Related to the falling forward:
Originally posted by Bort
I've seen this complained about - that perhaps falling forward and dive 4 yards type SA's and VAs are too powerful. Or perhaps it's just too hard to stop guys from falling forward. Your LB's might meet them at the line, but they gain an extra 2 yards from diving, etc.Originally posted by Tester
I've long thought this-- not so much when it's an SA or a VA, but the fact it happens so often without "Dive For Yards" or a VA (in fact, I think Mr. First Down should be a 5%/level chance, that it's too weak-- and that we aren't usually talking about 0.5 yards here). I doubt those abilities need to be weakened, but just from my experiences I think the chances of picking up yards while being tackled, without those abilities, are considerably too high.
It does help, it seems, not to be on wrap-up; and that's a good thing. But when not on wrap-up and the opponent lacks that ability, he should be stopped where he's tackled, or within 0.5 yards, almost all the time. Even on wrap-up, falling forward should occur less often or for less yardage than it does.Not sure if the part about not being on wrap up helping is accurate.
Originally posted by Tester
I'd have to agree that happens way to often and the main complaint, as I see it, is the combination of strength/carrying/diving SAs. The defender will hit the ball carrier and the next thing you know, the ball carrier is 3-4 more yards down field and there's at least a healthy gap between the two, even when they meet head on in the middle of heavy traffic. In these scenarios, you wouldn't normally see a ball carrier diving for yardage after or in the process of being tackled in the middle of traffic (they generally go down pretty quick in reality). Instead, you normally see diving for extra yards after being hit when the players are in the open and the defender essentially dives and knocks the ball carrier off balance and momentum moves the ball carrier the extra yardage. So I would have to agree with the folks complaining.
Speed runners would have a better chance at getting the extra yards from side or behind tackles while power runners would benefit most from the 45 angle and head on tackles. Power runners aren't really known for the agility it takes to make miraculous dives for extra yardage, but the elusive guys are. Plus, limiting the power runners with the after-tackle extra yardage they can gain and giving an edge back to the elusive runners will make the masses happy.Originally posted by Tester
This definitely isn't a power vs. speed back issue. I've seen both kinds of rushers get way too many extra yards while being tackled.
Basically, what needs to be done is that falling forward should happen without an SA/VA about half as often as it does, regardless of back type, and when it does it should never be more than about a yard.Originally posted by Tester
Brick Wall helps; but remember, the backs can get Tenacious also (although Brick Wall defeats an equal level of Tenacious, and Tenacious can be defeated by avoiding wrap-up)..
I always thought (partially because they aren't available until Level 25 and aren't available at high levels until much later) that VA's should be an enhancement and not necessary for a realistic outcome.
I'd basically like to have the formulas work as if everyone already had 15 in Brick Wall-- and then Brick Wall could, of course, add to it. It seems pretty much that if you don't have Brick Wall, 80% or so of wrap-up tackles result in 2-3 extra yards after the tackle, and that's without regard to whether one is tackling a power, speed, or agility back. That's probably more like 40-50% of balanced tackles, and it's good to have the wrap-up vs. balanced difference in there (and maybe it's extremely rare when using Power tackling; I don't have the guts to try power tacking to find out).
I'd like to see (presuming no Tenacious VA or Dive For Yards SA firing) the chance be more like 50% on wrap-up, 25% on balanced, and maybe 10% on Power tackling, or maybe slightly higher but the amount usually 0.5 or 1 yards.
One reason for running game dominance is that there still are too few rushing plays that fail, besides those where the play is poorly designed or a blitz breaks the play up. I see 3+ yard gains all the time on tackles made by D-linemen. Make it so that 0-2 yard gains are more likely, and teams will have to go back to passing more on first down (although ideally the right balance can be found to improve passing without overpowering it)-- which might lead (with more pass defense) to some longer runs that aren't due to a problem with the sim.Originally posted by Bort
Originally posted by Tester
I always thought (partially because they aren't available until Level 25 and aren't available at high levels until much later) that VA's should be an enhancement and not necessary for a realistic outcome.
Yes.Originally posted by Bort
I've got an update now on the test server to test this out. Hopefully with an up to energy usage per rush it works well and doesn't neuter rushing in the mean time. On my dev box its working fairly well.Originally posted by Tester
Rushing type definitely should matter on amount of forward progress after contact. The further the bar is to elusive the more likely the carrier is to be moving sideways. Being tackled without forward momentum certainly won't yield the same results as being tackling while going north/south.
The relation between power > balanced > wrap is correct.
The add on is Carrying. What does Carrying do? Does it only affect your ability to put a pass away and not fumble or does it help trigger SA's, does it help you create glancing blows instead of solid hits. I don't really know what GLB Carrying does.Originally posted by Bort
When falling forward, the sim takes your velocity vector, your height, and your SA's and VA's to figure out the maximum for how far you can dive or fight out. Then it chops it down based on the quality of the tackle and his abilities vs the ball carrier's. The value I generally will adjust is the multiplier used to figure out how much to chop it down by.
FYI: carrying is all those things. It's "how well you handle the ball and run with it." Its main purpose is fumble avoidance, though.Originally posted by Tester
Feedback on last night's game I just watched, run before I turned my Offensive AI off so that Bones could test his Strength defense against my team with the 50/50 run/pass he asked for (and before today's uploads):
I love the lack of falling forward, but I do worry that it might need a countervailing change to help the running game. I did notice less acceleration when RB's got the ball than before. Returning that to its old value might be helpful (if what I noticed was a real change in that area); I'm not sure.
But I would like to keep it while helping the running game in some other manner.Originally posted by Bort
I didn't adjust that aspect. However, they are likely getting tired much quicker than before now, which will slow them down.Originally posted by Tester
What has been done is way, way too far. I just finished a scrim with Mike. 128 strong I slams and 1 broken tackle. Yards per carry under 1.
This isn't what we are looking for. If anything Mike is not in a big strong I slam D and his builds were if anything slightly below what I was using..
http://test.goallineblitz.com/game/game.pl?game_id=392Originally posted by Tester
There is a problem with this code, no question. The problem, though, seems to be that doing this, for whatever reason, eliminated most missed tackles (including those not even counted as missed when a D-Lineman just touches the running back).
I'd guess that there's some sort of spectrum like:
-----Just some Balance Lost----|----Missed Tackle----|----Tackle But Fall Fwd----|----Tackle with no Fall Fwd----
("Drag" might be in there somewhere)
It seems to have shifted everything way to the right.
If so, it should work much more the way "Brick Wall''s description suggests it works, that it only changes things if a tackle is made in the first place, not changing the chances of the two left results, but just narrowing greatly the "Tackle But Fall Fwd," making those "Tackles with no Fall Fwd."
It shouldn't in any case create a tackle where there would otherwise not be one, whereas it seems to be doing that.Originally posted by Bort
Hm, I will keep playing around with it.
Perhaps I should try shifting the d alignment in the 4-3 like you're suggesting, and test how it affects things.Originally posted by Bort
Some things I am now trying out instead (rolling back most of what I did, except for the fall forward update):
- Increase slowdown from running through the pile again. It's pretty minimal at the moment.
- When overlapping blockers/defenders at/near the LOS, force elusive style running on the rusher to make him find a hole instead of just plowing through people because he's on power. If I do some playing around with "hot spots" like suggested elsewhere this might work quite well to help running through the hole more realistic.
- Add a delay to the O-line jump on the snap. I noticed that with the player "Tom Hanks" on here who has 100 everything, he was very disruptive to running plays because he's fast and gets a big jump on the play. Being able to have that happen with normal players is important I think. We may want to think about maybe having a "first step" like action being able to happen for bull rushing the line, perhaps with really high vision or something.
- Give defense a little more chance to push back and win blocking contests. Right now offense has a bit of an advantage and is often able to get 2-3 yards of push consistently, if they are reasonably built.
- Reduce cut block chance. I think we're seeing too many of them, and with defenders being able to push back better, the chances are going to go up on them anyway.
I'm running some test games on my dev box with these updates and will upload here if/when I feel it's ready for more widespread testing. I may try shifting around the D line some, too, to see if it makes much of a difference. Being further in towards the hole for the DE or NT would tend to make it easier for him to get off the block and make the play.Originally posted by Tester
Well, I think it really is a big deal that when a player is tackled he should go down at his point of tackle most of the time, and never (except with Tenacious or Dive 4 Yards) more than a yard ahead of that point.
The thing is it was (or seemed to be) it was turning missed tackles or even touches by the D-Line into tackles.
I guessed you had a spectrum like above, although I could be wrong about that. What I am sure about is that the D-Line was making a lot of tackles that would normally have been just minor slowdowns and that breaking tackles was extremely hard.
Isn't it possible to first check to see if it's a tackle, a drag, a broken tackle, or just a slowdown-- perhaps making slowdowns slow people down a bit more-- but aside from that one difference leave the drags, broken tackles, and slowdowns alone-- but then, if it is a tackle, cut way back on the chance of yards after the tackle-- but again, only if he'd be tackled anyway?
I'm assuming that's what Brick Wall does, as if it also makes tackles more likely it's not only poorly described but very much underrated.
Originally posted by Bort
Brick Wall just affects how much yards the guy gets when you successfully make the tackle. Similar with Big/Monster Hit. They improve the "quality" of the tackle.
Your spectrum is sorta right, but replace "Missed Tackle" with "Missed w/drag."
I'm making some progress on my updates. More later.Originally posted by Bort
Ok, my new updates are up on the test site now. I have added some experimental "hot spot" code to guide the ball carrier's movement. The one play that has the code is the strong I slam. The HB is no longer being instructed to follow the FB on that play; instead he is using hotspots to be attracted to the spots where holes are supposed to be opened.
Running a game with that play in particular (and a few others) would be beneficial.Originally posted by Tester
Hmm...the hot spot didn't seem to work too well, as the HB tended to go straight ahead a lot.
http://test.goallineblitz.com/game/game.pl?game_id=401
It seems like the reduction in falling forward truly did go too far in containing the inside running game. But there has to be a better way than letting rushers fall forward for an extra several yards each time. One part of the solution would seem to be to make it harder for D-Linemen to make tackles when engaged, if the rest of the code is kept.
Also if you look at that box score, both DE's on my teams netted 4 sacks each. The opposing line, TPat's "typical" line, wasn't anything special, but people have to realize just how huge 4 sacks in a game is.
I'm about to schedule another, just to see if the 4 in a game is a fluke.Originally posted by Bort
Seemed like there was an awful lot of instances of "hole plugged immediately" in that game, where the RB had nowhere to go.
Perhaps you should try some games against pass defenses, and compare to rush defenses, such as cover 3 vs cover 1, short vs long distance, etc. You'd expect rush defenses to give up few yards as opposed to pass defenses.
Defenses like this: http://test.goallineblitz.com/game/replay.pl?game_id=401&pbp_id=117541 are bound to stop rushes well if the players are decent.Originally posted by Bort
A few more adjustments made, including my update to lead blocking.
- I think the forced elusive pct near the line was too strong for a slower player, so I've toned that percentage down to allow some more plow ahead.
- D line tackle ability while being blocked chopped in half.
- O line ability adjusted very slightly back upward
Originally posted by Bort
I just ran a couple games with the "base" team vs itself:
http://test.goallineblitz.com/game/game.pl?game_id=410
http://test.goallineblitz.com/game/game.pl?game_id=411
Tampa had 100% strong I slam tactics, and the results were fairly reasonable as far as averages (mid 3's ypc), and there weren't even many broken tackles (defense is decent on that team isn't it?).
Seems like play selection is going to make a big difference in testing this update until we can improve some of the other plays more.Originally posted by Bort
Another update:
I ran the same team against itself, both sides with the same offense (strong I slam).
http://test.goallineblitz.com/game/game.pl?game_id=413
Phoenix was using a defense over shifted to the strong side while Tampa was using the normal basic tactics D.
Huge difference in production. This suggests that we're getting to where a proper defense with good planning can make a difference in stopping the run consistently.Originally posted by Tester
That's how it should be, with the right defense. but notice that even the team playing against the neutral defense averaged only 3 yards per carry, where if evenly matched it should have been more like 4. That's the Season 3ish part I've been talking about.
Can you try restoring the broken tackle code to where it was, unless after 4 or 5 broken tackles on one play or the like...simply reducing the falling forward greatly, plus giving the defense a little more of a chance in the pushing battle with the offense, should bring more realistic results?Originally posted by Bort
I decided to copy over the live version of the AI module, and just update the fall forward amounts:
http://test.goallineblitz.com/game/game.pl?game_id=417
Still not a lot of broken tackles, fairly similar results. I think it's just these teams more than anything. They do have the "powerback nightmare LB" on them.Originally posted by Bort
Here is the same teams with the base AI from the live sim, no adjustments other than my update for lead blocking on the play:
http://test.goallineblitz.com/game/game.pl?game_id=418Originally posted by tester
I ran a couple of tests yesterday that led to my extreme worry, the second with the "powerback nightmare LB's" off the DC, in which absolutely never was a second tackle broken by the same player.
I really think the increased balance loss on a missed tackle (which is what I'm guessing you added) is way, way over the top....Originally posted by Bort
Nope, not what I added. I just added a broken tackle counter that increased the difficulty of breaking tackles the more you broke, to sort of of simulate additional energy loss in play. I also added a limiter to not allow multiple break tackle SA's on the same tick. Those are currently disabled, though.Originally posted by Tester
I'm actually okay with increasing the difficulty the more you broke, but it shouldn't even have an effect until 2-3 have been broken, and should only have a big effect after 4-5. The limiter per tick probably shouldn't even be used, as it's more common than one thinks that two people get a shot at once.
What I would suggest (because I want to help safeties, as they need to have a ton in Speed, unlike LB's) would be to make the Wrap-Up Tackle and Diving Tackle SA's work better. Without a good AE roll, only safeties can get Wrap-Up Tackle, which is what most tackles are, and if you increased that SA's effect you'll be helping safeties keep the play in hand a lot.Originally posted by Bort
Diving tackle SA is actually pretty good already, especially at high levels. I don't want to overpower it.
Maybe wrap up tackle could be improved a little. It's not bad at the moment either, though.