equipment?


Also do things like +% not fumble chance equipment and the +% bonus to avoiding fumbles from the Mr. Reliable VA help a receiver to avoid knocked loose passes?


Acts more like +% catch ball EQ.

http://www.glbwiki.com/qa/search.php enter in Knocked Loose in text box for answer to 2nd one.

 
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Originally posted by The Avenger
Will we ever see rewards of some sort for multiple season ownership?

If an owner is providing a GREAT place and environment for team building, success on the field, etc.......shouldn't team renewal after 10 seasons or what ever a goal set by GLB reward those, even its a little bit, support such an INTEGRAL part of GLB...the experience of playing on well run teams that every agent here neeeds to stay and have fun with.........Its actually the single greatest reason agents NEW and OLD buy more flex, or gameplan, etc, etc imho!


We're working on a team incentive program. This will reward teams/players that stick together.
 
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Originally posted by TheGreatPuma
Is the majority of the game's testing done by the agent testers?

If so do you feel this level of testing is sufficient?


It depends on what you're talking about. Certain issues are tested primarily by Bort, myself and a few other members of the dev team. Other issues we have the testers (comprised of agents) conduct testing. And we certainly rely on input from users in pre-season games to identify issues with things that we might have missed in testing.

As for whether it's sufficient? In the past, I would have said that no it has not been, but I feel that we've come a long ways in that regard. The sim changes that we implemented this season were tested for approximately two months before being added to th game and I feel that their implementation was perhaps the most seamless introduction of massive sim changes that we've had in a long time.
 
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