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Forum > FAQ's, Player Guides and Game Help > This Defensive AI Strategy Is Unengaging. Unyielding. UnFun.
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Xars
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Originally posted by Mango Fandango
Yeah. That's not happening. Matrix obeys me, not the other way round.

I guess it's 1 and done from me.


It's a computer.

It only knows binary.

It obeys what you program in a world of binary decisions.

 
Xars
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Originally posted by Mango Fandango
Yeah. That's not happening. Matrix obeys me, not the other way round.

I guess it's 1 and done from me.


And no one can help you if you don't want to be helped.

That's all up to you.

 
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Originally posted by Xars
And no one can help you if you don't want to be helped.


???

I asked on a public forum as well as the team forum. I haven't asked for help? Or even improve?
 
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Originally posted by Xars
And no one can help you if you don't want to be helped.

That's all up to you.



You're doing a good job of pushing new clients away from this game...
 
ThePh33P
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pretty well said mango.

The tactics especially on defense are pretty crap game design.

so the TLDR for defense is to simplify the way your looking at it.

Bruce is correct force it to be percentage based by making sure your total for the line is no more than 100 with the exception of the zone/blitz modifier.

Second thing is proper tags, the tag system is just a way to form buckets for your tactics to pull plays from. (there is a large bonus for picking correct play)

as Xars said make sure you always have at least one tactic + tag combination being called in any given situation.

Zone/Blitz % Modifiers work a bit like an override so if your running exclusively man defense make sure zone is set to 0% and for blitz make sure your blitz package uses the proper tags if you are blitzing.

it sounds like a lot of your issues are stemming from the disconnected zone/blitz % setting. just ask your self on each line if you want to run zone none of the time all of the time or some of the time and put in the % of time you want. If its none and you don't have any zone plays to call on great. if its some or all of the time make sure any of the tactic boxes with values in them have a play or plays associated with them.

Edited by ThePh33P on Nov 17, 2021 07:49:25
Edited by ThePh33P on Nov 17, 2021 07:33:16
 
ThePh33P
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Originally posted by Mango Fandango
Hi Corndog, thanks for the input there. This, however, makes me far less confident in my playcalling. It is, as I initially thought, ratioed but plays are called where they shouldn't.

I mean, my team is filled with coaches who I've brought over from Steam - new and old to GLB. I'm the most zealous of the lot, I guess, as I had a lot of experience with GLB1.

This messy system, however, needs to be overhauled if the guys that I have brought over are to take the next step and coach a team.



it should be "overhauled" but not actually in the code. just in the prompts to players. don't let values above 100 in a line excluding zone/blitz %. its probably too many settings for it to just be sliders but that would have been nice. an awesome feature would be a tactics + playbook checker to make sure there are no missing tags
 
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Originally posted by ThePh33P
it sounds like a lot of your issues are stemming from the disconnected zone/blitz % setting. just ask your self on each line if you want to run zone none of the time all of the time or some of the time and put in the % of time you want. If its none and you don't have any zone plays to call on great. if its some or all of the time make sure any of the tactic boxes with values in them have a play or plays associated with them.



I actually pen and paper my tactics, so for example: Medium Pass are virtually cover 2 sinks in every formation. So I dial them up in the AI when the time comes. I also know when I want cover 3 to fire, etc. I've applied heavy doses of logic to it.

It's certainly not the zone that's causing me issue, as I'm 100% zone. It's blitzing from short distances when a play is tagged specifically for long plays when there are a plethora of run plays in the playbook.

I appreciate the input, but as things stand I'll finish off this season and then wait for GLB3 and see if that game is user-friendly in design. A great shame really as Offensively the tactics settings is intuitive, though more depth chart flexibility wouldn't go amiss. But defensively, it's shockingly bad. The Depth Chart is powerful and wonderful, the playbook is diverse (but not diverse enough in 4-4 and 4-4B formations) so there's plenty to like.

But the playcalling is so dreadfully bad that it trumps everything else. It's wholly unenjoyable.

GG yesterday btw - it's a relief to not lose to a CPU squad. I was amazed at your team, it seemed like you cherry-picked the CPU players.
 
ThePh33P
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Originally posted by Mango Fandango
I actually pen and paper my tactics, so for example: Medium Pass are virtually cover 2 sinks in every formation. So I dial them up in the AI when the time comes. I also know when I want cover 3 to fire, etc. I've applied heavy doses of logic to it.

It's certainly not the zone that's causing me issue, as I'm 100% zone. It's blitzing from short distances when a play is tagged specifically for long plays when there are a plethora of run plays in the playbook.

I appreciate the input, but as things stand I'll finish off this season and then wait for GLB3 and see if that game is user-friendly in design. A great shame really as Offensively the tactics settings is intuitive, though more depth chart flexibility wouldn't go amiss. But defensively, it's shockingly bad. The Depth Chart is powerful and wonderful, the playbook is diverse (but not diverse enough in 4-4 and 4-4B formations) so there's plenty to like.

But the playcalling is so dreadfully bad that it trumps everything else. It's wholly unenjoyable.

GG yesterday btw - it's a relief to not lose to a CPU squad. I was amazed at your team, it seemed like you cherry-picked the CPU players.


I am actually doing just that cherry picking cpu players. Biggest problem is that they do NOT level up during the season.

If your 100% zone or man then you should run 0% zone settings. Something something priorities are dumb iirc
Edited by ThePh33P on Nov 17, 2021 10:08:07
 
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Originally posted by ThePh33P
If your 100% zone or man then you should run 0% zone settings. Something something priorities are dumb iirc




Work with the matrix they said. Dafuq
 
Adderfist
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Originally posted by ThePh33P
I am actually doing just that cherry picking cpu players. Biggest problem is that they do NOT level up during the season.

If your 100% zone or man then you should run 0% zone settings. Something something priorities are dumb iirc


explain?
 
Raid
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Defensive was super intuitive to me, but I seem to be a minority. lemme try and explain it how I understand it.



You select plays for each personnel the offense rolls out and then choose the situations you want those plays called in. All that is done in the playbook, including weights for each one when the call is even to grab one. Tagging each play in the playbook is important, leaving things as pass/run will make calls ambiguous - it's meant to be used when you have plays you really like that you don't mind having called against the run or pass - but it overall just gives you less control.


Then, you predict what will be called in each down situation in the matrix. The parts in pass/run% don't actually have to add up to 100, it's a system of taking as many 'points' as you have in each one and putting them in a jar then grabbing one point at random. So it ends up working like a %, but the 100 thing doesn't matter at all - just the ratios of your numbers against eachother. 0/0/10/20/30 comes out to work the same as 0/0/20/40/60 so on.


I use 0s and a 1 for times I want one specific tag called, doesn't matter if it's adding 1 or 100 points to that pot if they are all the same kind of point.


Then you put in how often you want a zone play called, if you're a zone team those should all be at 100, and then 0 when you have a man to man play you want thrown in there too if you do that for a specific situation like 3rd and really long.

And then blitz %, just how often should a blitz be called? in this down and distance?






Then, it goes through the motions:


2&3

It checks the play % first and picks one at random based off your distribution, say it grabs outside run for this situation because you had that at 100% of your points here



It goes to the playbook and picks out all plays for that personnel grouping that are tagged 'outside run' or 'run/pass' and throws out the rest.


===
Now, I'm gonna stop here to mention something important: Guessing right on tagging for pass or run gives you a bonus to awareness on the play. So picking run/pass for plays means no bonus is available. The bonus seems to be only run or pass based and not based upon distance or direction, so if you run a play tagged inside run and they run outside - you still get the bonus.


This also means you can use 'pass short' for all passing plays and still get the bonus and that moves your CBs closer to WRs which allows better plays on the balls in general - though that's more for man to man than zone.
===



After that, it looks at zone % and it rolls to see if this will be a zone play. If zone is 100, it throws out all man plays right here. Let' ssay it is 100 so the man play for this personnel you have in case it is 3rd and super long gets tossed out and not called.



Then it look at blitz %, let's say for this you have %0 so it goes ahead and throws out any play with 'blitz' in the bottom left hand corner.

Now, it look at the plays left, and chooses one of them based upon the blue dots you assigned. The blue dots work the same as the jar for playcalling. all those dots are tossed in and one is picked at random. So if one play is 5 dots and the other 1, it's going to pick the 5 dot play around 5/6 times. If you have 2 plays with 3 dots and 1 play with 5 dots, it will call that 5 dot play only 5 times out of 11.






If you keep the framework of how and when it is selecting each type in mind, it really helps to get the playbooks and tactics sorted out.


You also need to ensure you have a play for each kind of tag or at least one run/pass play in all your lowest subsets - because if at any point during this it is left with 0 plays to choose from, it picks from the plays it had before that step by their blue dots and treats it as the final step in the process.

So if you don't have a pass long play or run/pass in the book, and a pass long is what is rolled - good chance you may even call a run defense against the play and zone/blitz won't be taken into account - just the blue dot count from the plays you have within that set.
Edited by Raid on Nov 18, 2021 15:24:25
Edited by Raid on Nov 18, 2021 14:37:27
Edited by Raid on Nov 18, 2021 14:07:32
Edited by Raid on Nov 18, 2021 14:05:21
Edited by Raid on Nov 18, 2021 14:04:31
 
Raid
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Originally posted by ThePh33P

If your 100% zone or man then you should run 0% zone settings. Something something priorities are dumb iirc


I mean, if you are ok with blitzing randomly (or at least only determined by blue dots) then yeah, 0% zone would be fine.
Edited by Raid on Nov 18, 2021 14:11:30
Edited by Raid on Nov 18, 2021 14:10:49
 
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Originally posted by Raid
Now, I'm gonna stop here to mention something important: Guessing right on tagging for pass or run gives you a bonus to awareness on the play. So picking run/pass for plays means no bonus is available. The bonus seems to be only run or pass based and not based upon distance or direction, so if you run a play tagged inside run and they run outside - you still get the bonus.

This also means you can use 'pass short' for all passing plays and still get the bonus and that moves your CBs closer to WRs which allows better plays on the balls in general - though that's more for man to man than zone.

Are you sure about this? I have never heard this before. That's very interesting if correct.
 
Adderfist
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Originally posted by Ace of Spades 7

Are you sure about this? I have never heard this before. That's very interesting if correct.


It's correct.
 
atlbruce
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Originally posted by Raid
This also means you can use 'pass short' for all passing plays and still get the bonus and that moves your CBs closer to WRs which allows better plays on the balls in general - though that's more for man to man than zone.


Yeah, it would would be great if zone had some short pass defenses, too.

 
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