User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Q&A Archives > 7/6/2012 Live Q & A thread
Page:
 
Bort
Admin
offline
Link
 
Originally posted by dagwood13
Does strong base work with elusive pass rush?


Yes, strong base doesn't require a specific pass rush style.
 
Bort
Admin
offline
Link
 
Originally posted by Mike Rogers
Any firm thoughts on contracting Nat Pro, or a hemisphere idea to increase competition in those leagues.


Have not discussed it recently. Perhaps resurrect/recreate the suggestion thread for more discussion as it relates to now?
 
Bort
Admin
offline
Link
 
Originally posted by evileyez
As a season one guy I worry that the game has just become too complicated for most users - specifically around coordinating. For the most part I like the control I have but I realize this is probably more because I've grown with the game over the years.

Is there concern just how steep this curve is for users? A part of me feels like we're dancing with the devil we begged for. While most of us hardcore guys would riot I wonder if trying to put the genie back in the bottle is necessary for long term growth.


I agree with you, the people don't always know what they're asking for until they get it. The average joe shmo out there is probably going to have trouble with understanding how to do the AI as it is now. The one remaining major project we outlined a while back was the concept of an "intermediate tactics." We sorta touched on that with the prebuilt AI's, but I think we could still improve on that idea. I am not 100% sure on how, but I have some ideas.
 
Bort
Admin
offline
Link
 
Originally posted by Catch22
I think he wants it to where we don't have extra plays in the playbooks (i.e. how we have some singleback plays in the I formation playbook). But since it was for "Bort and not Catch22" I was keeping my mouth shut.


Ah, so casual could choose a playbook? I originally had planned on that, actually, and even had plans for a defensive playbook where you define defenses as "vs run" or "short pass" etc but the idea of that was sorta pooh-poohed by the casual guys at the time. I am willing to revisit the idea again, though.
 
Bort
Admin
offline
Link
 
Originally posted by 7steeladonis
Does creative route running fire more catch fakes, head fakes, and jukes than exact route running?


It does not give a bonus to doing so, but it gives many more opportunities as the route will end up with more hitches and movement, so yes, in the end you should see more fakes coming out of it.
 
Bort
Admin
offline
Link
 
Originally posted by rileyx4
GLB is designed to be as close as possible to real life pro football...why is it that QB % is a total fail especially at lower leagues...passing completion % in many leagues is less than 30%...this would be unheard of in real life


We focus more on the YPA stat than percent. NFL teams throw a lot more short passes and timed quick hitters than GLB teams do. I'm sure if an NFL offense bombed it out on every down like some teams, they'd pass 30% too. Also, at lower levels, QB's and receivers are just not as good. They need to have some growth and improvement room to give a reason to level up and tain.
 
Bort
Admin
offline
Link
 
Originally posted by jamz
Are you surprised by the number of S1-2 guys vs anything after when looking at the player base is a whole?

Do you find it troubling that generally speaking the users who joined later than S3-4 haven't stuck around due to high barriers to entry.


Kinda touched on earlier.
 
Bort
Admin
offline
Link
 
Originally posted by Mat McBriar
Originally posted by


From:
The Avenger
Date Sent:
Jul 6, 2012 18:45:54
Subject:
Re: Question
Why can't Basic tactics be more accurate to the actual gameplan?

Theres 0 proof that "spamming" was ever an exploit.


Has nothing to do with "spamming" as an exploit. Situational tactics and small sample sizes of random numbers are going to skew results of final percentages.
 
Bort
Admin
offline
Link
 
Originally posted by dlawilliams
Any chace a glb android app coming? I sure coyld use it.

Also, why not integrate some of the greasemonkey scripts (especially vpb) ?


I doubt it any time soon; we have enough other projects right now.

We have integrated some of them over the years, or taken ideas from them. However, some of the scripts are fairly complicated and don't necessarily work out of the box for browsers other than Firefox with greasemonkey, or are not 100% accurate, have bugs, etc. I'm not sure if the time invested in getting them converted and fully working would be worth it or not.
 
Bort
Admin
offline
Link
 
Originally posted by Peacesells
Can you explain how te Pep Talk bonus works and how long has this been in place? We're the testers aware of this benefit first?


I assuming you mean the refill of morale/energy at half time? That's been in the game since the first day. It's a set value, the same for all teams.
 
Bort
Admin
offline
Link
 
Originally posted by ufshowboat
What happens first?
a) GLB comes out of Beta
b) CaptainUniverse gets a job
c) trick question


Originally posted by jamz
Bort, are you honored or abhorred that people know I'm your regular user multi?


c) trick question
 
Bort
Admin
offline
Link
 
Originally posted by Mobius
To your point about 'never really completely change what an attribute does', what do you mean by that statement? what kind of changes do the code tweaks do and why do they have such a large impact on player performance?

It seems totally random and swings the 'ability' of that player too far, wouldn't you agree?


No, I wouldn't agree, lol. There's always a reason, and we never adjust something by GIANT unfathomable amounts like you seem to be saying. Usually adjustments are along of the lines of "this used to give a 10% chance, now it's 12%." Yes, sometimes we introduce new animations or interactions that make something work better than it used to, but other stuff often still works the same.

Also, sometimes it's just a change in competition or random chance. I've seen people claim we drastically changed something overnight while I was on vacation with no computer access, just because they faced a new opponent with a different gameplan. I assure you, there is no conspiracy to nerf certain players.

Originally posted by Mobius
A chart with the matchup rolls would allow people to better understand how their build matches up within the code, enough to make more informed decisions on their players and their function without divulging too much of the code, correct?


Maybe...like I said, it'd just be the same info organized into a different format.
 
Catch22
offline
Link
 
Originally posted by CyberNinja
Bort

are you going to reward the season one agents with an additional free player? For being here the longest


I'll answer this.

No.
 
Catch22
offline
Link
 
Originally posted by Peacesells
On the pep talk question I meant what has been going around the forums. Some are stating that if you post a pep talk in your team forum it gives a boost in your next game. Rumors are that the testers have known about this for seasons. I'm curious as to why this has been a hidden feature.


lol that's silly, absurd and well... lol.
 
Bort
Admin
offline
Link
 
Originally posted by Tim26
FOR BORT (since catch goes back and fourth)


two Q's please...

Does Tech Man count in EQ or is it just naturals?
VA's has been said to just work on naturals but catch had said it does count EQ and that it doesnt...

also how much does morale effect a player?

like 80 morale have a 2% decrease on the player like chem or is it harder? not as hard as that?


Tech man is proc'ed on a per-roll basis, so it includes EQ.

Morale values are very similar to chem at this point.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.