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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #12
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Originally posted by gbororats
in addition to that, does relentless pursuit even work anymore? the SA says if the QB has not passed in over 2 seconds.... the QB easily holds onto the ball now for 6-10 seconds in some cases and still doesnt get a sack. Does relentless pursuit require a certain amount of pass rushers, or is the SA non-oped with the new sim?


You'll need to go to Bugs Forum and post examples. We'll look into it further if evaluation warrants it.
 
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Originally posted by RufusBrutal
For casual, if we just run a basic offense and not a preset, will it just pull off the regular depth chart? Or does the Custom O Slots depth chart have to be cleared as well?


If you don't use a preset it will pull from whichever depth chart you have loaded. Formation overrides not withstanding.
 
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Originally posted by RufusBrutal
Why, when using the casual wildcat preset, would a team pass on 3rd and less than a yard? It's really not that rare, seen it happen many times.


The presets are meant to be balanced in terms of run/pass based on down/distance. While it's much more likely that a team will run on 3rd and less than a yard there is probably 10-20% chance of passing (more in certain presets, less in others).
 
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Originally posted by Fmetnik
Going out of Beta.

What does this mean. Last Q&A tread mentioned advertisement for more users.
Does this also mean a change in flex price? team and player prices?

What other changes not relating to the sim and actual game will come up to and when moving out of beta?



It means simply that we're going to be in a much more stable environment in regards to the sim. Sim changes will be minimal unless it's to address a bug. There will still be enhancements made to the website but the game itself will remain relatively unchanged.

No plans on adjusting any prices.
 
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Originally posted by KevinM
Are defensive players affected by an offensive player with Aura of Intimidation the same way as the reverse? Are there any situations that change how the skill works against players being affected by it?


Yes they are.

No.
 
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Originally posted by gbororats
How extensive is the test server? It seems like every off season changes/major changes come out, and then all hell breaks loose and we... the paying customers are forced to find all new bugs and schedule 100 scrimmages, paid for in real money in the offseason just to figure out how things work. Then, Major changes are made during the live season after we all adjust our AI's from the preseason.

basically, how many sims are run on the test server, and does someone watch every play that happens and compile a bugs list? How many so called "testers" are there looking at game film from these changes. Some of the "bugs" are pretty common and never should have gotten released, while others, like the most recent snap out of the endzone resulting in a touchback rather than safety are probably VERY rare and understandable.


It's a very small group now as we near getting out of Beta. Mainly Bort and I do all the testing with some input from a few GLB users that have access to the test server. Part of being in Beta is "beta testing" the game and as such we need and seek input from users on issues that are broken or need revising. While we do quite a bit of testing when we make a change (and for major changes we'll have the GLB users that have access run tests and provide feedback), there is no way five to ten sets of eyes and brains is going to be able to come up with every possible flaw or see every possible bug.

When I test, I watch every play of every game I test. How many games I run for a test depends on what the change is and what precisely I am looking for while testing that change. For example, we are working on some bug fixes for back coverage issues. I set up a specific AI that ran nothing but cut routes (the ones that cause the most issues) with a generic coverage defense. I reviewed every play (over 200 pass plays) and made notes to Bort for what needed revising. He revised, I ran another test game with the same exact set up and again reviewed every play. The process for these two games alone took approximately five hours.

For the sim changes this past off season I ran approximately 100 test games for all the various changes. And yes, I watched every single replay of every single sim. Even the ones I was running to get "base" data to see how the running game looked (although I admittedly moved through those games much faster then games like the ones I mentioned above).

GLB's a small operation but I think we do a pretty good job of identifying and fixing issues that warrant it.
 
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Originally posted by skibodragula
I have players way to old....Have to retire them 2 at a time...does it matter if I train them and use VA or is retirement a flat flex?


Retirement refund is based solely on flex invested in the player.
 
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Originally posted by TehKyou
I still don't quite understand how Creating a player in the offseason allows you 3 extra boosts as opposed to creating a new player at the start of the next season. Shouldn't you get 3 boosts a season until you hit plateau anyway ?

If it is specifically designed this way, that creating a season prior allows 3 free boosts, how does that even make sense? Steriods? Football Summer Camp?


You do get three boosts a season. If you create a player on day season X, day 41, you have not yet boosted in season X and thus are eligible for three boosts.
 
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Originally posted by MileHighShoes
How many seasons does GLB plan to continue the Q & A Sessions?


As long as GLB is around and I am working here, they will happen once a season.
 
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Originally posted by AngryDragon
Does never give up work on special teams?


http://www.glbwiki.com/qa/search.php

Type in never give up
 
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Originally posted by rbfloyd
Does Quick Cut help TEs and WRs to get open?

Thanks


Yes
 
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Originally posted by ImTheScientist
Do you love the Cobra Kai? (Yes or No) is all I need. Thanks in advance.


Maybe
 
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Originally posted by bdnannac
When will the Flash replays have the Juke icon's and name of defensive plays on them? I remember being told it was being worked on, but, that was around season 24. Can't be that hard to add can it?


The version we've been working with that has them added has caused issues with replay speed. Haven't found a workable fix yet.
 
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Originally posted by Ezra~cult~
Since the wiki is not correct for a few things...ahem...does shock block work on only pass plays, or does it work for say a BTE or power WR on run plays?


Shock block only works on pass plays.

 
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Originally posted by RufusBrutal
Since we know the blocking code was nerfed for bWRs, was it also nerfed for bTEs & bFBs? How about OLinemen? Why the nerf?


Blocking code wasn't nerfed. Only thing we changed in regards to blocking was a requirement for blocking to have a much larger impact in the blocking role. Also just because a player isn't getting pancakes does it mean that they aren't blocking.

Case in point (watch Jamie Gold on first replay and Phil Hellmuth on second replay):

http://goallineblitz.com/game/replay.pl?game_id=1957773&pbp_id=3724976
http://goallineblitz.com/game/replay.pl?game_id=1957772&pbp_id=3272408


 
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