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tpaterniti
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General Information

This will be a blog so pardon the lack of organization. People on the test server are posting what they are working on and I am copying it here. Bort has plans for a different format for this eventually, but for now this is the best and fastest way to get information out to you.

Links

Here is where you can see the actual games and rosters: http://goallineblitz.com/game/forum_thread.pl?thread_id=2091842

Here is General Discussion Thread for the Test Blog: http://goallineblitz.com/game/forum_thread.pl?thread_id=2220690

Here is Ethics Discussion Thread 1 (Older): http://goallineblitz.com/game/forum_thread.pl?thread_id=2091998

Here is Ethics Discussion Thread 2 (Newer): http://goallineblitz.com/game/forum_thread.pl?thread_id=2215118

Last edited Mar 4, 2009 09:00:06
 
tpaterniti
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Tester Information

Here is where I will organize information on known testers who are willing to reveal their identities or who have already.

Note also that I will be filling in names of people that have a Tester in their quote box right now, but I am just waiting for approval and confirmation from them before I do it.

Tester Information

-Admins: Bort, Digital Daggers, Thorn
-Admins who do not test: EllisBell, Max Zorin, Pallow, Rick Blaine
-Mods who test: (bigtisme (inactive), Darkus Black, dirk41 (inactive), DrkSandman, J9, jed (inactive), Koncorde, madet0rder, norsemanvike, tpaterniti, Vanilla Thunder, Vawn, Voltron (inactive), ฿ones
-Mods who do not test: Deathblade, Esen, Galkuris, hud, no Forum specific mods either
-Regular Users:

Mike Rogers (inactive due to surgery, 81 players, 3 teams)
Rate (active, 41 players, 1 team)
RAPB (active, )

User 1 (inactive, 2 players (no skill points assigned), no teams)
User 2 (active, 28 players, 1 team)
User 3 (active, 2 players (neither on teams), 1 team)
User 4 (active, 53 players (some with skill points assigned, some without), 1 team)
User 5 (active, 37 players, 1 team)
User 6 (active, 59 players, 1 team)
User 7 (inactive, 1 player (no skill points assigned), no teams)
User 8 (active, 58 players, 1 team)
User 9 (active, 32 players, 1 team)
User 10 (active, no players, 1 team)

This brings the number of active non-admin testers to 20 including Mike Rogers (10 mods and 10 regular users). Users are declared inactive if it has been at least a week since they logged on to the test server.

Recent Non-Sim Related Testing

3-4-09 - Endorsements given to test players, 2 per team. Standard and minor issues arose. People getting awards, but no alerts; some got alerts and cash but no endorsement.

Recent Additions to the Test Server *Note this is some of what we are testing and may not currently be active in GLB, and in fact if it contains severe problems it may never go active in regular GLB.

2-6-09

Originally posted by Bort
Just uploaded (TO TEST SERVER NOT GLB):

Bug fixes
- Player creation page creating QB's when you select other stuff
- Defense AI tester gives custom play name properly when listing outputs

Sim Updates
- QB lead distance calculation updated to new version
- Force Fumble skill bonuses ramped up a bit (monster hit, power tackling style, etc)
- QB force fumble probability increased
- Penalty to catch pass roll added when you are traveling very fast. I think this is needed to balance out speedsters if the QB is going to hit them in stride more often
- 100% elusive currently = super elusive mode, which enables per-tick path updates
- "Remember Defenders" list added for ball carriers, which was discussed on a thread here
- Couple updates to kick returner defender avoidance values
- Increased "fudge factor" y offset when trying to tackle a defender from across the field


2-10-09

Originally posted by Bort
- Couple of zone updates on custom plays - namely the flat zones. Custom plays using those will need to be re-saved to update to the new version.
- Change to make defenders not drop back when in zone coverage if their zone's in front of them
- Modify YAC attack VA


2-11-09

Originally posted by Bort
- HB/QB running speed locked into a set value for handoffs.


2-13-09

Originally posted by Bort
- All new VA's are now implemented and uploaded.
- I've increased offsides/encroach penalty likelihood in general
- A few adjustements for fumble forcing downward


I think the fumble thing is to make the ball go downward when fumbling to prevent so many fumbles snatched by defenders out of the air before they ever hit the ground. Also related to fumbling bort added a slight delay so that people don't instantly realize a fumble has happened.

2-18-09

Originally posted by Bort
- Update for replays to make player dots shrink when they fall down
- I'm testing out an update for increased pancake chance on large strength differences, both ways, on run blocking.


2-19-09

Originally posted by Bort
- Selectable 3-4/4-3 base defense using basic tactics page
- Toned down pancakes slightly; I think they were a bit too high.


2-21-09

Originally posted by Bort
- Punt "run in lanes" update


2-23-09

Originally posted by Bort
- Pancakes on special teams do not count toward stats
- "Pancaked" stat added


2-24-09

Originally posted by Bort
- Fix to some zone coverage issues (taking odd angles)
- Pass blocking updated to have the pocket collapse more


2-28-09

Originally posted by Bort
- Fix for "diagonal" bug on guys who had no target to cover


Originally posted by Bort
- Selectable colored dots
- Kickoff velocity update


3-4-09

Originally posted by Bort
- New colored dots
- Updates to pass blocking pocket update, lower intensity


3-5-09

Originally posted by Bort
- dot color javascript preview

D play creator updates:
- Fallback option added to man coverage
- Blitz arrow added (i.e. to D-play creator)


Originally posted by Bort
Some test code:

- Increased likelihood of dragging missed tacklers, based on vision checks
- I've majorly increased the roll needed to pass a vision check to leave your man when playing man defense while the ball is in the air. I want to see how this affects pass deflections and the "converge on the man automatically" defense that's the current state.


3-7-09

Originally posted by Bort
- Shallow/Medium/Deep zone option added on d play creator


3-9-09

Originally posted by Bort
- O play creator pre-alpha


3-10-09

Originally posted by Bort
- New version of QB lead calculations


3-18-09

Originally posted by Bort
I just uploaded a few updates I've been poking at the last couple days, which will need some testing and feedback.

1. Situational LB and NT depth chart positions (use like TE1, HB1, etc). I have a plan to also extend this to a formation specific substitutions page, where you can choose something like "On nickel plays, use the LOLB1 depth chart instead of LOLB." This could allow a little more customization for basic tactics teams that is not too in depth for them.

2. There is now a energy/morale summary generated at the end of a sim. Owners and GM's with offense or defense ai abilities can access it. There's also currently some sort of bug with play counts on it for K/P I think.

3. I've done a little fiddling with a few things related to tackling and rushing, to see how they work out:
- I noticed that one of my test players still had 50 energy after rushing 80 times and breaking 40 tackles, even though he only had 28 stamina. Cranked up the energy usage per carry.
- Falling forward less likely and not as far when you do.
- I've done a little muddling with morale, as the O line wasn't losing much on tackle for loss situations (mostly just on sacks).
- Adjustment to intercept point calculations a bit - I noticed some of the problems of attacking the rush is because the LB's will often sort of just stand in the hole and wait for the RB to get to them, instead of attacking.

3. I did an adjustment on screen passes, as I think one of my lead throw calculations was throwing it off. Run a test and check it out.


(the below additions are a summary of the above)

Originally posted by Bort
- LOLB1/ROLB1 etc. depth chart positions added
- Adjustment to lead calculation on screen passes
- Game summary page
- Some modifications to energy usage on rushing


3-18-09

Originally posted by Bort
- Formation based overrides on DC


Originally posted by Bort
- QB pass style now a slider
- Punter punt style slider (distance vs hang time)


3-21-09

Originally posted by Bort
- D play creator update to show offense and allow a bit more freedom of movement
- Some updates to player AI on lead blocking. I think I have figured out a major cause of the runaway bug we were seeing at various times throughout the past 8 seasons. Pretty much all outside rushing plays will need an update to take advantage, and some of the inside rushing plays. The one that I have updated at the moment is the I form "HB Sweep"
- Testing idea of repeat plays giving boost to stats on defense.


3-28-09

Originally posted by Bort
- Line shift options added for basic and advanced AI. Formations have been shifted a bit to account for the new settings.
- Several additions to passing game PBP output (jumping catch, low pass, etc)
- Receivers can dive for a ball that is out of reach; fairly low chance of a catch though
- Adjustments to leading ability, bad pass checks, and catch n run catching checks
- Jackhammer style PD's show up in pbp as "knocked loose" and now count as a drop for the WR as well


4-2-09

Originally posted by Bort
- Latest updates to more realistic LB reactions
- Some pass game bug fixes


4-21-09

Originally posted by Bort
- New carry style slider


4-27-09

Originally posted by Bort
- New QB slider for pass priority (distance vs open)


4-30-09

Originally posted by Bort
New updates currently in testing, likely coming soon:

- New option for DPC to play man coverage without moving from set position
- Update to flats zones to not follow anyone out of them, and attempt to tackle the QB if he gets too close
- Update to AI interface to use new tactics section design (new tabs) which is a long time in coming
- Fix to basic tactics not using QB/FB outside rushing plays
- New slider for carrying style: aggressive vs cautious (+fum, +brktk vs -fum, -brktk, slowdown)
- Fix to long distance man coverage on normal plays (SS on TE usually)
- Above mentioned pass rushing update
- Been looking through running plays for odd G blocking where blocks a back blitzer instead of the DL guy in front of him, like the singleback play recently fixed


5-4-09

Originally posted by Bort
- New colored dots
- Updates to pass blocking pocket update, lower intensity


5-5-09

Originally posted by Bort
- dot color javascript preview

D play creator updates:
- Fallback option added to man coverage
- Blitz arrow added



Also new mod tools.

5-8-09

Originally posted by Bort
- FG range option added to basic tactics


5-11-09

Originally posted by Bort
- Coverage distance slider


Last edited May 11, 2009 10:22:42
 
tpaterniti
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Info by Positions

QB

Originally posted by Bort
Basics on QR and clutch:

Quick Release: Notice the ball throwing animation when the QB throws the ball. During that animation, the defenders (especially in zone) have the ability to react and move towards where the throw's gonna go. With a poor release time, the throw can take 5-6 ticks to get off the QB's hand, which is plenty of time for a guy to get over and make a play. Quick Release gives the ability to release the ball sooner in the throw without any penalties to accuracy.


HB

For breaking tackles on a power back carrying is better than strength. Carrying and strength both result in broken tackles, but carrying has the added bonus of preventing fumbles which strength will not do. I believe we tried Strength 20 Carrying 90 and Strength 90 Carrying 20.

General

Originally posted by Bort
Clutch: Little bonuses to just about every score for most rolls on 3rd & 4th down situations, especially good for late game trailing, etc. Always relevant because it's added on to the particular roll that's being attempted right as the roll is calculated. It's the "little extra" you might need to get over the hump in the important do or die situations. Of course, if the other guy has it too, they will sometimes just end up nulling each other out. Like you get a clutch bonus to "deflect" while the other guy gets a clutch bonus to "catch," etc. Also, there are so many instances that it applies it is just not feasible to list them all.
Last edited Mar 7, 2009 12:40:31
 
tpaterniti
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Originally posted by Mike Rogers
Test Series : Special Teams Fixes and Improvements.
Length of Test : Ongoing

Key areas of concern.
1) Returners forced to run up the middle too long.
2) Coverage Unit forced to collapse to the middle due to speed/acceleration issue.
3) Exploit avenue from players being able to be offside at Kick Off, by up to 20 Yards, based on Acceleration issues. (Confirmed.)
4) Exploit avenue of ST Unit only needing Speed, and not Agility/Vision etc. Allowing Speed/Strength exploit builds to dominate. (Refuted)

Proposed fixes to be tested.
- Elusive running style for Returners to allow increased lateral movement.
- Running lanes adjusted.
- Throttling the acceleration of coverage unit pre kick off.
- Introducing Offsides Penalties for STs.

Secondary Issues
- Running lane adjustment effecting different build type differently, penalising some unfairly. (Low level player acceleration issue, encourages Exploit builds)
- Returner elusive Setting leads to increased occurance of 'Jitter Bug' and 'looping out of bounds'.
- Throttling Speed prior to kick off renders First Step SA useless.
- Penalities add too many complexities and variables based on Build type Combos, the level of realism is far outweighed by the added fraustraoin to Owners/GMs, no happy way to fairly introduce it to all levels.

The only updates to the Live site so far are the elusive returners and the change to Coverage Lanes.


 
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Originally posted by Tester

Test Series: Offensive Run Plays
Lenght of Test: Ongoing

Key Areas of concern
- plays originally designed in season 1, not suited for high end players in season 8 and beyond.
- longstanding mechanics issues.
- blocking failures (internal/external)
- imbalanced plays, poor assignments and run lanes.
- poor path finding.
- limited variance in plays out of certain formations leave them open to exploit vs D-Creator.
- poor lead blocking.

Methodology:
Repeat Running of Specific plays vs Base D initially.
- Plays require tweaking, adjusting and in some cases re-designing.
- Repeat testing using benchmark players to identify suitability to roles.
- Identifying of issues that may require additional programming.

End of season aim:
- Wash and Repeat to ensure stability of play design at 100 level.
- Wash and Repeat to ensure stability of play vs D-Play Creator (or that more variety exists to prevent closing down formation).


 
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Please Note that any Graphical Features could change - i.e. this may not be the final form of this feature.

GLB Colored Team Dots

http://i221.photobucket.com/albums/dd314/tpaterniti/GLBColors.jpg
 
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Originally posted by Mike Rogers
As per this thread : http://goallineblitz.com/game/forum_thread.pl?thread_id=2054344&page=2#18535567

Simply looking to see if the increase from 0-15 in Sure Tackler increases Missed Tackles.

Generating Zero Baselines now, and will test at 15 shortly.


Originally posted by Mike Rogers
Baselines: All players with 0 Sure Tackler


http://test.goallineblitz.com/game/game.pl?game_id=313
http://test.goallineblitz.com/game/game.pl?game_id=314
http://test.goallineblitz.com/game/game.pl?game_id=315


Originally posted by Mike Rogers
With 15's

http://test.goallineblitz.com/game/game.pl?game_id=316
http://test.goallineblitz.com/game/game.pl?game_id=318
http://test.goallineblitz.com/game/game.pl?game_id=319
http://test.goallineblitz.com/game/game.pl?game_id=322


Originally posted by Mike Rogers
After a brief look.....

Total Broken Tackles in Baseline games.
Millwall = 1, 1, 2
London = 8, 15, 14

Total Broken Tackles in Sure Tackle 15 Games.
Millwall = 0, 0, 2, 0,
London = 15, 12, 15, 22,


Conclusion

Originally posted by Mike Rogers
Its only a small sample, but it looks like the Sure Tackler Vet is pretty weak.

About all you can say is that if the only reason you missed the initial tackle is because you rolled the lowest possible RNG, then it might help make the second tackle.

Its massively dominated by the Textbook Tackler VA, and in comparison to any break tackle Vets its again massively imbalanced


Bort is currently working on ideas to balance this out.
 
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Originally posted by Tester
The handoff looks a little wonky to me.

http://test.goallineblitz.com/game/replay.pl?game_id=310&pbp_id=100341
http://test.goallineblitz.com/game/replay.pl?game_id=310&pbp_id=100400


Originally posted by Bort
Play updated.


Originally posted by Tester


Tested. Handoff looks much better.

What is the blocking assignment on the FB? He seems to just run on an angle towards the opposing DE ignoring everything in his way. I upped the vision to 68 in case it was a poor vision check going on but he keeps ignoring dots, or reacting very late.

Here is an example of him completely ignoring the blitzing LB:
http://test.goallineblitz.com/game/replay.pl?game_id=326&pbp_id=102926

In this one he does react to the LB just very late.
http://test.goallineblitz.com/game/replay.pl?game_id=326&pbp_id=102916

On this one there is a point where he should see the LB coming around the outside but continues on his course towards the DE
http://test.goallineblitz.com/game/replay.pl?game_id=326&pbp_id=103016

Is it just a failed vision check or something more sinister?



Bort is looking into the FB blocking to improve it.
Last edited Mar 4, 2009 16:44:54
 
tpaterniti
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Defensive Plays and D-Play Editor Issues

Originally posted by Mike Rogers
http://test.goallineblitz.com/game/replay.pl?game_id=309&pbp_id=100068

DE drop zone ( http://goallineblitz.com/images/plays/defense/26.gif ), the FS should be playing a Deep Half, but he also dives down to the Weak Flat.

This was raised on the Live Server in Bugs, and confirmed here.


Originally posted by Bort
I'm going to just copy the "cover 2" FS/SS actions over to that play.


Originally posted by Bort
Play updated. Seems to work fine on my dev box.

Last edited Mar 4, 2009 16:59:02
 
tpaterniti
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Testing Offensive Formations

Pro Set

Originally posted by Mike Rogers


02/18/2009: http://test.goallineblitz.com/game/game.pl?game_id=218 : Stage 1/Mike Rogers/General Blocking Assignment Exploits (ProSet)
Notes: London not exclusively using Pro Set, as reduced Playbook was active. DE Dennis Quick is a super build and test obviously shows that this type of DE will render Pro Set useless on all levels, needs addressing ASAP.


02/18/2009: http://test.goallineblitz.com/game/game.pl?game_id=220 : Stage 2/Mike Rogers/General Blocking Assignment Exploits (ProSet)
Notes: DE Dennis Quick removed, and DE Rogers used, (80/80 with only SA involved = Shed block +5, no Vet)


Strong I

Originally posted by Tester


Most people have probably seen this, but it just isn't so rare:

http://test.goallineblitz.com/game/replay.pl?game_id=301&pbp_id=98310

I understand why the QB moves left, as pass rushers are being let go from his right, but he needs some flexibility, with an easy Vision check, to move backwards instead so as not to be sacked by a DE who's still fighting with his blocker.


Originally posted by Bort
It's definitely a scripted thing. Might just be worthwhile to make a minor adjustment to it, to drop back less, etc.


Originally posted by Bort

I'm working on this - the QB dropback is fairly easy to fix. I'm also attempting to fix the screen blocking on the play to work better, but I'm having to do some additions to make sure to avoid ineligible receiver situations.

IIRC, the NFL rule is that ineligible receivers (generally OL) cannot head downfield until the pass is completed? It's NCAA that has the rule that it's ok as long as the pass is behind the LOS, correct?


Originally posted by Bort

I've got a couple updates made to the play, mainly on the QB's scripted dropback duration, and to make the blockers lead block better.


A discussion ensues about the rules of downfield blocking on screen plays in the NFL. We conclude the player can start downfield to block once the pass is in the air (i.e. not when it is caught). There is a slight discrepancy about how the rule is written and how it is called (i.e. certain violations will never be called)

Originally posted by Bort

Well, we have a computer simulation, so it can be exact and not open to interpretation. If the ruling is "pass in the air" I will have to make a couple adjustments to the AI I just updated.


As of 3-7-09

Originally posted by Bort
I've updated all 3 of the HB screen plays (I, Strong I, Singleback) on test - check it out and lemme know if there's too many sacks, etc.


Originally posted by Tester
Tested...looked much better.



Normal I

Originally posted by Koncorde
Bort, we still appear to be getting some kind of delay/bump in the hand-off. It doesn't appear to be a great deal, and fluctuates a tiny bit - but it's definitely there.

Strong I - Strong Side
http://goallineblitz.com/game/replay.pl?game_id=375328&pbp_id=6034546

I Formation - Strong Side
http://goallineblitz.com/game/replay.pl?game_id=375328&pbp_id=6036400
http://goallineblitz.com/game/replay.pl?game_id=375328&pbp_id=6037078
http://goallineblitz.com/game/replay.pl?game_id=375328&pbp_id=6037353
http://goallineblitz.com/game/replay.pl?game_id=375328&pbp_id=6039246

QB seems to be overpursuing the hand-off point, effectively it looks like he's handing off left handed behind him


Originally posted by Bort
I don't think I adjusted those yet, did I? Or at least the basic I form one?

Looks like the handoff point is just a little too far back.


Originally posted by Bort
Ok, I've updated both on test server - very minor adjustment but appears to flow a little better.



Last edited Mar 7, 2009 21:49:27
 
tpaterniti
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Originally posted by Tester


We're working on code that with the old forms of pass rush tamed, makes sure that the pocket still eventually collapses to those with enough Agility and Shed Block.

Bort is trying various intensities of increasing the chance to shed blocks the longer the block is held, and we still hope, this season, to get code in the game that will make sure that hurries are significantly more common and sacks a little more common, without QB's often getting hit before they can set up.

 
tpaterniti
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Originally posted by Bort
Latest major things I've looked at today, and will continue over the next couple days, balance/logic wise:

- Man coverage likelihood to leave man when ball is thrown (tendency to mass converge on the receiver)
- QB lead distance calculations
- Pushing drag likelihood on missed tackles up a bit
 
tpaterniti
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Originally posted by Bort
I've made the vision check required to leave your man when the ball is thrown MUCH higher to test how this affects pass defense. On man defense, players should currently pretty much lock on to their man until the pass is complete or they pass a very difficult vision check.

I want to see how this affects pass deflections, which are currently quite high on the live server. We are also seeing a "converge on the receiver" effect happening too often when the whole defense is in man.

I believe this also strengthens zone defense in comparison, since reaction time becomes much better.

If somebody wants to run a test or two for some feedback and adjustments, go for it and let me know.

I'm also planning on looking at the leading code - there's another thread here about it.


Has not been tested yet.
 
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Originally posted by DrkSandman
I lurk on a couple PFs, someone was talking about using speedy players (CB/WR) as kicker. The theory is that their low kicking will result in a very short kick, and their speed (even with OOP) will result in potential onside recovery.

I know I have been out of the loop for a while. So if someone already did this, my bad.


Originally posted by Rate
Apparently 30 strength and 10 kicking is enough to still kick the ball 40 yards

This the thread referring to this theory on the live site:
http://goallineblitz.com/game/forum_thread.pl?thread_id=2207543&page=1#18468638

And here's an example play of a super-short kick:
http://goallineblitz.com/game/replay.pl?game_id=383911&pbp_id=3421944

Or this one:
http://goallineblitz.com/game/replay.pl?game_id=223979&pbp_id=1411710

Just from looking at those it seems like the only person eligible to pick up the ball is the KR, as a few dots just run right past it.


Originally posted by Darkus Black
When you watch those short little kickoffs and you see that by the time the returner has got to the ball someone could have ran it 20 yards. Can you make it so anyone can pick up the ball?


Originally posted by Bort
Maybe if I start getting into onside kicks. The AI for kickoffs is pretty set at the moment - block or return.


Last edited Mar 5, 2009 22:10:49
 
tpaterniti
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Originally posted by tpaterniti
Please Note that any Graphical Features could change - i.e. this may not be the final form of this feature.

GLB Colored Team Dots

http://i221.photobucket.com/albums/dd314/tpaterniti/GLBColors.jpg


Update:

Originally posted by Bort
Also, I did a little preview thingy on this, that updates as you choose the colors.
 
Page:
 


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