User Pass
Home Sign Up Contact Log In
Forum > Test Server Discussion > Looking Ahead: Topics Under Discussion 9/14
Page:
 
maizenhops
offline
Link
 
Some other new stuff(i can't create new threads)

http://img84.imageshack.us/img84/5708/equipmentplusees.png shows how much equipment is in each attribute
http://img33.imageshack.us/img33/3721/tagplayers.png ability to tag players
http://img33.imageshack.us/img33/4276/taggedplayersai.png new ai showing how to select the tagged players
 
Joebarber
offline
Link
 
very cool
 
tragula
title
offline
Link
 
Originally posted by kalkmanc
Some other new stuff(i can't create new threads)

http://img84.imageshack.us/img84/5708/equipmentplusees.png shows how much equipment is in each attribute
http://img33.imageshack.us/img33/3721/tagplayers.png ability to tag players
http://img33.imageshack.us/img33/4276/taggedplayersai.png new ai showing how to select the tagged players


The game needed that update, but now the amount of time invested in game planning (scouting and DAI) almost doubled.

 
Enkidu98
offline
Link
 
Yeah, I don't even see the point. Its getting to the point where the amount of work necessary to keep a team running is the point where I should expect to be paid to do that much work.

The Sim should do these things automatically, not require endless inputs and drop down choices and changes. Too much work is offloaded to the people paying to play.
 
tragula
title
offline
Link
 

The AI sounded like a nice idea back in season 3 (or was it season 4 ?).
 
wrw47
offline
Link
 
Some initial thoughts:

* Tagging makes it even more imperative than it already was that defensive AI gets some hierarchical structure (packages, nested inputs, *something*). Quadrupling the size of a typical AI is not maintainable, and that's what you're asking with this brute-force implementation as it stands (just for two out of rushing QB/passing QB, power/elusive RB, and blocking/receiving TE).

* Bump and run: cool concept. What's the initial implementation? Is this just an individual tactic? Binary or slider? Is it something that a DC can set or modify as part of a DPC assignment or output? Is it going to be affected by a player's assignment? I.e. if a player's in a deep zone, will they still try to bump and bail? How about a flat zone? I'd typically want players to try for the bump more aggressively if they've got a flat/underneath assignment than if they've got a man assignment, and more aggressively with a man assignment than with a deep assignment, and would consider that a good "basic football logic" place to start. As a binary individual tactic it's barely usable for any defense with even a little sophistication.
 
PP
offline
Link
 
Originally posted by Deathblade

Also, Bort made a change so that defenders will actually cover players behind the LoS, instead of stopping at it (huge changes to screen mechanics)
http://test.goallineblitz.com/game/replay.pl?game_id=1428&pbp_id=310407



I won't pretend for a second to be a fan of tossing 30 screens per game, which most likely is the inspiration behind this, but, if that is anything close to a fair representation of what can happen on screens, that's flat out ridiculous and needs to be shit canned yesterday. I'd much rather see a much harsher repeated play penalty (maybe on screens also treat each screen as the same play...Really, more than 10 screens a game shouldn't come close to working) than CBs deflecting screen passes. What the hell would the purpose of the play even be any more? It'd be one thing if the screen blockers had any real blocking logic/pathing/ability to block before they hit their destination (the CB would have been lvled before even sniffing the HB). Without it, you just can't have this, IMO

Edit, I found it particularly amusing how the FB ran right past the CB that blew up the play...Now that's some funny shit right there.
Edited by PP on Sep 21, 2009 19:07:34
Edited by PP on Sep 21, 2009 18:50:34
 
Fumanchuchu
fonky
offline
Link
 
I would like to see the player tags show up in the man coverage option. So instead of selecting a postion to cover, I select a player, no mattter where he lines up, so the #1 reciever gets the #1 CB no matter where he lines up.
 
wrw47
offline
Link
 
Originally posted by Fumanchuchu
I would like to see the player tags show up in the man coverage option. So instead of selecting a postion to cover, I select a player, no mattter where he lines up, so the #1 reciever gets the #1 CB no matter where he lines up.


And yes, sweet zombie Jesus, THIS.
 
Bort
Admin
offline
Link
 
Originally posted by PP
I won't pretend for a second to be a fan of tossing 30 screens per game, which most likely is the inspiration behind this, but, if that is anything close to a fair representation of what can happen on screens, that's flat out ridiculous and needs to be shit canned yesterday. I'd much rather see a much harsher repeated play penalty (maybe on screens also treat each screen as the same play...Really, more than 10 screens a game shouldn't come close to working) than CBs deflecting screen passes. What the hell would the purpose of the play even be any more? It'd be one thing if the screen blockers had any real blocking logic/pathing/ability to block before they hit their destination (the CB would have been lvled before even sniffing the HB). Without it, you just can't have this, IMO

Edit, I found it particularly amusing how the FB ran right past the CB that blew up the play...Now that's some funny shit right there.


If your CB is set to cover the HB (like that one was), why shouldn't he be able to go cover him?
 
Bort
Admin
offline
Link
 
Originally posted by Enkidu98
The Sim should do these things automatically


How? It is supposed to know you want to call a different play somehow when Michael Vick comes in as opposed to Dan Marino? It doesn't know what you are thinking. Casual league teams, I can see, but for the "MY TACTICS ARE THE LAW AND IT BETTER FOLLOW THEM" leagues, we can't be guessing what you want.
Edited by Bort on Sep 21, 2009 20:23:16
 
Frycicle
offline
Link
 
Originally posted by kalkmanc
Some other new stuff(i can't create new threads)

http://img84.imageshack.us/img84/5708/equipmentplusees.png shows how much equipment is in each attribute
http://img33.imageshack.us/img33/3721/tagplayers.png ability to tag players
http://img33.imageshack.us/img33/4276/taggedplayersai.png new ai showing how to select the tagged players


This is awesome. People need to stop complaining.
 
jamz
offline
Link
 
It's a good addition to the current engine, but holy fuck the current engine is cumbersome.

I wish there was a better way to implement AI.

Give control, but also take away having to plan for every single situation for every single team
Edited by jamz on Sep 21, 2009 21:11:26
 
jamz
offline
Link
 
I'll admit. I was one of the owners, from S2-S8, that way back in S2 wanted more control.

I coordinated both sides of the ball as needed then, when my DC would go out of town. By s8, between the 2 teams we ran (Pro and AAA) by then we'd run through 8+ coords who didn't want to invest the time to deal with season to season changes. We sold both teams

We asked to make situational builds relevant, to be able to tell the sim when to use what player. We got it.

Fact of the matter is we got more, than we bargained for. Getting this much control of the sim, brought on far more issues than most anticipated. (Advanced AI, VAs, etc.)

Most of us are not developers, and asked for things to be implemented, not fully understanding their impact on the scope of the game, nor the investment of time they'd require to use them. We assumed there'd be simpler mechanics available, and we guessed wrong.

Bort did his best, and delivered what the player base wanted, only to have the player base realize, the way it had to be done took more fun out of the gameplanning than it actually put back in.

Moral of the story? Be careful what you ask for, you might get it, and in a way that's a lot more than a casual user can chew.
Edited by jamz on Sep 21, 2009 21:12:16
 
ijg
offline
Link
 
Originally posted by kalkmanc
Some other new stuff(i can't create new threads)

http://img84.imageshack.us/img84/5708/equipmentplusees.png shows how much equipment is in each attribute
http://img33.imageshack.us/img33/3721/tagplayers.png ability to tag players
http://img33.imageshack.us/img33/4276/taggedplayersai.png new ai showing how to select the tagged players


Can we clarify on tagging how it gets determined which HB is a power vs combo vs elusive? And more important, will the offense be able to tell which of its players are categorized as which so they can try to counter plan?

For example, two "balanced" backs can look pretty similar. Let's say one has 10 more strength and the other 10 more speed but otherwise are identical. To me, those are not very different and if I were an OC, I would consider them both balanced and use them essentially the same way.

However, if the sim considers the first power and the second elusive, it means I probably need to call different plays for them to counter the D having a custom D queued up. But will I know how the sim is labeling each of my backs or do I have to guess? If only the D knows how my backs are labeled, but I can't tell on O, that is a significant problem as I could be calling plays thinking my balanced back is balanced but he's really "power".
 
Page:
 


You are not logged in. Please log in if you want to post a reply.