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Forum > Goal Line Blitz 2 > No update to the Change Log?
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MileHighShoes
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Well this will be an interesting season if this isn't fixed.
Not interesting in the sense of exciting close games, but interesting to look back on in the same way that S10 in GLB was I-slam spam. Wondering if this whole season will go down like this.
 
Cuivienen
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Originally posted by Aeir
It's still backwards, it has to be. BSB just went off on us for almost 700 yards. I mean - they're good don't get me wrong, but there's no way our D is that bad. Our pass D is usually pretty tight.

Edit: For those of you with late games, just go all longball and the odds should be increasingly in your favor


Yeah, Bronx just ran 95 passes to 7 rushes on us. Fun.
 
FairForever
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Monmouth did just crush LogZilla's Passing O - so maybe this is in our heads.

But the problem here is perception. Has the issue been fixed?
 
Detroit Leos
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Originally posted by Cuivienen
Yeah, Bronx just ran 95 passes to 7 rushes on us. Fun.


Bronx is a pass heavy team that did not find themselves in many of their running situations. Additionally, after watching the game I am not so sure that there were many "long" balls in this one. BB was plucking 10-12 regularly.

As for the BSB/Hostile game... BSB did go down field a decent amount (long and short passes are often dictated by what the defense gives them obviously). Was the difference here BSBs S* studded receiving core getting the necessary separation? How many balls did WRs come back to on those deep routes and were DBs overrunning them? I will have to go back and re watch the game in its entirety but A) we do not know if the changes to the inverted code were fixed B) Receivers got some sort of boost in quickness or whatever and C) shouldn't we all be used to not having a clue WTF is going on?... I understand the frustration but a whole lot of it stems from C. Once we gain any sort of clarity we will simply speculate on the effects of the changes made without CDog or Bort explaining the full effect of the change like we always do.
Edited by Detroit Leos on Oct 20, 2015 14:20:09
 
Bort
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The passing fix was uploaded like a couple hours after Cdog posted about it guys. Figured a changelog update was not needed since it's correct.

You can put down your pitchforks.
 
Aeir
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Originally posted by Bort
The passing fix was uploaded like a couple hours after Cdog posted about it guys. Figured a changelog update was not needed since it's correct.

You can put down your pitchforks.


and my wallet.

Counters are still rediculously tough to stop. Teams going 65%+ comp rate on 95 passing plays (75 plays in the NFL is a TON)...

Anyone want a team with trophies after this season? Got 2...
 
Bort
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Also, yeah we are working on some additional stuff, but it's not sim-balancing stuff.
 
TxSteve
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non sim related updates -- for the near future? Like within a couple of days?

give us a sneak peak -- some will bitch and moan (ok - many) - but others will at least feel encouraged that we're still important to you....don't you love us any more bort?? don't you love us?
 
Bort
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Originally posted by FairForever
Monmouth did just crush LogZilla's Passing O - so maybe this is in our heads.

But the problem here is perception. Has the issue been fixed?


Confirmation bias is a powerful thing. When you're looking for something specific, you will generally find it.

CDog's changes were not giant drastic changes; mostly just aimed at making long passes (like TE drive) a bit harder to pull off with regularity.
 
Bort
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Originally posted by TxSteve
non sim related updates -- for the near future? Like within a couple of days?

give us a sneak peak -- some will bitch and moan (ok - many) - but others will at least feel encouraged that we're still important to you....don't you love us any more bort?? don't you love us?


Eh, probably within in the next week or something. Working on a new game mode, related tutorials, and a way to do some FP giveaways via Twitter/Facebook (make sure you follow us!) -- stuff to hopefully help with new user retention and acquisition.

I've also got some code I wrote Stobie and his scout tool, which is kinda tied up until I finish the other stuff and can upload it all in one big patch.
Edited by Bort on Oct 20, 2015 14:40:52
 
Detroit Leos
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Originally posted by Aeir
and my wallet.

Counters are still rediculously tough to stop. Teams going 65%+ comp rate on 95 passing plays (75 plays in the NFL is a TON)...

Anyone want a team with trophies after this season? Got 2...


GLB will never be equal to the NFL statistically due to it being a game with its own "rules" written in the code and combined with the fact that coordinators here are spamming the efficient plays. The NFL cannot do that because defenses can adjust even if they are running the same defensive play a player can cheat to a direction or anticipate the play coming. This leads to them falling for fakes. The players here are not some form of AI. They are coded to do specific things in a specific way every time. This is no different than seasons in the past really. Running was once powerful, then passing took the throne. Now both can be effective which is good. Counters are OP right now for sure but does it matter if everybody begins to do it? Ideally we get passing and running as a whole equally powerful or equally terrible (who is going to pay to watch 0-7 or 0-3 scoreboards here every sim?) then hopefully they turn to add more quality plays or fix the "broken" plays and allow us a greater selection of quality plays both offensively and defensively. I can understand being frustrated with the communication and all but being upset because something is OP is kind of ridiculous because OP stuff has always been around. Have the OP things been fixed every offseason? The answer is no. Some changes happen and sometimes they apply to OP things and other times they don't? Maybe counters were not fixed this offseason because they are trying to make sure that they do not break anything else with the running game when they fix them? Who knows...
 
TxSteve
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Originally posted by Bort
Eh, probably within in the next week or something. Working on a new game mode, related tutorials, and a way to do some FP giveaways via Twitter/Facebook -- stuff to hopefully help with new user retention and acquisition.

I've also got some code I wrote Stobie and his scout tool, which is kinda tied up until I finish the other stuff and can upload it all in one big patch.


sounds interesting! Thank you.
 
Cuivienen
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Originally posted by Detroit Leos
Bronx is a pass heavy team that did not find themselves in many of their running situations. Additionally, after watching the game I am not so sure that there were many "long" balls in this one. BB was plucking 10-12 regularly.


Sorry, perhaps you misunderstood my post. Wasn't claiming it had anything to do with this season's changes.

It has more to do with the failure of the diversity bonus change and chem issues in vet tier.

Just not entertaining to watch games like that.
 
Sov.
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Originally posted by Cuivienen
Sorry, perhaps you misunderstood my post. Wasn't claiming it had anything to do with this season's changes.

It has more to do with the failure of the diversity bonus change and chem issues in vet tier.

Just not entertaining to watch games like that.


no one knows whether diversity bonus has anything to do with pass/run ratio or just use of different plays whether they are all passing or all rushing or a mix

also, fwiw, the gameplan was actually to spam trips counter since its still broken but one of our WRs didnt sign his contract til 2 mins before the game so we were a lil preoccupied with all that and setting up DCs so the game ran with default playbook/tactics which are pass heavy. gg tho
 
_OSIRIS_
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Originally posted by Cuivienen
Just not entertaining to watch games like that.


It's total crap teams and players get such a heavy penalty for something that is not controllable. That is not what we pay for. They are so stubborn about this awesome chemistry feature penalizing owners who pay for teams and players that pay for boosts. It's by far the biggest problem with this game and they won't even look at it. We all play the same sim and have the same access to tactics but the chemistry penalty in vet is unfair.

Let the thumbs down fly from those who can only win with that huge advantage. I personally don't feel good winning that way.
 
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