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Forum > Goal Line Blitz > Elusive pathing and vision discussion (with a foreword about spin)
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jdbolick
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Originally posted by blln4lyf
% fake chance does nothing without HF/Juke though

Precisely because changing directions is not a "fake," no matter how much you and jrry attempt to define it that way. I hope you guys are just fucking with me, because I'd rather be the butt of the joke than you guys really be this dense.
 
bhall43
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Originally posted by Bukowski
I don't know... I bring Strength up on my RBs as well, so it doesn't really matter to me.

I don't really build pure Elusive Backs anymore, because they really don't work well. But that's what I'm trying to get at, I think they should have a place in the game.


but the elusive here we are talking about...that you guys argued page after page about...has 48 or below strength...which is why blln and i started talking about the lower strength, more morale hit...because honestly...this HB could be game breaking if made right....worse than Blazing even when he was uber.
 
HEY YOU GUYS
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I think this thread finally got somewhere, other than the jdbolick / jrry dick swinging football knowledge argument going on.
 
WalterManning
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This thread is full of info if one takes the time to read it.
 
Mob-6
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As long as we are fixing Spin, how about a whole redo of the WR SAs (and potentially RBs)? Rather than the current system, have bonuses that are clearly spelled out?

WR Speedster should go:

Replace FS with a % chance to trigger a burst speed/agility boost on route.
Replace QC with a % chance to trigger a burst speed/agility boost after catch.
Replace HF with the ability and % chance to trigger HF or Juke on a route.
Replace Spin with the ability and % chance to trigger HF, Spin or Juke after the catch.
Replace Juke with a % chance to trigger a vision, agility, carrying, and strength (or whatever attributes helps with elusive/tackle breaking)after the catch.

Currently we have too much doing too little. Consolidate and expand. Attributes have gotten substantial looks and updates over the past 13 seasons, but the SAs have changed little.

Edited by Mob-6 on Dec 30, 2009 21:50:28
 
HEY YOU GUYS
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Originally posted by bhall43
but the elusive here we are talking about...that you guys argued page after page about...has 48 or below strength...which is why blln and i started talking about the lower strength, more morale hit...because honestly...this HB could be game breaking if made right....worse than Blazing even when he was uber.


Agreed, a weak hb getting hit constantly should effect his play therefore making it easier for him to fumble. I don't think it should be factored into his fumble roll because there is a carrying attribute for that.
 
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Originally posted by Mob-6
As long as we are fixing Spin, how about a whole redo of the WR SAs?


WR's are beyond fixable
 
TyrannyVaunt
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This is pretty crazy that we have 45+ pages of which 20+ pages are arguing what a freaking build should even look like to be tested.

There needs to be Archetypes in this game. It has been 13 seasons. And many of us know there are only a few ways to build certain players that are successful in the sim. That was fine and dandy when the sim was originally built. But now the sim is getting to the stage where it needs to mature and different types of builds need to be created and truly tested to determine if they can work or not.

Now that active agents have built dots from their creation date - all the way through the plateau - 440 days... Many of us know what is even feasible to obtain within that dots life cycle in terms of SP allocation. We need to take this knowledge, and apply it to the positions in this sim.

What type of builds are feasible?
What kind of players we watching on Sundays?
And how would that player translate into a build in GLB?
What would that dots build plan look like after 440 days? At the pinnacle of their career?

These type of builds should be documented - transferred over to the Test Server, and tested.

There is no reason not to. We should know if an Eric Metcalf type of build is even working in the sim (It's not). If it's not... Then, why? What needs to be coded differently to get that type of dot factored into the game without compromising the integrity of the sim?

Because if we are truly trying to replicate what we see on Sunday - which I know I am. I want my dots to emulate my 'fantasy football squad'... Then we need better communication and working together as a community. I would hope that we could all agree that this should be a reality after all this time fussing.
 
kurieg
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Originally posted by blln4lyf
Oh, I agree with that 100% and also agree with that issue as well. But I still think you shouldn't need a SA to fake or you could make quick cuts/cutbacks effect the defenders loss of balance a little more if the agility/etc difference is big..and then the most obvious is to fix pathing, but that is very hard to accomplish.


Well, if he adds in a base fake chance that's pure agility/something, then he has to nerf the SAs imo, because the overall % doesn't need to go up imo.
 
bhall43
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Originally posted by Mob-6
As long as we are fixing Spin, how about a whole redo of the WR SAs (and potentially RBs)? Rather than the current system, have bonuses that are clearly spelled out?

WR Speedster should go:

Replace FS with a % chance to trigger a burst speed/agility boost on route.
Replace QC with a % chance to trigger a burst speed/agility boost after catch.
Replace HF with the ability and % chance to trigger HF or Juke on a route.
Replace Spin with the ability and % chance to trigger HF, Spin or Juke after the catch.
Replace Juke with a % chance to trigger a vision, agility, carrying, and strength (or whatever attributes helps with elusive/tackle breaking)after the catch.

Currently we have too much doing too little. Consolidate and expand. Attributes have gotten substantial looks and updates over the past 13 seasons, but the SAs have changed little.



lol@fixing the speedster tree of all things...
 
Bukowski
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Originally posted by bhall43
Originally posted by Bukowski

I don't know... I bring Strength up on my RBs as well, so it doesn't really matter to me.

I don't really build pure Elusive Backs anymore, because they really don't work well. But that's what I'm trying to get at, I think they should have a place in the game.


but the elusive here we are talking about...that you guys argued page after page about...has 48 or below strength...which is why blln and i started talking about the lower strength, more morale hit...because honestly...this HB could be game breaking if made right....worse than Blazing even when he was uber.


All I was trying to say before, not to start the argument again, but that Elusive Backs aren't going to get much use out of taking Strength past 48, if they're a true Elusive Back.

To me, if you're going to take Strength up to 68, then you're probably trying to break some tackles with it, which is great.

But it should be a necessity, just to prevent that RB from fumbling.

I think 48 is perfectly reasonable, as most high level players have all of their basic attributes soft-capped. I was just arguing against the fact that they should need 60-68, just to be able to carry the ball.
 
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Originally posted by Timetoshine-Beta
WR's are beyond fixable


Speak for yourself
 
StoutOne
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Originally posted by TyrannyVaunt
This is pretty crazy that we have 45+ pages of which 20+ pages are arguing what a freaking build should even look like to be tested.



X Factor confuses people on what a good build is.
 
HEY YOU GUYS
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Originally posted by kurieg
Well, if he adds in a base fake chance that's pure agility/something, then he has to nerf the SAs imo, because the overall % doesn't need to go up imo.


Would be fine with that as well.
 
bhall43
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Originally posted by Phil Jackson
Agreed, a weak hb getting hit constantly should effect his play therefore making it easier for him to fumble. I don't think it should be factored into his fumble roll because there is a carrying attribute for that.


and basically we were talking about this being Big Hit/Monster Hit related morale loss...so i mean your HB could touch the ball 5-7 times in a game and possibly only be Hit once by this...
 
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