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Forum > Goal Line Blitz > Q&A Archives > GLB Question and Answer Thread #4
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Originally posted by LordEvil
There is no voice for the lower level leagues mostly pee wee when it comes to testing so basically we play off of hand me downs from the changes done to the superior league (WL) and it greatly effects the game for us. Would you guys consider adding testers for pee wee level to test level 8-12 dots? For things like passing, defending the HB/FB pass, pump fakes, pathing etc etc that could be tested before the season starts so either Bort could make a little change here or there in his code to the lower level, give a little boost here or there or so we could warn the pee wee community that X won't be a good Idea this season because of Y factor and you might want to go another route.

This would keep teams from wasting a month and money when they would know forehand what to expect instead of basing things off of last season and getting reamed from changes made. Passing built teams didn't stand much of a chance this season and in pee wee with so few attributes to spread around it really matters on what tyoe of team you build for what the sim is built for that particular season.


Will always consider things of that nature. Next time we have tester openings, I encourage people to apply and offer this type of input. One of the problems with a game that is in beta and is still in development is that we have to prioritize the issues that we work on and test. We understand the frustrations with the moving parts of the sim but we are working towards making the game one where we seldom make sim changes and in order to do that, we often have to make adjustments that affect people's current strategies and visions.
 
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Originally posted by IIAMLEGEND
Do we lose all our created plays or do we get to keep them with all the d line and LB custom positions reset, becuase id like to at least keep the concept of what they are and have free roaming safeties.....


You won't lose the plays but the alignments will be shifted to the preset ones from the revised DPC.
 
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Originally posted by vike fan 4 life
why did you decide to have the play call box come one before the play instead of right after along with the play's text description?


Just what Bort did - not sure of his reasoning. If you want to change it, I suggest making a suggestion. Seems reasonable to me.
 
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Originally posted by drewsky
Last season, the QB would rarely throw to a receiver on 3rd that was behind the 1st down line. This season, if the receiver is open, he's making the throw. Was there a change in the decision mechanism on 3rd down throws?


Yes there was. Mainly to due with open receiver recognition. They will still favor the longer routes to get the 1st down but if a player is open, they will be looked at.
 
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Originally posted by Fumanchuchu
On making tackles vs forcing fumbles:

Does every successful tackle get a force fumble roll? Or does the make tackle roll have to reach a certain threshold to trigger a force fumble roll?

Is Make Tackle % AEQ included in the "tackle quality" part of the FF roll? Is tackle quality even a thing?


Will have to defer to next Q & A.
 
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Originally posted by jpjn94
With the change over to the Age Based Leagues there was talk of a Team Chemistry freeze for teams during the off season. Will this still occur? Will it occur for all teams?


It will occur - not for all teams, just for all age capped league teams.
 
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Originally posted by ijg
A couple training questions. Will break into two posts for readability.

Training breakthroughs:
Premise: I believe that multi training penalizes your chance of a breakthrough. Am I correct? See logic below.

1) Is the probability of a break through - call it P(B) - the same for daily vs. multi training?
IOW, if my P(B) is 10%, I will get 4 break throughs if I train normal all season(10% * 40).
How many will I get out of my 10 multi trains (if 4 way train)? 1? (=10% * 10)

2) If the answer to 1) is yes (that I will get 1 multi break through/season if P(B) = 10%), how does that break through work? In my experience, it appears only 1 of the 4 attributes gets the break thru, not all 4. Is this correct?

3) If 1 and 2 are correct, doesn't this imply 1/4 the breakthrough gains on multi training as daily training (intense, light, or normal)? Is this intended as a reward to daily training or is this an unintended oversight?
Or is P(B) > on multi than daily, so that I will get more break throughs to offset the fewer trains over a season?

Bottom line: You see what I'm getting at? If P(B) is constant and only rewards 1 of the 4 skills in the multi, than multi gets you 1/4 less breakthroughs over a season (and thus career)which seems unfair. To correct it, imo, either all 4 attributes should get the break through or P(B) should be 4X for multi so that you still get 4 break throughs/season either way (assuming P(B)=10%).


Will have to defer to the next Q &A.
 
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Originally posted by ijg
Training question #2:

How exactly are the decimals carried over?

Premise: It appears decimal values - whether displayed (multi) or not (normal train) in the expected training value are rounded when applied to your training bar. Is this correct and is it working as intended?
1) In multi train - where decimals are shown - the training bars seem to go up by the rounded up value displayed, e.g. if it's 16.7% the bar goes up 17% and even if it's 16.3%, the bar tends to go up 17% too. It will go up 17% each train, so after 3 trains, you get 51%, not 50% (16.7% * 3) as best I can tell. So is it correct that the decimal is not stored in the training bar?
2) In daily training, there seems to be a similar decimal expected value, though it's not shown. Is this correct? This becomes apparent at high skill values, so when a skill is at 80, the light expected value will be 1% and normal may be 3% whereas at 90, the light value is still 1% but normal may be 2%.

When you train, your bar goes up by those displayed 1%, 2%, or 3% each time, again suggesting no stored decimal. However, I am guessing when you get 3% normal, 1% light it's because the expected values are say 2.8% and 1.4% whereas at 2% norm, 1% light, it's because the expecteds are 1.8% and 0.9%. Again, is this roughly correct?

Bottom line: The reason I am asking all this is there are funny situations when you're trying to fill out a bar (say speed is at 82 and 94% full) and light takes 6 trains at 1% vs only 2 norm trains at 3%. However, if I wait til 88 to fill the bar, it now takes 3 norm trains at 2%, but I can still do 6 light trains at 1%, so there is a bit of an arbitrage to knowing where norm is of value and where light is of value. Is that disparity WAI? I would have thought there would always be a linear relationship preserved there, but if decimal values aren't stored, then inefficiencies get created.

Note: It isn't just apparent at high values. I've noticed at lower values sometimes as well, usually around the caps.


Will have to defer to the next Q & A.
 
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Originally posted by rockitsauce
After the promotions were implemented we were actually able to see the difference in a team's play when boosted by the game promotions. It's a visible and statistical difference maker. That being said, there are infrequent times when I would swear a team had a promotion running based on the same indicators when there is not one applied.

My question is, "Are there pre game randomizing factors that have the same affect as the promotions?"


No, there are not pre game randomizing factors that have the same affect as the promotions.
 
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Originally posted by wormser1971
Does eyepaint equipment give you a boost to vision, compared to a do-rag? That would be awesome!


lol no it does not.
 
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Originally posted by lardaddy
the description for the Cut Block SA reads:

A cut block is a block below the waist that attempts to bring the defender to the ground quickly. The blocker will execute this block when he is overmatched or needs to take the defender out of the play very quickly.

Please elaborate what 'overmatched' means. Less strength? Less blocking? Less of both?

Further, does the phrase 'very quickly' mean that this SA will only fire w/in a certain period of time elapsed from the snap?


Will have to defer to the next Q & A (for technical questions, I want to allow Bort to answer them and he doesn't have time to do so right now).
 
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Originally posted by Disastermaster
When the placement for the new age based leagues will be made, day 41 or day 42?

Also will we be able to release playrs on the day before the team placements?


Little late to answer this, so my apologies. Made on rollover from 41 to 42. Could not release, best option was to select league you wanted to be placed in and/or offer season ending contracts.
 
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Originally posted by SphyNxXx
Concerning the Announcement on players created on day 40, will this be applied retroactively? If I am correct in my assessment, players currently that were created on day 40 that are on your roster will be 1 day too old for the next league. Will this mean that team owners will have to cut day 40 players to keep from getting placed in a higher league?


will not be retroactively applied.
 
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Originally posted by Mob-6
What are the pre-reqs for Closing Speed to kick in, regarding distance or situations from ball carrier?

What can be done to improve the effective level numbers? A guy who puts all his BT's into SP is going to have a much higher effective level than a guy who puts all his BT into AEQ. Have you ever thought about factoring in the bonuses from the AEQ into terms of SP in the effective level read out to give a more accurate effective level?

What do you think it costs to have a worthwhile GLB experience? I'm finding this game to be very costly compared to other forms of entertainment. Something strikes me as extremely odd and ridiculous when this game costs me more per month than a cable bill, cell phone bill,or alternate game subscription, etc. Do you think there can be a better price to experience model rolled out if this game gets out of Beta and would you actually consider it?


Will have to defer the first one. Second one is more of a suggestion so not going to answer.

I think in terms of a worthwhile GLB experience, it really depends on what you are looking to do with the game. Some people can have a very worthwhile experience and not pay a cent or pay very little by doing things like coordinating, recruiting, or owning a team as well as just focusing on building one player. If that's not the experience you want, then there are certain costs associated with the game but you control how much you want to spend. If you want to run a team of all of your own players, yes, it's going to cost you a pretty penny. If you want to run 3-5 players, it will cost some but not an exorbitant amount. The good thing, though, is that no matter how much you spend on a player at the end of their career you are going to get something back and be able to play the game longer.

There are no plans to change the pricing model for GLB. Future games might have different pricing models.
 
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Originally posted by Granmarg
Is the regular season sim the same as the playoff sim?


Yes it is.
 
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