Originally posted by Deathblade
Bort finally spent a few hours posting last night.
Topics hit:
-An exploit blitz with the current blocking code (with discussion on trying to fix it)
-A little bit about the ineffectiveness of pass rushing (brief discussion on why they are high on the test server, and non-existent on the live server...needs more discussion)
-Brief discussion about pass quality, and leading receivers.
-Discussion about making getting tackled more of an energy effect rather than morale (except for big/monster hits).
-Discussion about increasing the energy drain, making stamina more valuable.
Stuff he added to test server last night:
Originally posted by Bort
- FG replays (obv)
- XPs now use FG replay code.
- I have found that the QB ability to throw left/right/far/long based on the defense is disabled. I don't recall if that was intentional or not. I have re-enabled it to look at again, but I have found that it tends to cause some extra incompletes.
I have been playing with a bunch of different ideas for QB pass selection, including the yellow/green zone idea (for which there is code added to handle), but I haven't really gotten anywhere significant as far as improvement in pass location or zone busting. I think the AI for that requires something more complicated.
Originally posted by Bort
Also, yes I updated passing some. Forgot to mention I modified the following:
When catching a pass, you have to make a check to see if you slow down or not.
Previously (and on the live site) it was either a set slow down or not. If you fail, you get your speed chopped in half. If you succeed, you keep moving at speed.
I changed it on here to be a gradation instead, slowing down based on how bad you failed the check.
Now that it has been a month, after the OP month can we get an update....and not that changelog crap...what is really being worked on?
Bort finally spent a few hours posting last night.
Topics hit:
-An exploit blitz with the current blocking code (with discussion on trying to fix it)
-A little bit about the ineffectiveness of pass rushing (brief discussion on why they are high on the test server, and non-existent on the live server...needs more discussion)
-Brief discussion about pass quality, and leading receivers.
-Discussion about making getting tackled more of an energy effect rather than morale (except for big/monster hits).
-Discussion about increasing the energy drain, making stamina more valuable.
Stuff he added to test server last night:
Originally posted by Bort
- FG replays (obv)
- XPs now use FG replay code.
- I have found that the QB ability to throw left/right/far/long based on the defense is disabled. I don't recall if that was intentional or not. I have re-enabled it to look at again, but I have found that it tends to cause some extra incompletes.
I have been playing with a bunch of different ideas for QB pass selection, including the yellow/green zone idea (for which there is code added to handle), but I haven't really gotten anywhere significant as far as improvement in pass location or zone busting. I think the AI for that requires something more complicated.
Originally posted by Bort
Also, yes I updated passing some. Forgot to mention I modified the following:
When catching a pass, you have to make a check to see if you slow down or not.
Previously (and on the live site) it was either a set slow down or not. If you fail, you get your speed chopped in half. If you succeed, you keep moving at speed.
I changed it on here to be a gradation instead, slowing down based on how bad you failed the check.
Now that it has been a month, after the OP month can we get an update....and not that changelog crap...what is really being worked on?