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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #11
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Catch22
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Originally posted by bushidobard
Is Strength halved for a rushing QB rushing beyond the LOS? How about during tuck & run? etc


Originally posted by Bort
Just vs sack attempts.

 
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Originally posted by Dpride59
How much of a factor in the fumble recovery roll is carrying?


Originally posted by Bort
Not much. Agility is the main factor.
 
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Originally posted by ryan_grant-25
Are dots given the ability to choose which side of the dot they hold the ball on? For example when you are running along the right sideline you want the ball on your right side to avoid a fumble. Curious to see if dots are given this option and if it helps with fumble prevention



Originally posted by Bort
No, and no it doesn't matter.
 
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Originally posted by utvols
Are there any plans to work on ST play? The delay when a returner misses the kick and play stops is rather ridiculous. The resemblance to reality just is not there, even in the routes that returners take (returners running into masses of tacklers with totally open lanes on either side or blockers/tacklers running into the bleachers for no reason, etc...). ST's play code really seem to need some attention.


Originally posted by Bort

I'm sure we will do some more with it; we've definitely finished up many of our other bigger projects.
 
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Originally posted by Antonine
Is there any intention or willingness to look again at the much-criticised MVP formula and rethink it, or is it regarded as of no importance?


Originally posted by Bort
I pretty much like how it works at this point. Little adjustments are still made here and there as certain things tend to stand out more than others from season to season. Ranking players by a formula will always seem flawed to some (see any of the oft-maligned real life examples out there), so there is not much of a point in trying to please everyone with it by constantly reworking it.
 
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Originally posted by Thunder66
I actually have a real question this time:

Q: Does (or has) Bort ever updated/changed the hot routes on passing plays from season to season. Either to a) improve the plays or b) keep people on their toes?


Originally posted by Bort
Only to fix/improve plays. Once a play is working well, I pretty much just leave it alone.
 
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Originally posted by TruthHammer

When a defender recognizes that a pass has been thrown, are they programmed to run to the receiver, run to the ball, or does it vary based on the defender's tactics?

Originally posted by Bort
It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB):
- I have to see the ball is coming in the first place (vision check)
- I have to get into position near enough the the ball to interact with it (speed/agility etc)
- I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)
- If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll)
- If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it)
- If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.
- If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough.
- If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit

Based on the above, does that mean that the defender will only ever go for the interception or the deflection, or is it possible to cause a deflection while attempting an interception?

Originally posted by changelog
Dec 19, 2011
- Updated QB lead calculations to find better points to throw to away from defenders

Do QBs take into account the speed, height, and jumping of the receiver when they decide where to throw the ball? Do they take into account all nearby defenders? Do they take into account the speed of the defenders? Do the take into account the current momentum of the receiver and defender(s)? Do they always try to find the point furthest from the defenders, or do they try to find a point that is out of the defender(s) range and will lead to the most positive result?


Originally posted by Bort
Defender's reaction to the throw depends on his tactics and whether or not he has over the top help. For the most part, he will probably be running toward the player.

With the new lead code, QBs will try to find the optimal point that the receiver can reach and all defenders cannot. Speed and turning ability of the receiver and defenders are taken into account, as is the receiver's max catch height.

 
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Originally posted by Bloodfart
why can HB's with 6 blocking consistently hold off a OLB that led the league in sacks last season for what seems like hours? does this mean we're wasting SP's on blocking if dots with only 6 blocking can block like a fucking pro bowl LT? What does blocking do?



Originally posted by Bort
Pretty much anyone is going to at least stop a pass rusher for a moment, especially if he has high strength. I've seen plenty of weenie guys get beat quickly. Blocking helps hold a block. Of course, you may get your block broken over and over and still have the balance (agility) to remain standing and keep getting in the way. That may be what you're seeing.

Edited by Catch22 on Jan 17, 2012 07:05:39
 
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Originally posted by jdbolick
The WR3 is last in my custom progressions for this play. He does not flag as open and he's actually covered by three defenders, so why does the QB jump to him second? http://goallineblitz.com/game/replay.pl?game_id=1929929&pbp_id=5408670 The same thing happened on this play where the WR1 is last in the custom progression and yet the QB jumps to him second despite being double covered. http://goallineblitz.com/game/replay.pl?game_id=1892931&pbp_id=5263446 Did you add something to the preplay code that decides you're going to throw an interception to someone if you get a bad enough roll?


Originally posted by Bort
Without any trace data, I can only make assumptions as the calculations involved. The player in the first one is not really very well covered when the QB switches and makes the throw. Bad luck with the underneath int. The second one he appears to be potentially beating his defenders, possibly triggering the openness check. A player does not have to have the "i'm open" icon for the QB to see him as being potentially open (though it helps).
 
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Originally posted by aaasahi
http://goallineblitz.com/game/replay.pl?game_id=1895964&pbp_id=4910947
http://goallineblitz.com/game/replay.pl?game_id=1895964&pbp_id=4911263
http://goallineblitz.com/game/replay.pl?game_id=1895964&pbp_id=4912187

In these three play, WR seems just jump and fall down.
What do they attempt to do?
Some one says they try to cut block, is that true?(since my WR doesn't have any point in cut block but they always just fall down)

And, can you tell what attribute/ Special Ability could prevent this happen?


Originally posted by Bort
It's an attempted "hard" block, due to the angles between the players in the play. If that is something that happens every time a particular play is run, it should probably be reported as a bug to be fixed by adjusting the play. There are probably times where he does take out the other guy, though.


 
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Originally posted by lardaddy
Other than Vision, a higher open man slider setting and an investment in the Quick Read SA, are there other factors which can contribute to the rate at which at QB will move through his progressions? If so, what are they?


Originally posted by Bort
Nope, that is it, other than a guy coming open and forcing a quick target.


 
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Originally posted by saintedix
Does the Balance SA only work on passing plays? If not, can you provide examples of it working on rushing plays (for offensive AND defensive linemen)?


Originally posted by Bort
It works on any potential pancake. Don't have any examples, but just checked the code and it's in there in the run blocking section.


 
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Originally posted by Ken1
One a discussion on the forum brought to mind: Does Closing Speed, once activated, remain active until the user attempts to tackle the player being chased (or some similar conclusion), or does it deactivate once one gets close to the player being chased (probably within 5 yards, as that's how far I've heard one must be for it to activate)?


Originally posted by Bort
It turns off when you get close.


 
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Originally posted by Craw33
Does Zone Focus work against the run? If so what is the cut-off point.


Originally posted by Bort
Yep, it works until the player leaves "zone coverage" mode (once he sees the handoff).


 
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Originally posted by NS96

I'm trying to figure out the correct formula to predict training gains, but I can't seem to get it right.

I'm taking the formula 1.6*75*EXP(-0.038*(ATTVALUE-1)) and rounding it.
Then I'm multiplying by the 1.2 intense modifier and rounding again
Then I'm multiplying by the enhancement and multiplying again by the multitrain multiplier.

Those numbers don't seem to come out correct. Do you know what I am doing wrong?

Thanks,
NS96




Originally posted by Bort
Sounds correct. Not sure what you're doing wrong.
Here's some (chopped and simplified) perl code for intense train:

# Base value
my $multiplier = exp(-.038 * ($att_value - 1));
$multiplier = .01 if $multiplier < .01;

my $increase_value = nearest(.01, 1.2 * $multiplier);

# Intense
$increase_value = nearest(.01, $increase_value * 1.20);

# Training bonus for enhancements
$increase_value *= 1 + (.1 * $upgrades);

# Multi training
my $multi = 1 + ($multi_train == 1 ? 0 : $multi_train == 2 ? .05 : $multi_train == 3 ? .20 : .30);
$increase_value = nearest(.01, $increase_value * $multi);

Then we add a small randomness factor and breakthroughs
 
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