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bhall43
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Originally posted by Duke898
It's absolutely ridiculous, no question. This falls back to the category of trying to force everyone into the cookie cutter builds. It simply won't fly and there will be a lot of resentment. Bort can use his imagination from there on out.


i just feel like this is some Ken1 bullshit...everyone should have a build that is average at everything...rather than really good at something...
 
w_alloy
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Originally posted by bhall43
Limiting Uber High Attributes Effectiveness Discussion

This thread is a discussion on two ideas. First, "diminishing returns for players who have an attribute over a certain level" and second, "penalties to an attribute if it is 'x' times greater than a key secondary attribute for that position."

Is this really being taken into serious consideration? This just seems like a ridiculous proposal...why not make the other attributes more useful rather than give diminishing returns to those who build extreme?


FWIW most of the thread has been about trying to accomplish this through making other attributes better. The thread is 270 posts and a ton of ideas have been kicked around but as far as I can tell (I haven't read the middle of the thread) nothing has gained widespread support. A number of testers feel no change is needed.
 
bhall43
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Originally posted by w_alloy
FWIW most of the thread has been about trying to accomplish this through making other attributes better. The thread is 270 posts and a ton of ideas have been kicked around but as far as I can tell (I haven't read the middle of the thread) nothing has gained widespread support. A number of testers feel no change is needed.


cool, thanks man. certainly not something anyone would have gotten from reading that.
 
Catch22
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the main idea winning any support in that discussion is increasing the importance of secondary attributes (making them have more meaning). It's a discussion thread not a "we're changing the game" thread - we're basically looking for ideas on how to balance the game a bit more.
 
Longhornfan1024
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Thanks for taking my suggestion seriously.

Just an example of what I was talking about: http://goallineblitz.com/game/replay.pl?game_id=1082382&pbp_id=6588572

That was a pretty great read and cut, but once he gets to his spot the ball just flies right past him. I don't even know how that could happen.
 
Robbnva
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can we take this sort of play

http://goallineblitz.com/game/replay.pl?game_id=1041328&pbp_id=6726734

and turn it into this

TE holds block for 5 or 6 ticks, maybe longer

and than runs a short out route.

this is a more acurate TE screen than the one in the game now which, no offense BLOWS.
 
HULK
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Originally posted by bhall43
Limiting Uber High Attributes Effectiveness Discussion

This thread is a discussion on two ideas. First, "diminishing returns for players who have an attribute over a certain level" and second, "penalties to an attribute if it is 'x' times greater than a key secondary attribute for that position."

Is this really being taken into serious consideration? This just seems like a ridiculous proposal...why not make the other attributes more useful rather than give diminishing returns to those who build extreme?


This is terrible and I hope they don't do it.

This would basically force people into 1 type of build per archatype. Which completely takes any creativity out of the game. Furthermore, games would be won/lost entirely based upon tactics, builds would become near irrelevant at that point since everyone would build the same way.

This is the worst thing I've ever seen discussed. It would completely ruin the game imo.
 
Deathblade
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Originally posted by HULK
This is terrible and I hope they don't do it.

This would basically force people into 1 type of build per archatype. Which completely takes any creativity out of the game. Furthermore, games would be won/lost entirely based upon tactics, builds would become near irrelevant at that point since everyone would build the same way.

This is the worst thing I've ever seen discussed. It would completely ruin the game imo.


HULK SMASH
 
HULK
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Originally posted by Catch22
the main idea winning any support in that discussion is increasing the importance of secondary attributes (making them have more meaning). It's a discussion thread not a "we're changing the game" thread - we're basically looking for ideas on how to balance the game a bit more.


That would be cool.
 
HULK
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Originally posted by Deathblade
HULK SMASH


He's retired
 
PP
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Originally posted by bhall43
cool, thanks man. certainly not something anyone would have gotten from reading that.


Yeah, for what little it's worth, I flat out hate the idea (and said so several times) and would do all in my very limited power to see it didn't happen.

Now, increasing the importance of stamina, confidence and that type of stuff I have no issue with and even think should be done.
 
tautology
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Originally posted by Longhornfan1024
Thanks for taking my suggestion seriously.

Just an example of what I was talking about: http://goallineblitz.com/game/replay.pl?game_id=1082382&pbp_id=6588572

That was a pretty great read and cut, but once he gets to his spot the ball just flies right past him. I don't even know how that could happen.


First of all, that's a private game so your replay is mysterious...but I am pretty sure we all know what you mean.


One of the questions that came up in discussion:

Is this a CB that is really well built for getting picks? In my mind, that would mean a CB with 70+ jumping, 65+ catching, decent amount of sticky hands and Int % for instance? Or is he a more standard 4-50 catching guys with tons of movement and vision abilities who is trying to pick off balls but simply isn't very good at it?


One of the observations has been that it is not necessarily fair to judge the results of a player trying to do something that he is not really built to do well, and the danger of making any changes on that basis...as a CB who is really built for oicks might then become over-whelming.

I don't know if you want to reveal your build, but from the remarks I have seen and the builds you have revealed in the past, it seems as though your CBs are usually optimized for coverage and deflections rather than picks. Am I way off track here?
Edited by tautology on Feb 15, 2010 13:51:42
Edited by tautology on Feb 15, 2010 13:51:21
 
pottsman
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Originally posted by tautology
Originally posted by Longhornfan1024

Thanks for taking my suggestion seriously.

Just an example of what I was talking about: http://goallineblitz.com/game/replay.pl?game_id=1082382&pbp_id=6588572

That was a pretty great read and cut, but once he gets to his spot the ball just flies right past him. I don't even know how that could happen.


First of all, that's a private game so your replay is mysterious...but I am pretty sure we all know what you mean.


One of the questions that came up in discussion:

Is this a CB that is really well built for getting picks? In my mind, that would mean a CB with 70+ jumping, 65+ catching, decent amount of sticky hands and Int % for instance? Or is he a more standard 4-50 catching guys with tons of movement and vision abilities who is trying to pick off balls but simply isn't very good at it?


One of the observations has been that it is not necessarily fair to judge the results of a player trying to do something that he is not really built to do well, and the danger of making any changes on that basis...as a CB who is really built for oicks might then become over-whelming.

I don't know if you want to reveal your build, but from the remarks I have seen and the builds you have revealed in the past, it seems as though your CBs are usually optimized for coverage and deflections rather than picks. Am I way off track here?


But shouldn't his CB "know" that and either not go for the pick so much, or to at least be able to get a hand on the ball and bat it away?
 
Deathblade
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Originally posted by pottsman
But shouldn't his CB "know" that and either not go for the pick so much, or to at least be able to get a hand on the ball and bat it away?


p much what i brought up (albeit, referencing a thread from like a year ago).

Basically a slider based on probabilty/likelihood of successful attempts, rather than just attempting every time you get a shot at it (which is just retarded tbh). The shear amount of "jump the route by 2 yards and COMPLETELY WHIFF" is pretty amazing.
 
tautology
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Originally posted by pottsman
Originally posted by tautology

Originally posted by Longhornfan1024


Thanks for taking my suggestion seriously.

Just an example of what I was talking about: http://goallineblitz.com/game/replay.pl?game_id=1082382&pbp_id=6588572

That was a pretty great read and cut, but once he gets to his spot the ball just flies right past him. I don't even know how that could happen.


First of all, that's a private game so your replay is mysterious...but I am pretty sure we all know what you mean.


One of the questions that came up in discussion:

Is this a CB that is really well built for getting picks? In my mind, that would mean a CB with 70+ jumping, 65+ catching, decent amount of sticky hands and Int % for instance? Or is he a more standard 4-50 catching guys with tons of movement and vision abilities who is trying to pick off balls but simply isn't very good at it?


One of the observations has been that it is not necessarily fair to judge the results of a player trying to do something that he is not really built to do well, and the danger of making any changes on that basis...as a CB who is really built for oicks might then become over-whelming.

I don't know if you want to reveal your build, but from the remarks I have seen and the builds you have revealed in the past, it seems as though your CBs are usually optimized for coverage and deflections rather than picks. Am I way off track here?


But shouldn't his CB "know" that and either not go for the pick so much, or to at least be able to get a hand on the ball and bat it away?


Possibly. But then where is the point of the CB settings? If the sim will bail you out by not going for the pick when you don't have a great chance, then every CB might as well set it on aggressive and let the sim help them pick the pass, yes?

It's not very elegant right now...I think there is general agreement on that point.
 
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