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