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Forum > Test Server Discussion > Looking Ahead: Topics Under Discussion 7/1
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r8
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I'm going to honestly try to make this at least a weekly thing. If there isn't a new one posted by July 9th, PM me and bug me about it

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#1 - More talk about the player retirement projects. I haven't been as involved with that discussion as others have, or else I would provide some sort of synopsis. I'll see if I can get someone who's more in that discussion to bring you guys some sort of update.

#2 - Looking at some crazy/erratic PR/KR behavior from this topic: http://goallineblitz.com/game/forum_thread.pl?thread_id=2909023

#3 - In a discussion about Pump Fakes, Bort said this:
Originally posted by Bort
You can never 100% stop anything no matter what you do. Only mitigate it to here and there by raising vision and appropriate skills. Super Vision is sort of an "insurance policy" for failing vision checks, but it's not 100% either.


#4 - Looking a lot at the Jukes/Fakes type stuff. Bort is talking about maybe limiting players to one fake every-other tick. It does seem to slow the guys down some but, in Bort's words, "I don't know if it's enough to slow down the Dooleys of the world enough." Discussion ongoing.

#5 - Still discussing new plays, obviously. Really haven't found too many problems with them, though the TE Motion stuff hasn't been tested very thoroughly yet. Gave Bort some plays from the OC Forum to add for FB Passes since that's something that is practically ignored in GLB right now.

#6 - Talked about expanding scrimmage slots, which Bort did, also talked about implementing Stobie's idea of having scrimmages be different colors to either be "ranked" or "unranked" so that teams competing for the top 25 can actually test things out in scrimmages without having to worry about losing.

#7 - Bort still wants to add in 2pt conversions and onside kicks, but is still having to mull over how exactly it would work within the code.

#8 - Originally posted by Bort
World League IS coming for season 11. Bank on it.


Originally posted by Bort
Originally posted by Stobie

How have we got this setup going??

Top 4 from each Pro league goes to the league? This is an even 32


Exactly it.


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└High level CPU players in lower level leagues. (Bort ran a script to take care of these, if you still see any, let us know)
└QBs running out of the back of the endzone (Added code on June 17th)
└Gunners running past the PR on Punt Returns
└Plays running too long, possibly related to QBs with no open targets not running like they should
└Individual/Conference statistics were running behind for awhile after the crash. Should be all caught up by now.
└Referral banners linked to a .gif when the image was a .jpg. Fixed.

░░░░░░░░░░░░░░░░░░░░Quick Hits - Topics and Suggestions that have been briefly mentioned.░░░░░░░░░░░░░░░░░░░░
└Changing CB AI to knock down passes downfield on 4th down rather then trying to return the Int a giving up yardage.
└Possibly reducing kickoff distance, because Pro teams are just about all touchbacks at this point.
└Some brief talk on just giving all players max XP for every game, since we have roster limits now.

As always, you can see the actual test games being run here:
http://test.goallineblitz.com/game/game_list.pl
Edited by r8 on Jul 8, 2009 03:21:57
 
Capaneus
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Originally posted by r8


#1 - More talk about the player retirement projects. I haven't been as involved with that discussion as others have, or else I would provide some sort of synopsis. I'll see if I can get someone who's more in that discussion to bring you guys some sort of update.


plsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplsplspls






pls?
 
TxSteve
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"└Some brief talk on just giving all players max XP for every game, since we have roster limits now."

I would so love this - would help tremendously - especially in the lower level leagues which aren't necessarily very well balanced (ie - winning huge; losing huge; close game)






edit: and THANK YOU r8 for the update!
Edited by TxSteve on Jul 1, 2009 12:41:16
 
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Originally posted by TxSteve
"└Some brief talk on just giving all players max XP for every game, since we have roster limits now."

I would so love this - would help tremendously - especially in the lower level leagues which aren't necessarily very well balanced (ie - winning huge; losing huge; close game)






edit: and THANK YOU r8 for the update!


This would be awesome!
 
PP
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Thanks for the update, r8
 
TxSteve
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Originally posted by Dragonbreath Fozgate


This would be awesome!



well - if you like it - show some support in the suggestions forum - some people are strongly against it (though there aren't a lot of real reasons why)

http://goallineblitz.com/game/forum_thread.pl?thread_id=2912716
 
Robbnva
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I like all of these rate, nice job
 
Enkidu98
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Could Bort elucidate the changes he made in WR and CB interaction from Season 9 to Season 10 as well? There appears to be larger changes than the addition of the slider. Players who put their slider to the position it was before (Close/medium/long) and set their pass coverage type the same as it was in season 9 are now getting vastly different results.

An update perhaps to his old, often quoted, comments on the whole anatomy of a catch would be nice. Just like the Tpaternity thread where he really helped explain (and thus better peoples build strategies and understanding of the game) the Line interaction.


 
TxSteve
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I saw a Tpat post earlier (GLB - why nerf Int's) that was pretty interesting -

i doubt it is a sole factor - but he mentions ball hawk combined with aggressive coverage being a possible problem (and some other thoughts of his)



edit: went to get the link and saw you were already posting there - move along - nothing to see here
Edited by TxSteve on Jul 1, 2009 15:31:00
 
Enkidu98
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I don't buy tpats explanation.

I was maxxed on ball hawk and playing aggressive coverage last season and the coverage was not as bad. Its a pathing/vision change.
 
youngHOOD
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R8 you the man
 
JeffSteele
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On the retirement front, I'd like to know what the early plan of the players was from Peter's perspective, as well as what he thinks now that he's seen players actually go through (or, as I contend, drag their feet through) seasons 6-10 of their career. I'd also like to know Jesse's input on retirement, as a user with less on hands with the code and more on hands with the userbase (until recently).

Brutus told me the KR/PR thing was "not a hack and not a bug" or something, I think it's the effect of low vision and Super Elusive. He's doing a Dante Hall impression except it's to only a subset of the defenders. It would be interesting to see which of his vision checks succeeded and failed during those ticks while he danced.

With the motion plays, how is it different from a normal play? On snap, it's still a set formation. Does motion just mean that the defense cannot react to the new formation but rather the defensive AI reacts to the old formation? That could piss off a lot of DC guys. Maybe the MLB General SAs need to be included in a "recognize motion" roll that then changes the formation and defensive play call if rolled successfully.

Onside kicks will be hard, will they also now come with the ability of the kickoff team to pick up a loose ball before the returner picks it up? Will the other return men now be able to pick the ball up? 2pt conversions seem like something that will be interesting, because you can't use the AI for 4th and goal at the 2 (most people kick it). So you'd have to have them add another input into the AI for "2 pt scenario" with all of its machinations. The defense doesn't have to do anything different than what they would already do on 4th and goal at the 2, so that shouldn't change. As for deciding whether to go for 2, it should probably be a separate tactic that's a bunch of case statements in a switch basically.

The "players running too long" bug is interesting. In Madden the fly route is the only route that ends up in the goal line. If you try a slant, It generally stops like 30 yards downfield and then comes back towards the QB.

Has there been any talk about incorporating GreaseMonkey scripts into the GUI? What is the stance on that? It seems a bit lame to have this game be so Firefox-centric (and yes I've tried the scripts on Chrome and Opera and they don't work).
 
r8
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Originally posted by SyedAshrafulla
On the retirement front, I'd like to know what the early plan of the players was from Peter's perspective, as well as what he thinks now that he's seen players actually go through (or, as I contend, drag their feet through) seasons 6-10 of their career. I'd also like to know Jesse's input on retirement, as a user with less on hands with the code and more on hands with the userbase (until recently).


I'm trying to work out something to get you guys more information on the retirement stuff, so just bear with me there.

Originally posted by
Brutus told me the KR/PR thing was "not a hack and not a bug" or something, I think it's the effect of low vision and Super Elusive. He's doing a Dante Hall impression except it's to only a subset of the defenders. It would be interesting to see which of his vision checks succeeded and failed during those ticks while he danced.


So that KR/PR player has low vision? That does make things interesting...

Originally posted by
With the motion plays, how is it different from a normal play? On snap, it's still a set formation. Does motion just mean that the defense cannot react to the new formation but rather the defensive AI reacts to the old formation? That could piss off a lot of DC guys. Maybe the MLB General SAs need to be included in a "recognize motion" roll that then changes the formation and defensive play call if rolled successfully.


The defensive players will move with the player that is motioning, unless the DC chooses a do not move option that should be put into the DPC.

Originally posted by
Onside kicks will be hard, will they also now come with the ability of the kickoff team to pick up a loose ball before the returner picks it up? Will the other return men now be able to pick the ball up?


I think Onside kicks are going to be much like Field Goals in that there is no replay for them. One, it would be way too hard to code the replay, and two, Bort really wants to keep the percentages for onside kicks under tight control. He really doesn't want to see teams kicking the onside every time.

Originally posted by
2pt conversions seem like something that will be interesting, because you can't use the AI for 4th and goal at the 2 (most people kick it). So you'd have to have them add another input into the AI for "2 pt scenario" with all of its machinations. The defense doesn't have to do anything different than what they would already do on 4th and goal at the 2, so that shouldn't change. As for deciding whether to go for 2, it should probably be a separate tactic that's a bunch of case statements in a switch basically.


Yeah, this is basically the problem that we're having, is figuring out a way to either work it into the AI, or making it an automatic thing based on the 2pt chart that NFL coaches use.

Originally posted by
The "players running too long" bug is interesting. In Madden the fly route is the only route that ends up in the goal line. If you try a slant, It generally stops like 30 yards downfield and then comes back towards the QB.


I think it's been taken care of now, but the players coming back to the QB isn't a bad idea either way.

Originally posted by
Has there been any talk about incorporating GreaseMonkey scripts into the GUI? What is the stance on that? It seems a bit lame to have this game be so Firefox-centric (and yes I've tried the scripts on Chrome and Opera and they don't work).


I haven't seen much talk on it, no. I know that there are still more (very, very cool) design updates coming and that they are working on a few functionality type things, but I think the general consensus is to just keep using Greasemonkey at this point.
 
ultrajer
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Originally posted by r8

└Plays running too long, possibly related to QBs with no open targets not running like they should


About this, maybe a related question: Why have I only seen 'Thrown Away' on 3rd and 4th downs? Wouldn't that be the last plays you would want to be thrown away?
 
JeffSteele
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I'm a bit disappointed with the GreaseMonkey response. You can see that IE is still used by most (albeit not most of this crowd) and in general it's a bit annoying to have to have upwards of 20 scripts installed. I had hoped that when pabst created his Collapse Quote it would be an impetus to put a better version of that code on the server side since doing regex is always going to be buggy when the quote function is so versatile.

Originally posted by r8
Yeah, this is basically the problem that we're having, is figuring out a way to either work it into the AI, or making it an automatic thing based on the 2pt chart that NFL coaches use.
I would suggest not using the chart. The reason is that there are studies showing that on certain NFL teams, the 2pt success rate is greater than 50% so they will actually go for 2 all the time. Plus, in high school it's not uncommon for many teams to go for 2 all the time. That versatility (the riverboat gambler in me) should be allowed within the game. I think the best way to do it is to add another Special Circumstance that says "extra point" whereby we can either kick a FG or run plays.
 
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