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SG✬21
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Originally posted by bhall43
i always wanted weather conditions to add some flavor to the game.

Domes - faster players, pass quality bump
Non domes - depending on whether effect of the game, players could be slower, more fumbles, pass quality drop.


There would have to be pro's and con's for each though. I do think though that it would add a new element to the game that would be fun.

Originally posted by bhall43
http://test.goallineblitz.com/game/replay.pl?game_id=6899&pbp_id=228113

John Wilkes Booth won't be giving WL troubles anymore!


 
evileyez
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Originally posted by bhall43
i always wanted weather conditions to add some flavor to the game.

Domes - faster players, pass quality bump
Non domes - depending on whether effect of the game, players could be slower, more fumbles, pass quality drop.


ugh some of us are trying to push away from all the inherent RNG
 
bhall43
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Originally posted by evileyez
ugh some of us are trying to push away from all the inherent RNG


Eh it wouldn't be that bad. Outside conditions would give ball control offenses and good defenses an upper hand. Dome conditions would be more for the current WL stretch the field type offenses.
 
evileyez
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Originally posted by bhall43
Eh it wouldn't be that bad. Outside conditions would give ball control offenses and good defenses an upper hand. Dome conditions would be more for the current WL stretch the field type offenses.


then tie it to your city/region ... that could be interesting i guess. CPL teams have different weather conditions than APL
 
Luzod
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Originally posted by evileyez
then tie it to your city/region ... that could be interesting i guess. CPL teams have different weather conditions than APL


That's really cool. I mean, would be. I really would love that.
 
Luzod
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- Nerfed pump fake, buffed look off. Pump fake won't work against man any more except in the earliest few ticks of the play when they are still "facing" forward.
- Made avoid fake % do more vs, and reduced the overall fake length on jukes, catch & head fakes by a tick on route running.
- Gave a huge penalty specifically to catching a pass after it's been deflected, which can be avoided (sometimes) with the one handed catch ability.
- Buffed hurdle a bit more; seemed like it was still kinda weak IMO. It's basically a jumping-based equivalent to spin now, without the elusive slider bonus.

Not really confident about these changes.

Actually, the first one makes sense, but I'd like them to give us a heads up before doing this. Anyway, whatever I guess, already used to it.

I don't like the idea of HUGE penalty to catch after deflection... could be an increased penalty or a good penalty based on roll... but huge penalty everytime it's deflected seems scary tbqh

At last but not least... why the hell are you buffing hurdle?!!?!?!?! Sorry... let me refrase that... why the hell are you buffin hurdle?!?!?!?!?!

Ok, tbh, it should do more than it did this past season, but as good as spin (without the slider improovement) is waaaaaaaay too much imho.

Overall, the changes look good, but those 2 last changes I pointed out kinda scare me.

I know I should watch more the test server before pointing this out, but I don't have much time for that and I'd just like to ask this out.
 
Luzod
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Originally posted by bhall43
No...you don't get it. Every play is a deep pass because the QB holds the ball through the diagram routes and post diagram all the dots just run deep.

Take this play I just watched for instance.

http://test.goallineblitz.com/game/replay.pl?game_id=6900&pbp_id=228471

Supposed to be just a quick throw towards the sidelines but ends up being a 12-15 yard throw downfield.


True.

Edit: Probably because replays are fast. I mean, it takes like 5 seconds for a dot to be 40 yards downfield in a replay. If we make 5 yard gains often replays would be like half a second. I know this sound somehow ridiculous to think this should influentiate, but I really think it does. If dot movement/tick was decreased and, maybe, the replay field was larger (I mean, instead of covering 30 yards radio from the center, covering like 15, or just making dots smaller), the quick hit offenses and 5 yard gains in general would be a lot more "Watchable" and "programmable".

This quote after the edit may be reaaaaaaaaaaaally garbage, but I'm always under impression that the QB has to hold the ball certain number of ticks and dots move too fast for him to consider throwing 5 yards if the route is straight forward or a cross. However, on cut routes to the sideline the whole thing is just stupid anyway, the play last long enough, but the QB never throws it early enough or maybe the receiver is never "open" enough to make the play.
Edited by Luzod on Oct 1, 2012 02:49:34
 
cavalier
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Haven't read the discussion. But the changes look great and should, in theory, balance the game.
 
Serg2108
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With this many changes are we getting a VA reset?
 
bhall43
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Originally posted by Luzod
True.

Edit: Probably because replays are fast. I mean, it takes like 5 seconds for a dot to be 40 yards downfield in a replay. If we make 5 yard gains often replays would be like half a second. I know this sound somehow ridiculous to think this should influentiate, but I really think it does. If dot movement/tick was decreased and, maybe, the replay field was larger (I mean, instead of covering 30 yards radio from the center, covering like 15, or just making dots smaller), the quick hit offenses and 5 yard gains in general would be a lot more "Watchable" and "programmable".

This quote after the edit may be reaaaaaaaaaaaally garbage, but I'm always under impression that the QB has to hold the ball certain number of ticks and dots move too fast for him to consider throwing 5 yards if the route is straight forward or a cross. However, on cut routes to the sideline the whole thing is just stupid anyway, the play last long enough, but the QB never throws it early enough or maybe the receiver is never "open" enough to make the play.


The replays aren't that fast. There are some plays in which the QB makes a quick throw on the 5 yard out. I would like to see that be the most likely situation. Where he makes that quick throw. That route is useless if the throw isn't quick. Now if someone scouts me and loads up a couple defenders in the area that is when the QB should be holding the ball and possibly looking elsewhere and thats when dline and/or blitz should make an impact.
 
kwankwan
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Originally posted by evileyez
then tie it to your city/region ... that could be interesting i guess. CPL teams have different weather conditions than APL


What about the moon league? It's already tough enough up there as it is :/
 
e1iterate
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and the sim becomes boring again
 
Longhornfan1024
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I'm not actually paying attention to this, so can someone let me know what I should be mad about?

rabble rabble
 
evileyez
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Originally posted by kwankwan
What about the moon league? It's already tough enough up there as it is :/


in moon league you wont see the effects of this air residence thing bort is toying with
 
snakes22
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Deep pass risk 99%
Reward 1%

No more sack or INT's either if teams aren't passing the ball
 
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