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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #12
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Originally posted by dlawilliams
I found the answer to my first question but wanted to ask another. There are a buttload of diving tackles in this game. I know jumping has an effect on avoiding/breaking tackles but is it more effective against diving tackles? If someone is diving at me I would think jumping helps getting out of those tacle attempts easier


Originally posted by Bort
Yes, jumping goes into making and avoiding diving tackles more than regular ones.


 
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Originally posted by jlax34
Does the effect of the First Step SA diminish significantly for players who have high agility? There is some debate going on about that due to the belief that Bort had said at one point in time that if you have high agility you can already accelerate fast enough the SA is no longer of much use. However, the only official reference that can be found is from 3 years ago saying a tweak was made to try to make it a bit more effective for those with high agility. Can you clarify?


Originally posted by Bort
Yes, we did change it a while ago to make it more useful for already fast players. It actually allows a player to move faster than his regular max velocity for a short time when it goes off, since a super high agility player already accelerates quickly. Whether that is valuable to your player or not is up to you to decide.


 
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Originally posted by tonnyrat
2) The Gang Tackle SA says it works when dots are within 2 yds from the center of the dot. Can you also ask Bort how big non-flash dots are in replays as a reference for size? For instance, for Gang Tackle to fire do dots need to be on top of each other, edges touching, or something else?

3) Is Bort still tweaking the QB progression code that he took away this preseason (with the exception of the mid-windup decision change which stayed in)? I know it caused plays to take 900 seconds to finish but aside from this, the QB was much better at choosing his targets. The QB still throws into triple coverage over a 1o1 situation pretty often.

4) Does the QB take into account WR/TE/HB/FB VAs and SAs when deciding who to throw to? For example, will Go to Guy, Possession Receiver and the Soft Hands VAs all make a difference in who the QB ends up choosing by modifying the catching score? Will the QB account for the drop off in PQ over long distances and factor in something like the Hail Mary VA?


Originally posted by Bort
2) It's pretty easy to see about how big they are just by looking at the hashmarks; around a 2 and half foot radius or so, or somewhere around a little less than 2 yds in diameter. So, for gang tackle to work, they need to be just about edges touching, maybe a little gap.

3) The code is still the same; just the values used have changed around to allow higher risk targets to be thrown to. We had talked about concepts of adding another QB "conservativeness" slider or something, but I don't know if that would add complexity and potential issues from people having bad settings and such. I have not done any additional adjustments since the first couple weeks of the season when we had the last round of updates to it.

4) QB doesn't care about PQ bonuses and "maybe it will work" type items when deciding who to pass to; just distance to his max throwing ability, LOS, and 1st down, etc. He also doesn't care about position except in relation to dump passes. All he cares about is progressions, defenders nearby, and general known-sum scores like catching ability, go to guy, etc.


 
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Originally posted by fishdan
Referncing JLax's post above:

Back in the Changelog June 13, 2009 it was posted:

"- First Step has been updated to not only improve acceleration as it normally does, but it actually increases max velocity briefly when it goes off. This allows those with very high agility to still see some benefit from the skill."

I know now that agility gives a temp boost to max speed, but does it really make much sense for the new batch of ultra agile dots we're seeing? I can see how it's an enormous boon for dots like OL, who will never have a very high AG, but I see alot of DEs with 120 agility and I think "first step can't make much of a difference"

At the bare minimum there must be a significantly diminished return on First Step for high ag dots yes?



Originally posted by Bort
Kinda up to you to decide whether you want it or not. I'd say, yes, it's probably less useful for guys that are already super fast and agile, but a little boost of extra speed above and beyond normal abilities never hurts.


 
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Originally posted by gbororats
Did you make adjustments to the Cut block code? Cut blocks seem to be really overpowering this season. Is it just an animation that makes dots appear to skid that is more noticable this season vs previous? Or did cut blocking get an intentional/unintentional boost with the addition of the new blocking VA's

http://goallineblitz.com/game/replay.pl?game_id=1981096&pbp_id=3690782 the RILB skids
http://goallineblitz.com/game/replay.pl?game_id=1981096&pbp_id=3692451

In addition. Are screens considered passes, or considered rushes? Pulling linemen no longer works on screens because it is a pass... but cut blocks work on screens and only work on rushing plays... so which is it? are screens rushes or passes?

http://goallineblitz.com/game/replay.pl?game_id=1981096&pbp_id=3687608

This one is to the extreme.... http://goallineblitz.com/game/replay.pl?game_id=1986619&pbp_id=3978383 this never happened in previous seasons so i'm just wondering if this is a new thing not in the change log?


Originally posted by Bort
Cut block skill in itself is the same as it's always been. However, with the updates to blocking we did, you're might just be seeing more "swing" in the win/loss rolls going on. Also, we did activate the additional "take out" code mentioned in the changelog where a guy running at max speed for a bit has a chance to get taken out by a blocker cutting him, without any particular skill. That's what causes the "skidding" block.

As to the other question, screens are sort of a combination of passes and runs. Blockers pass block to start the play, and then transition to run blocking when they break off and form the screen. They are technically classified as passes, but most VA's and SA's are situational based on the type of blocking a player is doing, not the type of play they are running.


 
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Originally posted by IIAMLEGEND
In general would a player have a better chance of knocking a ball loose, playing a receiver tight so that he cant lay the hit immediately after the catch or loose so that he can gain maybe a bit of momentum before flying in for the tackle.

And also do tackle settings have a great impact, as in wrap up, or power.


Originally posted by Bort
A defender playing further off would have a better chance to knock loose, just due to momentum, assuming he can make it to the receiver in time (otherwise it's a force fumble attempt, which would be harder to pull off).

Yes, tackle settings do have an impact on KL. It is essentially a special case force fumble roll.


 
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Originally posted by TJ Spikes
Does the QB have a way to evaluate catching probability, or is it just defenders in the area?

Say, Big I formation... The defense does a 3 man rush and drops 8 into coverage. Like, the Possession WR is double covered, a Rushing FB is double covered, the Power HB gets doubled, the Dual-Threat BTE gets doubled... and his 5th option, a Blocking TE, is not covered at all on a deep post due to a tagging glitch.

In the present sim code, where the QB could go through all of his progressions multiple times, will the QB always throw to the blocking TE, even though he has a Catching of, say, 12.33, Jumping of 6, no offensive SAs/VAs, and will be dealing with a PQ hit on the deep ball?

Is it even possible in the sim that a QB could "decide" that the Possession WR has the greatest chance of successfully catching the ball, based on his build?

Would something like a build-based "catching probability" score for intended targets even be technically possible to implemented?

==

Does the 1 hand catch SA always have a chance to fire, or is it only when a ball is off target? Like, could an intended receiver use 1HC to snatch an on-target ball (while it's slightly outside of his normal catch radius) before a defender gets close enough to deflect it?




Originally posted by Bort
1) Defender proximity is a much larger portion of the risk score than the player's abilities, since the risk score assigned climbs exponentially based on nearby defender count. They only time player skills really come into play much are if two players are fairly equally covered at the same distance, etc. An wide open man will nearly always get the pass over a covered one.

2) 1 handed catch only applies to balls that are near or outside the normal catch radius. The throw does not have to be a "bad pass" for it to apply; it can apply whenever the ball is in that position.


 
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Originally posted by Ken1
Does absolutely everything that helps avoid fumbles also help (maybe not to the same degree, but to some degree) help to avoid passes' being Knocked Loose? This would include, among many other things, Mr. Reliable on first and second downs, the Cover Up SA, and Avoid Fumble AEQ.

Secondly, there's a lot of talk that the Nerves of Steel VA does not work significantly in avoiding Knocked Loose. Is this true, and if so what causes that? Is there so little randomness in the Knocked Loose roll that a second roll, even with both players rerolling, is very unlikely to produce a different result?


Originally posted by Bort
Anti-FF skills will generally help avoid getting the ball knocked loose, but knocked-loose specific skills do not apply vs fumbles.

Nerves of Steel should theoretically work similarly to the sure tackler or sure hands skills. If it doesn't seem to have enough effect, perhaps it needs additional testing to see if it needs to have a better chance of working, or maybe it's buggy? Catch and the test team might want to take a look if it's a common complaint.


 
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Originally posted by SinvebBabe
Does Super Vision work for Kickers and Punters?


Originally posted by Bort
It works in the same regard as it works for any other position, mostly would apply on avoiding fakes. It would not help them kick or punt better.


 
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Originally posted by blackrock
If a defender attempts a diving tackle and misses the roll, would Sure Tackler allow the defender to retry the roll? And if so, would the re-roll necessarily be another diving tackle chance or is there a possibility the defender might attempt a regular tackle on the re-roll?


Originally posted by Bort
Yes, he could re-roll it. If it's a diving tackle the first time, it will be a diving tackle the next time.


 
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Originally posted by TrevJo
Calm Nerves SA: This says "gives him a bonus to kick accuracy even if his morale is low". My question is, does it also give a bonus to kick accuracy if the player's morale is 100? Is it basically a flat bonus to accuracy that doesn't depend on attributes/morale/energy?


Originally posted by Bort
Yes, it's a flat bonus to accuracy independent of any other factors other than the skill level.


 
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Originally posted by mandyross
Follow up to this question:

http://goallineblitz.com/game/forum_thread.pl?thread_id=4829505&page=6#44683874

I've got the perl code up and running and it returns the same values as the latest VPB (the expected values displayed on the training page*). My only issue is that the small training variations only seem to add between 0 and ~5% to the value this perl script gives, they never decrease it.

Q: Please can you post the perl code for the randomness factor also?




*I got multi sorted also with this nearest() function.


Originally posted by Bort
That's because the randomness is always between 0 and +5% (and a minimum of .01):

$increase_value = nearest(.01, $increase_value + ($increase_value * rand(.05)));
$increase_value = .01 if $increase_value < .01;


 
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Originally posted by KevinM
Does the Dive For Yards SA increase in strength with more points, or just likelihood of working? Meaning, does a back with 8 points in the skill get more extra yardage than a back with 2 points when it fires?


Originally posted by Bort
The dive is better (more yards) the higher the skill.


Originally posted by KevinM
Does the Clutch VA work for kick and punt returners, specifically for firing their SAs more often? The description of Clutch says "offense, defense, kicking and punting" on 3rd/4th down.


Originally posted by Bort
Yes, it applies to all SA's, no matter what position.
 
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Originally posted by Sockamidic
Why does the QB refuse to pass to Fear Incarnate on this play?

http://goallineblitz.com/game/replay.pl?game_id=1956406&pbp_id=3346610


Originally posted by Bort
Dunno without trace data. The other guy is probably calculated at .0000001 less risky.




 
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Originally posted by gbororats
What goes into the FG/XP block skills? Ive seen dots on top of the kicker not block kicks, and then dots 10 yards away block kicks... http://goallineblitz.com/game/replay.pl?game_id=1957261&pbp_id=3943255... what skills are needed in the block kick roll or does it pick a name randomly for the block?


Originally posted by Bort
The block kick roll is INCREDIBLY hard to pass, even if you're in the right position. However, it is essentially the same roll as pass deflection, without any VA's and SA's other than swat ball.



Originally posted by gbororats
When in the glb tournament are all teams assumed 100 chem, or are the dots reflecting poor chem and negative attributes? Basically a team with 80 chem vs a team with 100 chem are they -2% or are they normal?


Originally posted by Bort
GLB tournament follows standard non-league scrimmage rules. Chemistry is not in effect.


Originally posted by gbororats
Are the GLB servers and code backed up on a daily basis? If a server or HDD fails, is the code restored from a previous date/day/month/week? How often are these backups performed? How many programmers are on the GLB staff? How large is the company as far as paid employees?


Originally posted by Bort
All important databases have redundant slaves with incremental backups, and mirrored RAID arrays. If a HDD fails, we can just have it swapped and the array will rebuild. If the server itself fails, the data should generally be able to be recovered from the instant it died, or at least a backup. Web and sim servers are just mirrored copies of the same data in a farm; one can die and we can just remove it from the farm until it is fixed/replaced.

We currently have 5 dedicated development-related people doing various things from programming to art to music/sound. We would be classified as a small-medium business.
 
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