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Staz
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Originally posted by Deathblade
Pretty simple really.

High winning PD roll = large impact on ball

Low winning PD roll = minimal

ThisOriginally posted by bhall43
this is an extremely rare case...

http://goallineblitz.com/game/replay.pl?game_id=899938&pbp_id=542098


Hook and ladder, anybody?
 
Iron Maiden
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Originally posted by bhall43
Originally posted by Iron Maiden

Sometimes I see the CB gets a VERY high PD roll, SENDS the ball 180 degree from its original direction, and......into the hands of the WR o_O. It's rare, but it happens. Which leads me to think the there might lack a modifier with the sim to do a vision check when the CB can alter the direction of the ball (either tipping it or swatting it down) and tip/swat it away from the WR.


this is an extremely rare case...

http://goallineblitz.com/game/replay.pl?game_id=899938&pbp_id=542098


The fact that it exists means that there's some fixing to do with how the passes are deflected. Higher PD roll shouldn't just mean that you'll have a larger impact on the ball, but also to be able to knock the pass away from the WR.
 
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Great Job guys...keep up the good work!
 
bhall43
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Originally posted by Iron Maiden
The fact that it exists means that there's some fixing to do with how the passes are deflected. Higher PD roll shouldn't just mean that you'll have a larger impact on the ball, but also to be able to knock the pass away from the WR.


it was knocked away from the WR...just into another WR, or HB coincidentally...
Edited by bhall43 on Jan 9, 2010 23:37:54
 
pottsman
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http://goallineblitz.com/game/forum_thread.pl?thread_id=3648548&page=6#32207969
Originally posted by Bort
Ok, so I have the beginnings of progression overrides uploaded to the test server, via outputs and packages, though it's pretty simple and simpy 5 pulldowns with receiver options. Additional items like "run" or "ditch" will require some changes to how things work, or some thinking on how to make them happen, since those things are currently entirely based on QB personal tactics and pressure.

I need to do some thinking about how to approach the playbook idea, though I think that'd be a good thing as well. I added a pulldown for "use default" that you have to change to activate the override option.

We've got a start on this, at the very least.


Can we get a thread for that?
 
PP
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Originally posted by pottsman
Can we get a thread for that?


I just setup a test for both the pulldown and pulling Gs (Bort had only fixed one of the pulling G plays and now did the rest). It'll be tomorrow before I look at the results, but I'll create a thread for it then
 
Iron Maiden
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Originally posted by bhall43
Originally posted by Iron Maiden

The fact that it exists means that there's some fixing to do with how the passes are deflected. Higher PD roll shouldn't just mean that you'll have a larger impact on the ball, but also to be able to knock the pass away from the WR.


it was knocked away from the WR...just into another WR, or HB coincidentally...


The replay posted was a knock loose.
 
Longhornfan1024
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Originally posted by Deathblade
Pretty simple really.

High winning PD roll = large impact on ball

Low winning PD roll = minimal


This is what I've always thought.

Tipped Passes = low winning PD roll vs. Pass Quality

Deflected and Caught (when actually fighting with the WR) = low winning PD roll vs. PQ, but WR wins anti-swat roll
 
bhall43
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Originally posted by Iron Maiden
The replay posted was a knock loose.


and a deflection.
 
PP
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Originally posted by
From what I am seeing, the "Pocket Presence" SA stops as soon as the "scramble" starts, even is the QB is still in the "Pocket"?


Originally posted by Bort
As long as he in "pass" mode between the tackles.

 
PP
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Originally posted by thehazyone
I don't think I've ever seen this answered anywhere... when a QB has Medium or Balanced passing priority for their tactics settings does it choose randomly between Bullet/Lofty and Open Man/Route Distance or does it choose a value that is exactly 1/2 way between the max settings for the two. I know when you choose Combo for Pass Rushing settings it chooses between Power/Evasive randomly, so not sure what it does here.


Originally posted by Bort
It's a set value. The QB will vary his throw based on distance and such, though. The passing style slider sets a floor for pass angle, in case you want your QB to throw low angles for long distances, or high angles in particular due to poor catching.


Originally posted by thehazyone
Cool, thanks.

so say full bullet for example has 100 ball velocity, 50 ball trajectory and lofty has 50 ball velocity, 100 ball trajectory then medium would be 75/75 or somewhere in that range?


Originally posted by Bort
Yep.
 
Catch22
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Here are a few Bort quotes on things he's been working on:

Originally posted by Bort
If you use the normal 20 FPS replays (as opposed to 10 FPS), I've added a couple new features:

- I've rewritten the QB targeting code to do checkdowns more realistically, one at a time, more quickly for high vision dudes. This is new, so it probably needs some work based on feedback from you guys. The risk calculations used are the same as I had been working on, though, so they are still improved.
- On the 20 FPS replays, it will draw a line from the QB to the receiver he's looking at, so you can see the QB's "eyes." I might see if we can do a cone shape in the flash replays, but it's too slow otherwise via javascript. (If that's not working for you, make sure you hit "refresh" on a replay page and you have 10 FPS replays turned off)
- (And here's the big one people have been wanting) In the AI and package settings, you can override the QB's checkdown order for your selected play(s)!

I still need to do a little work on the interface for the checkdown option, as I want to have it hide and show the select boxes when you turn it on and off, but it works as is for now, for testing.



Originally posted by Bort
Also just uploaded:

- Finished going through pitch plays and updating lead blocker/pulling path points. Probably should resurrect the other thread on this.
- Fixed "spy QB" setting to do as it should as discussed in other thread





Originally posted by Bort
- The QB can make a pre-snap read to find receivers who are completely uncovered and have nobody near them playing zone. He will then shift them to the "hot read" and look there first.
- Did some more adjustments to scrambling logic.
- I noticed the "Z Spots" play was not playing out as drawn up on the WR2 path. Fixed that.



Originally posted by Bort
- G's who end up with nobody to block via the pre-snap assignment get switched to "lead block" ahead, so they should head down field earlier and look for somebody to block. I haven't done a ton of testing with this yet, though, so it might not work very well.


Originally posted by thehazyone
Bort on the following play:

http://test.goallineblitz.com/game/replay.pl?game_id=1687&pbp_id=365405

Why doesn't the QB throw to the wide open WR3 the first time he checks down to him? Shouldn't that almost be an automatic throw every time with an uncovered receiver?


Originally posted by Bort
What's the play distance on that one? If it's long or medium, he's probably not far enough, so risk is too high.

Maybe I could have him "lock on" when the player is wide open? He will already if the risk is low enough, but wide open should probably count too, for plays where he's far from the distance marker so the risk is too high.

Progressions are really fast I know (especially with high vision - you might want to test low vision); I've tried slower intervals, as well. It's easy to change if you think it's needed.



Originally posted by Bort
Ok, I've uploaded a version with slightly slower max progression speed, wide open players forcing "stick with me," and disabled the portion of risk code that compares distance to 1st down marker (for testing as mentioned elsewhere).



Originally posted by thehazyone
Wide open man targeting looked better:

http://test.goallineblitz.com/game/replay.pl?game_id=1696&pbp_id=367349

http://test.goallineblitz.com/game/replay.pl?game_id=1696&pbp_id=367365

http://test.goallineblitz.com/game/replay.pl?game_id=1696&pbp_id=367370

This last one is good example:

http://test.goallineblitz.com/game/replay.pl?game_id=1696&pbp_id=367392



 
timthorn
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Originally posted by Catch22

Originally posted by Bort

- The QB can make a pre-snap read to find receivers who are completely uncovered and have nobody near them playing zone. He will then shift them to the "hot read" and look there first.


During these "pre-snap" reads, is the QB reading:
a) the DB's or LB's position relative to the receiver or
b) the actual defensive play's assignment checkdown list or zone coverage?

I only bring this up since bort did state no more omniscient players.
 
PackMan97
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Catch, those replays are great! Is the vision line a test server thing or will it make it's way to the live game? Might I suggest a toggle for it?

Any chance you could suggest that OL get the same type of "hot read" regarding picking up blitzers and/or heading downfield. If no one is lined up against them, they should get a "hot read" on blitzers or moving downfield.
 
tragula
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Originally posted by thehazyone

Bort on the following play:

http://test.goallineblitz.com/game/replay.pl?game_id=1687&pbp_id=365405

Why doesn't the QB throw to the wide open WR3 the first time he checks down to him? Shouldn't that almost be an automatic throw every time with an uncovered receiver?

My question is why the QB never looks at the HB ?

Originally posted by Bort

- The QB can make a pre-snap read to find receivers who are completely uncovered and have nobody near them playing zone. He will then shift them to the "hot read" and look there first.
- Did some more adjustments to scrambling logic.

A possible exploit is the defense leaving a WR uncovered just to generate short yard gain on long yard plays (like forcing the O for 3 yard catch on 2nd and 10). One should do some testing to see that the QB decision making is not exploitable in this cases.


By the way the all the updates are fantastic.
Edited by tragula on Jan 14, 2010 08:35:12
 
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