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Club America
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This just in.

We're shtruggling again.

 
dook
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:ejecting
 
MadCow420
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just cant quite get the Ai on our side yet.... I will predict no sacks for rodd this year though
 
Club America
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Its coming around.

we need more team participation, checking in and talking. I blame NASA
 
Club America
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This

Originally posted by THE PWNER
Originally posted by Bort

Here's the list of stuff I promised I would post up that I've been working on or have updated. These aren't in the changelog at the moment, but will be soon.

Sim updates

- Ball Z axis now added for next season's replays, with a shrinking/growing ball graphic Cool feature, helpful on passes and kickoffs
- Ball velocity knocked back a bit in general, for kicking, punting, and passing - I noted with the z axis update that some QB's were able to throw 40 yard passes with too shallow of an angle, like 10-15 degrees. lots of QBs having bad games, this could be related. also lots of kickoffs bouncing to the KR
- I've redone the method in which zones are defined in zone defense to be more flexible for the various plays, and redefined every single zone play to make sure zones are properly placed and overlapped in the right spots seems like it's helped with zone defense, glad these things finally got fixed to make zone a viable option
- Fixed a major bug in zone defense that would not allow players to remain in their zone properly once latched on to a receiver same
- General updates to AI in zone coverage, mostly pertaining to "look ahead" logic to see when to leave the zone and when to release a player, and how over the top coverage plays the deepest/widest man same
- QB targeting logic updated to allow the QB to pass the ball early, even if the play's set distance hasn't been met, especially if one man is wide open compared to everyone else being blanketed seems like this may not have worked as well as hoped for (by Bort and the agents of QBs and open WRs... lots of complaints
- Per-route (instead of per play) set distances also added in various plays for QB targeting logic, to allow short routes more of a chance to get hit instead of waiting for a longer route to complete. This could be a real problem if the long route was run by a guy who's very slow. same complains
- Pass quality and accuracy penalty increased on long (like 25+ yd) passes - with a tendancy to throw short or long (as opposed to left/right) more often on deep streak type routes this has definitely shown, lots of QBs (even very high lvl) have struggled on their deep passes
- QB can throw the ball away, as long as it wouldn't be an intentional grounding penalty (there's gotta be a player near enough to the sidelines to throw it away near, or he's gotta be out of the pocket) good addition to the game
- Penalty to kicker accuracy on super long kicks (51+ yds) increased, and goes it up exponentially the farther out you are. You really shouldn't even bother trying kicks past about 62/63 yards. definitely more realistic, good update
- KR/PR vision radius increased to allow more juking and avoidance. The size of the radius depends on running style, which ends up being multiplied by the player's agility, since low agility guys would end up dancing around alot and slowing down to much otherwise great update, i hated watching my PR run straight into the pile up the middle of the field all the time
- Weight factor on speed/acceleration increased a bit has killed the high spd/agi pass rushers it seems
- Monster Hit/Big Hit now show up on the pbp when they happen, since I figured it should be obvious to anyone when a guy gets his clock cleaned. It will say something like [Big Hit tackle: so and so]. pretty fun too see your LB lay a guy out and actually know about it
- Monster Hit/Big Hit adjusted a bit to effect the "quality" of the tackle instead of just being a straight up force fumble bonus. This means they will help you stop a player from fighting out extra yards more, as well as +FF ability. this is a good addition imo, increases the value of these SAs since FF were so rare even with them
- Power Through, Stiff Arm, and other "break tackle" SA's show up on the pbp, since these would be easy for any fan to pick out too. It will say something like [Missed tackle: so and so (Power Through)]. like this also, good to know your SA is actually working
- Power Through, Stiff Arm, etc, are now bonuses added to break tackle ability AFTER it's randomized, instead of added before being randomized. This ends up making tackle breaking slightly more likely when they activate. don't think more broken tackles is what was needed with the current status of power HBs
- Reverse pancake more likely when breaking blocks - this was a big problem with run blocking, especially on screens with CBs, etc. When the defender broke a block, it would end up just re-engaging the very next tick because the blocker didn't get knocked down or pushed back much. High strength vs low strength = more likely knockdown now (along with the heavyweight VA). This seems to allow DT's to get in the play more on run plays too. great update, has definitely helped with NT/DT pass rushing and run stopping. 100x more realistic
- Defender "make tackle" path calculation updated to react a bit differently when there are blockers close by as opposed to open field, and be willing to make wider turns (if he can!) to avoid the blockers. Should help quite a bit on those "CB blocks 3 guys" plays. seems to have worked better in some situations than others. definitely helped with mostly open field tackles and seems to have hurt a bit in the SS and LB spots on run plays. maybe this should be adjusted to avoid unengaged blockers rather than all blockers
- "Run through the pile" slowdown increased to what I've been using in testing since I set it up, instead of the 65% I used in production last season good start to gang tackling
- Make tackle while being blocked penalty reduced a bit should depend on the angle between the block and ball carrier, i've seen some guys making tackles through a blocker
- Vision check added to check if a defender can turn around and chase the tackler after the ball is passed, if they are pass rushing. Should cut down on those short passes being immediately stopped by a DE who's kinda nearby, and make short drag routes much more useful. I'm not sure why this was necessary, a DE will see the ball be thrown and go chase. I think this was more of an attempt to hurt DEs with high speed from making these tackles, but doesn't seem realistic.
- There is now a reaction time penalty for a LB covering a WR man to man, since he's essentially playing out of position. CB's should cover WR's, and LB's should cover TE's and backs. i like this, a bit of a nerf on LB speed similar to the DE speed mentioned above but in a way that seems more realistic
- LB "dropback run away effect" reduced - LB's now take a very slow drop step early in the play, and then drop into zones at normal speed if needed. great update, i hated seeing LBs running away from the LoS every play if they weren't blitzing
- LB pre-snap read reaction changed - they now sort of "shadow" the HB before he gets the handoff, which gets them in better position to fill the hole. If you want them to all out attack on the play instead, have them blitz. my favorite update of the offseason, I think this is going to be a great improvement to run defense and very realistic
- Pitch plays improved - I noticed that pitches were incurring the same "slow down because your catching sucks" penalty as normal passes. This has been removed, so pitches develop much faster, without the HB having to stop or slow down nearly as much. this was needed, definitely a problem that killed pitch plays in the past
- Receivers have the ability to "improvise" a bit early in their routes to try and do jukes, etc. to get past or around a defender. New tactic to be uploaded soon to turn this on/off (off for bad agility guys) I like this, very realistic and i've seen good results in a few places
- Veteran abilities, obviously keeping me on GLB
- I've been trying to improve various animations to show what's going on more, with various things. You might notice players "shimmying" or doing "stutter step" type animations when being shock blocked or when head faking. It can be kinda hard to notice in the midst of a quick replay with guys moving everywhere, but if you slow it down you might see some stuff. fun update, looks very nice with the better FPS
- Offensive formations now have the G's and OT's back a step from the center, instead of a straight line very realistic and has helped with the amazing sack numbers... probably too much though
- You cannot kneel or spike unless it's in the final 2 minutes of the half or 4th quarter. good change to the AI
- The final tick of the play is now rendered properly in the replay, showing the correct positions of players. will minimize a lot of the "OMG MY GUY WAS IN THE ENDZONE BORT HATES ME" threads

Tactics updates (now uploaded) all pretty good updates

- QB throw away tendency (how much pressure to allow)
- Spike ball play
- Route Running style - "follow the play" or "improvise"
- Running style is now a slider. -100 is the old "Power" while 100 is the old "elusive" and 0 is the old combo. Various spots in between will end up adjusting how likely the player is to try and avoid tacklers.

I am not 100% sure the sim updates list is 100% complete. I may have forgotten about something I did 30-40 days ago, though I took the last hour or so to go through and try and make sure I got it all.


My opinions of the updates, based on what I've seen in 2 days of scrims and heard from others around the forums.

What do you guys think of them?


 
kenyon1977
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you could just gut your team
 
Club America
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Were going with a sweet slow build concept to start the season.
 
Porch
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Originally posted by kenyon1977
you could just gut your team


That is not a horrible idea.
 
kenyon1977
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inside joke, LOL, move them to EE Pro then gut them, LMAO!!!
 
Club America
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Originally posted by kenyon1977
inside joke, LOL, move them to EE Pro then gut them, LMAO!!!


kenyon, you do know im oc ragin adn were are going to internet assrape everyone in that league and by the time im done, i hope to be banned.????


 
Pirate23
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is madcow going to blame the sim for each of your 10 losses this season?
 
Porch
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I thought he blamed the game plan but sure why not.
 
Xcesiv7
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Originally posted by Club America
This

Originally posted by THE PWNER

Originally posted by Bort


Here's the list of stuff I promised I would post up that I've been working on or have updated. These aren't in the changelog at the moment, but will be soon.

Sim updates

- Ball Z axis now added for next season's replays, with a shrinking/growing ball graphic Cool feature, helpful on passes and kickoffs
- Ball velocity knocked back a bit in general, for kicking, punting, and passing - I noted with the z axis update that some QB's were able to throw 40 yard passes with too shallow of an angle, like 10-15 degrees. lots of QBs having bad games, this could be related. also lots of kickoffs bouncing to the KR
- I've redone the method in which zones are defined in zone defense to be more flexible for the various plays, and redefined every single zone play to make sure zones are properly placed and overlapped in the right spots seems like it's helped with zone defense, glad these things finally got fixed to make zone a viable option
- Fixed a major bug in zone defense that would not allow players to remain in their zone properly once latched on to a receiver same
- General updates to AI in zone coverage, mostly pertaining to "look ahead" logic to see when to leave the zone and when to release a player, and how over the top coverage plays the deepest/widest man same
- QB targeting logic updated to allow the QB to pass the ball early, even if the play's set distance hasn't been met, especially if one man is wide open compared to everyone else being blanketed seems like this may not have worked as well as hoped for (by Bort and the agents of QBs and open WRs... lots of complaints
- Per-route (instead of per play) set distances also added in various plays for QB targeting logic, to allow short routes more of a chance to get hit instead of waiting for a longer route to complete. This could be a real problem if the long route was run by a guy who's very slow. same complains
- Pass quality and accuracy penalty increased on long (like 25+ yd) passes - with a tendancy to throw short or long (as opposed to left/right) more often on deep streak type routes this has definitely shown, lots of QBs (even very high lvl) have struggled on their deep passes
- QB can throw the ball away, as long as it wouldn't be an intentional grounding penalty (there's gotta be a player near enough to the sidelines to throw it away near, or he's gotta be out of the pocket) good addition to the game
- Penalty to kicker accuracy on super long kicks (51+ yds) increased, and goes it up exponentially the farther out you are. You really shouldn't even bother trying kicks past about 62/63 yards. definitely more realistic, good update
- KR/PR vision radius increased to allow more juking and avoidance. The size of the radius depends on running style, which ends up being multiplied by the player's agility, since low agility guys would end up dancing around alot and slowing down to much otherwise great update, i hated watching my PR run straight into the pile up the middle of the field all the time
- Weight factor on speed/acceleration increased a bit has killed the high spd/agi pass rushers it seems
- Monster Hit/Big Hit now show up on the pbp when they happen, since I figured it should be obvious to anyone when a guy gets his clock cleaned. It will say something like [Big Hit tackle: so and so]. pretty fun too see your LB lay a guy out and actually know about it
- Monster Hit/Big Hit adjusted a bit to effect the "quality" of the tackle instead of just being a straight up force fumble bonus. This means they will help you stop a player from fighting out extra yards more, as well as +FF ability. this is a good addition imo, increases the value of these SAs since FF were so rare even with them
- Power Through, Stiff Arm, and other "break tackle" SA's show up on the pbp, since these would be easy for any fan to pick out too. It will say something like [Missed tackle: so and so (Power Through)]. like this also, good to know your SA is actually working
- Power Through, Stiff Arm, etc, are now bonuses added to break tackle ability AFTER it's randomized, instead of added before being randomized. This ends up making tackle breaking slightly more likely when they activate. don't think more broken tackles is what was needed with the current status of power HBs
- Reverse pancake more likely when breaking blocks - this was a big problem with run blocking, especially on screens with CBs, etc. When the defender broke a block, it would end up just re-engaging the very next tick because the blocker didn't get knocked down or pushed back much. High strength vs low strength = more likely knockdown now (along with the heavyweight VA). This seems to allow DT's to get in the play more on run plays too. great update, has definitely helped with NT/DT pass rushing and run stopping. 100x more realistic
- Defender "make tackle" path calculation updated to react a bit differently when there are blockers close by as opposed to open field, and be willing to make wider turns (if he can!) to avoid the blockers. Should help quite a bit on those "CB blocks 3 guys" plays. seems to have worked better in some situations than others. definitely helped with mostly open field tackles and seems to have hurt a bit in the SS and LB spots on run plays. maybe this should be adjusted to avoid unengaged blockers rather than all blockers
- "Run through the pile" slowdown increased to what I've been using in testing since I set it up, instead of the 65% I used in production last season good start to gang tackling
- Make tackle while being blocked penalty reduced a bit should depend on the angle between the block and ball carrier, i've seen some guys making tackles through a blocker
- Vision check added to check if a defender can turn around and chase the tackler after the ball is passed, if they are pass rushing. Should cut down on those short passes being immediately stopped by a DE who's kinda nearby, and make short drag routes much more useful. I'm not sure why this was necessary, a DE will see the ball be thrown and go chase. I think this was more of an attempt to hurt DEs with high speed from making these tackles, but doesn't seem realistic.
- There is now a reaction time penalty for a LB covering a WR man to man, since he's essentially playing out of position. CB's should cover WR's, and LB's should cover TE's and backs. i like this, a bit of a nerf on LB speed similar to the DE speed mentioned above but in a way that seems more realistic
- LB "dropback run away effect" reduced - LB's now take a very slow drop step early in the play, and then drop into zones at normal speed if needed. great update, i hated seeing LBs running away from the LoS every play if they weren't blitzing
- LB pre-snap read reaction changed - they now sort of "shadow" the HB before he gets the handoff, which gets them in better position to fill the hole. If you want them to all out attack on the play instead, have them blitz. my favorite update of the offseason, I think this is going to be a great improvement to run defense and very realistic
- Pitch plays improved - I noticed that pitches were incurring the same "slow down because your catching sucks" penalty as normal passes. This has been removed, so pitches develop much faster, without the HB having to stop or slow down nearly as much. this was needed, definitely a problem that killed pitch plays in the past
- Receivers have the ability to "improvise" a bit early in their routes to try and do jukes, etc. to get past or around a defender. New tactic to be uploaded soon to turn this on/off (off for bad agility guys) I like this, very realistic and i've seen good results in a few places
- Veteran abilities, obviously keeping me on GLB
- I've been trying to improve various animations to show what's going on more, with various things. You might notice players "shimmying" or doing "stutter step" type animations when being shock blocked or when head faking. It can be kinda hard to notice in the midst of a quick replay with guys moving everywhere, but if you slow it down you might see some stuff. fun update, looks very nice with the better FPS
- Offensive formations now have the G's and OT's back a step from the center, instead of a straight line very realistic and has helped with the amazing sack numbers... probably too much though
- You cannot kneel or spike unless it's in the final 2 minutes of the half or 4th quarter. good change to the AI
- The final tick of the play is now rendered properly in the replay, showing the correct positions of players. will minimize a lot of the "OMG MY GUY WAS IN THE ENDZONE BORT HATES ME" threads

Tactics updates (now uploaded) all pretty good updates

- QB throw away tendency (how much pressure to allow)
- Spike ball play
- Route Running style - "follow the play" or "improvise"
- Running style is now a slider. -100 is the old "Power" while 100 is the old "elusive" and 0 is the old combo. Various spots in between will end up adjusting how likely the player is to try and avoid tacklers.

I am not 100% sure the sim updates list is 100% complete. I may have forgotten about something I did 30-40 days ago, though I took the last hour or so to go through and try and make sure I got it all.


My opinions of the updates, based on what I've seen in 2 days of scrims and heard from others around the forums.

What do you guys think of them?




Did somebody just bring something from THE BWNER in here? Tsk tsk tsk.
 
Club America
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ive brought a pants full of shit too, wanna see
 
Xcesiv7
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of course!
 
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