User Pass
Home Sign Up Contact Log In
Forum > Test Server Discussion > Looking Ahead: Topics Under Discussion 9/22
Page:
 
tpaterniti
Lead Mod
offline
Link
 
Here you go with a brief update:


░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░Major Topics and Additions░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░

#1 – Player Tagging Options

Originally posted by bort
- Finished up the player tagging option, minus GM controls. Use the "scout team" roster page to tag, then apply the tags to DAI.


#2 – XP trade in options. Extra XP when a player stops receiving it can be converted into a variety of things, like vet points, skill points, cash (I think), etc.

Originally posted by bort
- XP trade-in costs updated, page greys out stuff you can't afford


#3 - Screens have been modified along with the new pass block code as well.

Originally posted by Bort
the T and G cannot go downfield until the ball is thrown (ineligible receivers), so they must wait.


Originally posted by blankspace
So now, instead of have the T's and G's going completely down the field killing the CBs and safeties, they have to wait. Will balance out the screen play.


and also

Originally posted by Bort
Ok, I'm bumping this with the changes I know I'm making:

- Outside blocker doesn't work on screens (only rushing plays)


(see #5)

#4 – Boosting Update

Originally posted by Bort
- Updated multi-boosts (3x) to re-load the player between boosts to eliminate rounding issues, so boosting 3x is ensured to be the same as doing a 1x boost 3 times, every time.


#5 – Updates to several VAs

Originally posted by Bort
Ok, I'm bumping this with the changes I know I'm making:

- Outside blocker doesn't work on screens (only rushing plays)
- Special teamer works half strength for KR/PR
- Zone specialist only works for SS, FS, CB (or maybe it should be 1/2 or 1/4 strength for other positions?)
- I think ball hawk's speed bonus needs toning down. I've seen some guys zip around at speeds of 40+ when their normal speed is 25.


#6 – Kick Return Slider

This will now allow returners to receive balls even deep into the endzone. We are working to make sure these are not automatically returned to the 30 (i.e. so that defenders who are built as well as returners have time to get down to the returner before he gets to the 25 yd line).

░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░Random Bits At░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░

#1 - Multi-colored "inactive" tags on roster page

#2 - EQ listed as (+X) on attributes

░░░░░░░░░░░░░░░░░░░░Sim Stuff░░░░░░░░░░░░░░░░░░░░

#1 – Balancing out new pass blocking/pass rushing dynamic.

Originally posted by bort
Been working on toning down pass rushing with new code and getting QB's back to being reasonable at passing. Needs some testing/looking at.


#2 – Bump coverage being balanced out.

Originally posted by bort
Bump formula made more complicated


Edited by tpaterniti on Sep 22, 2009 13:24:25
 
raiderdav
offline
Link
 
Lots of good stuff here.
 
jcross
offline
Link
 

Originally posted by bort

Bump formula made more complicated


Really want to know about this, how bad is this going to kill the passing game?

 
PING72
offline
Link
 
Thanks, and I think zone specialist should have some effect for LB's. For example, a RILB in a 3-4 is primarily a pass-defender.
 
Dr. Showtime
DANG
offline
Link
 
thanks
 
Rage Kinard
offline
Link
 
TONING DOWN PASS RUSHING? - Are you kidding me?

Pass rushing IS NOT the problem with the passing game.

Who is watching SIMS on a regular basis and complaining that pass rushing is the problem with the passing game?

The problem with the passing game is DBs juiced up on Ball Hawk (and Zone Specialist makes it worse) who can make up 8 yards on a WR between the time the ball is thrown and the time it gets to its target. The problem is 130 speed/80 agility WRs can't get enough seperation from a 95 speed, 95 agility CB to require safety help over the top.

In the 2nd round playoff and conference championship games of WL there were roughly 25 sacks on 500 pass plays. Although that is probably high considering the number of screen passes that are thrown, it isn't so bad it is the primary cause for passing problems, and those numbers would probably drop if WRs didn't have so much trouble getting open.
 
Motiak
offline
Link
 
I think pass-rushing got balanced out by the weight fix honestly. As far as I can tell, sack numbers dropped a lot from fixing that bug.
 
Link
 
I think pass rushing is pretty much ok except for maybe LGs who seem to all suck.

Rage is mostly right although I think the main problem is that it's too easy to knock down passes, if you watch NFL games, even when coverage is good passes aren't always knocked down. OTOH it's often too easy to pass to a well covered receiver in the sim, ie throw into double or triple coverage and the pass is complete anyway...that rarely happens in the NFL...

I also don't think zone specialist should be position dependent.
Edited by Darren McFadden on Sep 22, 2009 14:01:55
 
Mightyhalo
offline
Link
 
Ball hawk is a little on the ridiculous side, good call on that one.
 
pottsman
offline
Link
 
Anything about fixing the AI interface to streamline it while making tags? As it stands now, adding in tags will be brutal.
 
odt
offline
Link
 
Why are you toning down pass rushing when sacks are already below what they should be?

Zone specialist should work for LBs too, why was that removed?
 
bigg987
offline
Link
 
Originally posted by Rage Kinard
TONING DOWN PASS RUSHING? - Are you kidding me?

Pass rushing IS NOT the problem with the passing game.

Who is watching SIMS on a regular basis and complaining that pass rushing is the problem with the passing game?

The problem with the passing game is DBs juiced up on Ball Hawk (and Zone Specialist makes it worse) who can make up 8 yards on a WR between the time the ball is thrown and the time it gets to its target. The problem is 130 speed/80 agility WRs can't get enough seperation from a 95 speed, 95 agility CB to require safety help over the top.

In the 2nd round playoff and conference championship games of WL there were roughly 25 sacks on 500 pass plays. Although that is probably high considering the number of screen passes that are thrown, it isn't so bad it is the primary cause for passing problems, and those numbers would probably drop if WRs didn't have so much trouble getting open.


this

the speed that an open receiver gets covered again is the reason the passing game sucks. taking out the pass rushing aspect will only lead to more frustration from the majority of DE/DT builders. sort out the blocking, but dont neuter the pass rushing. doing this would only be a double whammy to DE and DTs. the blocking alone should be enough. concentrate on reducing the effectiveness of "recovering coverage" once separation has been achieved by a receiver.... do this and all those that have WRs at 300flex a boost. will thank you a hell of a lot more.
 
tragula
title
offline
Link
 
Originally posted by Rage Kinard
TONING DOWN PASS RUSHING? - Are you kidding me?

Pass rushing IS NOT the problem with the passing game.

Who is watching SIMS on a regular basis and complaining that pass rushing is the problem with the passing game?

The problem with the passing game is DBs juiced up on Ball Hawk (and Zone Specialist makes it worse) who can make up 8 yards on a WR between the time the ball is thrown and the time it gets to its target. The problem is 130 speed/80 agility WRs can't get enough seperation from a 95 speed, 95 agility CB to require safety help over the top.

In the 2nd round playoff and conference championship games of WL there were roughly 25 sacks on 500 pass plays. Although that is probably high considering the number of screen passes that are thrown, it isn't so bad it is the primary cause for passing problems, and those numbers would probably drop if WRs didn't have so much trouble getting open.


I bet he is referring to balancing the test server new code. As far as I understood with the new pass blocking code sacks/hurries where out of proportion on the test server.
 
DrMaoMao
offline
Link
 
will the EQ listed as +X be seen on your own players only or on all players with open builds?
 
floods
offline
Link
 
Originally posted by Rage Kinard
TONING DOWN PASS RUSHING? - Are you kidding me?

Pass rushing IS NOT the problem with the passing game.

Who is watching SIMS on a regular basis and complaining that pass rushing is the problem with the passing game?

The problem with the passing game is DBs juiced up on Ball Hawk (and Zone Specialist makes it worse) who can make up 8 yards on a WR between the time the ball is thrown and the time it gets to its target. The problem is 130 speed/80 agility WRs can't get enough seperation from a 95 speed, 95 agility CB to require safety help over the top.

In the 2nd round playoff and conference championship games of WL there were roughly 25 sacks on 500 pass plays. Although that is probably high considering the number of screen passes that are thrown, it isn't so bad it is the primary cause for passing problems, and those numbers would probably drop if WRs didn't have so much trouble getting open.


Exactly.

And I'm not even sure why hurries are counted, as they seem to do NOTHING to pass quality. If sacks totals are lowered from where they are now on the main/game servers, their effect needs to be much more devastating to the offenses morale. Right now I'm not sure that they do anything more than loss of down/yardage.
 
Page:
 


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