User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > So I ran a test and here it is (superstar+boost vs minimum)
Page:
 
Sov.
offline
Link
 
Originally posted by BoDiddley
The problem with the changes isn't that they're making certain teams better or worse(to be expected), it's that some of them are functionally breaking the sim itself. Which is a pretty drastic change since GLB2's sim was pretty damn good not too long ago. The balance change in particular was a nice idea, but caused unintended consequences that literally made players fall over untouched, or stumble around. Some of the fixes for balance have increasingly caused more and more of the sim to falter. Right now nearly every game is lopsided, even between two good teams. Hardly any offensive plays actually work anymore. Screens have been dead for a while, but nearly all pass/run plays are ineffective now, even with S* power and rosters built towards that meta. HB builds with high spr/quick were blazing fast in the old sim. QBs with high accuracy were actually...accurate not too long ago. A powerback could actually run inside. None of that happens consistently now, and that causes agents to get frustrated.


the defensive changes were great, the changes overall are great, the issue was the balance change and i called it right away. HBs have never been the same since, even after several tweaks. the changes to defense made them much better at cutting off the edge, and HBs flat out do not have the ability to beat the defenders to the outside edge to break into space.

the point of the run game is to make the defense bend and eventually break, right now the advantage is skewed so much towards the defense that even with bad defensive playcalls, good outside runs get stopped for TFL or 2-3 yds. if the outside run game cant be more consistent vs weak defensive play calls and force teams to gameplan to try to adjust for those outside run plays, were just going to see the same pass 60x and run on 3rd and short meta we're seeing right now.

my suggestion for a fix is tweak or repeal the "balance" change to HBs, the defense is playing lights out now vs the run so let HBs play how they USED to play and everything will fall into a nice balance.
 
MrPembrose
offline
Link
 
This has gotten a bit off topic, but I'll go ahead and pile on... offensive play calling is pretty stale. There are a handful of plays that work regardless of the defense, and the rest are a complete crap shoot. As several people have said, you need screens and outside runs to keep the defense honest.
Edited by MrPembrose on Apr 18, 2018 18:13:50
 
czman
offline
Link
 
Originally posted by Corndog
But superstars aren't meant to be balanced with normal players, that's the entire point. Superstars allow teams to have a bonus in one area, and the opportunity cost creates a deficiency in another.

The favoritism of DL over OL probably comes from the fact that in previous seasons, the average score of a game was in the 40s or 50s. And I mean, people are going to generally prefer having better players in higher impact positions.


There in lines the fundamental flaw of the game and its design. I am sorry you don't see this. Having a superstar in one area does not create a deficiency in another area. It is not like every team automatically gets 4 superstars (for example). They don't fall evenly to the teams.

Inherently it is going to be nigh impossible to balance since there is no superstar control per team. It is a fundamentally broken resource. The sad thing is the data is right there. Let's look at the anatomy of a pass play.

The ball is snapped and players start moving. If the DTs beats the oline quickly and consistently it means pressure on the QB. This means either QBs have to be built specifically to deal with pressure or only a subset of plays are called. Now the programmer can offset this by decreasing the effectiveness of pressure on the QB.

The problem though is when you start decreasing the effectiveness of pressure you chasing your tail. The problem was the interaction between the oline and dline.

Now if they oline and dline were balanced (not the same) there can be actual football. Maybe the pass rushing DT is not a good run defender. So the offense wants to take advantage of that. So they run at the player. Maybe they get a little more on first and create some second and third and shorts where they negate the pass rush by quicker passes. An actual football sim starts to develop.

What we have not is a constant balancing act between unbalanced players randomly thrown all over the field.















 
czman
offline
Link
 
Originally posted by Corndog
Yeah, well, I either have to live with people getting bored with the lack of changes and leaving or getting frustrated with changes and leaving. It's impossible to make a change that makes every team better. Any significant change means someone is getting hosed.


Your solution to people being bored is to implement frustrating changes to the sim???????????

Why not just shoot for a highly functioning sim and then add quality of life improvements to keep people interested. This way people don't leave out of boredom or frustration. They leave out of fatigue or cost.
 
Xars
offline
Link
 
Just spam TE Flag and TE Drive and all will be well.

 
Bretto007
offline
Link
 
Originally posted by MrPembrose
This has gotten a bit off topic, but I'll go ahead and pile on... offensive play calling is pretty stale. There are a handful of plays that work regardless of the defense, and the rest are a complete crap shoot. As several people have said, you need screens and outside runs to keep the defense honest.


It's not like they aren't trying. Almost every season they add new offensive plays.

Edited by Bretto007 on Apr 19, 2018 00:37:17
 
Bretto007
offline
Link
 
Originally posted by czman
There in lines the fundamental flaw of the game and its design. I am sorry you don't see this. Having a superstar in one area does not create a deficiency in another area. It is not like every team automatically gets 4 superstars (for example). They don't fall evenly to the teams.

Inherently it is going to be nigh impossible to balance since there is no superstar control per team. It is a fundamentally broken resource. The sad thing is the data is right there. Let's look at the anatomy of a pass play.

The ball is snapped and players start moving. If the DTs beats the oline quickly and consistently it means pressure on the QB. This means either QBs have to be built specifically to deal with pressure or only a subset of plays are called. Now the programmer can offset this by decreasing the effectiveness of pressure on the QB.

The problem though is when you start decreasing the effectiveness of pressure you chasing your tail. The problem was the interaction between the oline and dline.

Now if they oline and dline were balanced (not the same) there can be actual football. Maybe the pass rushing DT is not a good run defender. So the offense wants to take advantage of that. So they run at the player. Maybe they get a little more on first and create some second and third and shorts where they negate the pass rush by quicker passes. An actual football sim starts to develop.

What we have not is a constant balancing act between unbalanced players randomly thrown all over the field.




NFL teams don't have super stars distributed evenly nor should this game.


 
BoDiddley
offline
Link
 
Originally posted by Sov.
the defensive changes were great, the changes overall are great, the issue was the balance change and i called it right away. HBs have never been the same since, even after several tweaks. the changes to defense made them much better at cutting off the edge, and HBs flat out do not have the ability to beat the defenders to the outside edge to break into space.

the point of the run game is to make the defense bend and eventually break, right now the advantage is skewed so much towards the defense that even with bad defensive playcalls, good outside runs get stopped for TFL or 2-3 yds. if the outside run game cant be more consistent vs weak defensive play calls and force teams to gameplan to try to adjust for those outside run plays, were just going to see the same pass 60x and run on 3rd and short meta we're seeing right now.

my suggestion for a fix is tweak or repeal the "balance" change to HBs, the defense is playing lights out now vs the run so let HBs play how they USED to play and everything will fall into a nice balance.

Would disagree that the changes overall have been great. The defensive pathing change was good, but everything else was done to work around the balance nerf, and effectively neutered offense in the sim. The sim is flatout broken. Speed/acceleration has never been the same since the balance change. Run blocking needs to be fixed in order to account for the improved defensive pathing. All the passing nerfs have made the playbook useless, and that's reflected in the laughable stats being put up from Vet to Rookie. Turnovers have skyrocketed, to the point that pretty much 90% of games(even between good teams) are a blowout. And the late game decision fixes still haven't come. This isn't good or entertaining for many. 10 seasons ago GLB2 was about experimenting and trying different things...that's what was fun about player building. Now almost nothing works, so what's the point.

But I'm not gonna argue. If people are cool with the current state of the sim, then that's all that matters.
 
Corndog
Admin
offline
Link
 
Originally posted by BoDiddley
This isn't good or entertaining for many. 10 seasons ago GLB2 was about experimenting and trying different things...that's what was fun about player building. Now almost nothing works, so what's the point.


Alternatively, what you're currently doing doesn't work.

If you want the game to be about experimenting and trying different things, the same thing can't keep being the best thing.
 
Team Nucleus
Draft Man
offline
Link
 
I think the problem here is like you mentioned, most teams rather have the Stars at the high profile positions instead of experimenting Stars at the less profile postions...I'm yet to see a star studded defensive or offensive line, if I'm wrong let it be known...Show me the proof!!!
*Jerry Maguire voice*
 
Bretto007
offline
Link
 
The seasons after the balance changes have been my favorite. Prior to that it was a worthless skill. Any attempt to make the game more accurate to the actual game of Football I am in favor of.

 
Xars
offline
Link
 
Originally posted by BoDiddley

Would disagree that the changes overall have been great. The defensive pathing change was good, but everything else was done to work around the balance nerf, and effectively neutered offense in the sim. The sim is flatout broken. Speed/acceleration has never been the same since the balance change. Run blocking needs to be fixed in order to account for the improved defensive pathing. All the passing nerfs have made the playbook useless, and that's reflected in the laughable stats being put up from Vet to Rookie. Turnovers have skyrocketed, to the point that pretty much 90% of games(even between good teams) are a blowout. And the late game decision fixes still haven't come. This isn't good or entertaining for many. 10 seasons ago GLB2 was about experimenting and trying different things...that's what was fun about player building. Now almost nothing works, so what's the point.

But I'm not gonna argue. If people are cool with the current state of the sim, then that's all that matters.


Passing nerf?

TE Durnik is on pace to break the All-Time record for TE Rec Yards in a season.

He’s averaging 291 yards per game with a 65% catch rate. Targeting him 3x yields a First Down over 96% of the time.

So yes I spam TE Flag but so can you.
Edited by Xars on Apr 19, 2018 04:51:25
 
Lemoncow
offline
Link
 
In a balanced game, there shouldn't be an outright best strategy. There should be several good strategies.

Right now, it's a meta race. Who can identify how to break the game the fastest. "Balance" changes are made, and the cycle repeats itself.

As far as superstars go, they're definitely helpful, but the salary cap is a pretty effective mechanism for balancing them. I mean, look at Robot Uprising, having a surplus of players and doling out a bunch of high contracts is very beneficial.
 
BoDiddley
offline
Link
 
Originally posted by Corndog
Alternatively, what you're currently doing doesn't work.

If you want the game to be about experimenting and trying different things, the same thing can't keep being the best thing.

I don't disagree with this. The meta has changed over time and I think most feel this keeps the game fresh. The issue though is that 10+ seasons ago the options available to experiment with...were wide ranging, and now its to spam a few pass plays and hope your RB can carry the ball over 4 ypc for the game. There are fundamental issues breaking the sim right now, largely due to the balance change and resulting fixes. For a game like GLB2, off/def positioning is highly impactful, along with player movement, and roll chances. All three are out of wack right now.

I should say, this isn't an attack on you or Bort. You guys have been good over the years at listening to user suggestions. It's more about the dramatic dropoff in the quality of simplay the past few seasons.

Originally posted by Xars
Passing nerf?

TE Durnik is on pace to break the All-Time record for TE Rec Yards in a season.

He’s averaging 291 yards per game with a 65% catch rate. Targeting him 3x yields a First Down over 96% of the time.

So yes I spam TE Flag but so can you.

I think you're missing the point on this one, Xars. No offence, but Durnik is a sophmore on a relatively weak tier. So sure, if you have a S* QB spamming 30 targets a game to him with TE Flag, then you'll put up big numbers. But what about everyone else who finds that boring? On your tier alone, only 6 QBs are even throwing over 50%, and most RBs are below 3 ypc.

Case in point, here' two quality Vet teams going at it today. https://glb2.warriorgeneral.com/game/game/548230
- Manning throws for 48.6%, 6.3 y/a with 2 TD, 1 int. Jeter rushes for a blazing 3.9 ypc

- Cutler throws for 36.5%, 4.0 y/a with 3 ints. Drake rushes for a dominant 2.9 ypc
^
That's a broken sim.
Edited by BoDiddley on Apr 19, 2018 09:05:42
 
Sov.
offline
Link
 
Originally posted by Bretto007
The seasons after the balance changes have been my favorite. Prior to that it was a worthless skill. Any attempt to make the game more accurate to the actual game of Football I am in favor of.



Out of what, 4-5 seasons? Some of us are comparing to 30 seasons of experience and saying it's off

Originally posted by BoDiddley


Case in point, here' two quality Vet teams going at it today. https://glb2.warriorgeneral.com/game/game/548230
- Manning throws for 48.6%, 6.3 y/a with 2 TD, 1 int. Jeter rushes for a blazing 3.9 ypc

- Cutler throws for 36.5%, 4.0 y/a with 3 ints. Drake rushes for a dominant 2.9 ypc
^
That's a broken sim.


Yes this was a good example, absolutely no disrespect to our opponent here, but they made some critical mistakes like going MO on 1st down vs outside rushes and each was still a TFL or no gain.

Exactly my point about outside rushing and HBs being ineffective this season. Also shows you can make a poor defensive playcall and not pay a price for them. Just not a good meta when you take the risk/reward away from the coaching.
 
Page:
 


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