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InRomoWeTrust
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I must ask one favor of y'all. Please do NOT make assumptions regarding things being discussed. A wide spectrum of things are brought up, but discussion does not necessarily reflect change. I am going to be quite liberal with what I list here, so please don't start spawning threads based on things that are just being discussed.

Last Updated: February 16, 10:52 PM EST

New SAs Discussion

Discussion centered on new bonus SAs for each archetype (unique SAs available for 2nd bonus SA selection). Catch22 is looking for general consensus amongst the test group on which proposed SAs seem to fit the bill.

Possible VA removals/changes

This threads aim is to discuss potential VAs that could be removed/changed based upon the new archetypes. Consider this a giant debate on what VAs are effective, not effective, and overly effective.

Morale Reducing SAs

This thread is circled around a proposed test towards Snarl/Growl, Aura of Intimidation, The Glare, and Trash Talk. For clarification this would be an admin run test (most likely Mr. Catch22), hidden from the public eye. Bit of a discussion on it being open, but Catch clarified that it was determined by himself and Bort that this type of testing is better off not accessible to anyone but themselves.

Idea ReRe "Team Owned Equipment" stemming from Tester's Suggestion

A suggestion revolving around 'Team Owned Equipment". The basic principle would be that teams would purchase "quality levels". Essentially the higher quality level a team purchased/possessed, the cheaper EQ would be. So a team with 'Equipment Level 5' is going to end up paying less for EQ. Big notes revolve around players losing EQ when leaving a team (50% funds being refunded to team). Likewise dropping down would reset things, so you'd be losing what is a 37.5 million dollar investment towards cheaper EQ. Creates incentive for owners to stay at the top while making things much cheaper in the long term. There is some more to the idea that I won't detail out as it is just an idea, but in short the test server crew is looking into ways to 'fix' EQ and how things currently operate regarding it.

CB mechanics suggestion

A proposed change to the way aggressive coverage works. Basically, CBs jump routes way too often, but simultaneously miss too many of those INT rolls. The example used describes the issue pretty well. "During most times where the CB jumps the route, the CB appears to be in the correct position, but still misses the roll. Every time I see this, I think of a CB who is good enough to read when and where a QB is going to throw the ball, but once he gets there he's so uncoordinated that he wildly flails his arms in the air as the ball flies through his hands, or he reads the route but doesn't realize that he can't jump high enough to get the ball." The suggestion targets making jumping a route much of a harder vision check, while making the int (and deflect) roll once he's jumped the route much much easier. He may drop the interception, but it certainly is probably still going to hit him in some manner.

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."

Dealing with very low attributes

Basically right on par with the previous thread. Premise entails instituting stiff penalties for "uber-low" attributes and reasonable penalties for somewhat low attributes while not killing lower level dotball.
Edited by Mat McBriar on Feb 16, 2010 20:52:31
Edited by Mat McBriar on Feb 16, 2010 20:52:23
Edited by Mat McBriar on Feb 16, 2010 20:51:43
Edited by Mat McBriar on Feb 16, 2010 20:51:21
Edited by Mat McBriar on Feb 14, 2010 23:53:26
 
InRomoWeTrust
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SUNDAY SNAPSHOT - SUNDAY JANUARY 17th



Thoughts on Advanced, Intermediate, and Basic AI

Basically this thread was created to further discuss the time involvement surrounding gameplanning. Talks of an "intermediate" AI and isolating the current form of the AI in the form of what is coined as "hardcore" leagues. A tester also goes into possibilities of similarities to NFL Head Coach. Bort has stated he might actually try to get a copy of Head Coach. Also stated that he believes some sort of intermediate tactics would "help tremendously".

Player Tactics on Player Page --- Viewable by GM

This thread is a suggestion regarding allowing open builds individual player tactics to be shown. Old suggestion thread by Mat regarding being able to show a player "recommended" tactics brought up as well. Not supporting allowing GMs to set player tactics, just view them. Current discussion on the idea being shot down as "team owner being too invasive" vs the real life equivalent of a coach just benching a player who is not doing what requested.

Have we figured out what makes guys running along the sidelines turn into a defender?

This thread is a bit of an older one from earlier this season discussing the reaction of a ball carrier turning back into a defender. Plenty of Bort input regarding trying to get the realistic aspect of players stepping out of bounds. Certainly trying to hammer out some ball carrier pathing issues around the sidelines here. Bort has stated he's been spending some time with a new version of the code. As per Bort, "It seems mostly to be a matter of finding the right scalar to scale the sideline vector." Still appears to need some tweaking after a new test.

Thoughts on reducing roster limit?

Some long discussion regarding this somewhat popular topic. No unanimous opinion across the tester group, but the majority is not against a reduction in the roster maximum. Still plenty to think about though without knowing some of the true player quantities and therefore possible effects. For the most part it is a long discussion about the positive and most importantly negative effects that a roster maximum reduction would cause. Bort has placed input in this thread, mostly in focus that the roster max reduction would not guarantee talent being spread around, stating that it could just cause a large retirement surrounding ST/mentor, etc. players. Might be seeing a poll regarding this subject.

Current Assessment of Offensive Plays and Proposal for More

The tester who authored this thread did a full breakdown of each formation by gaps and play possibilities (a tremendous job btw). Still in the raw stages of discussion but obviously the discussion is to ensure formations are diverse. Bort seems to be on board (although from my personal opinion we're loaded with possible "work" for him to do, so it should be interesting to see what gets ready to go for this upcoming season).

QB Rollout in Casual Leagues needs looking at

This thread is really a duplicate of what was discussed towards the beginning of the season (there was a previous thread discussing how we could help Casual League defenses deal with rushing QBs). A tester brought up the idea in the earlier thread of a basic setting revolving around "Spy QB". Seems to be like a likely route for helping Casual a bit. QB Spy itself has/is being improved upon as well which compliments this thread.

QB Spy Options

Basically, this is a new thread covering the idea to split QB Spy into QB Spy Run and QB Spy Pass. As per the tester who authored the thread, QB Spy Run is for "designed QB runs and you have the possibility for fallback options" and QB Spy Pass is basically what we have now. It's more focused towards scrambling QBs.

Couple new things finished, recently discussed

This is a Bort authored thread. Keep in mind these things have not been looked at by the test server group yet, so don't take these as being implemented as is just yet. I-Form is now a formation in DAI, the "Big" formations have been removed from the DAI, a "zone immediate" option for the DPC (makes LBs go their zone at full speed w/o reading run first), and the DPC flat zones are adjusted to be a little further into the flats (to avoid them picking up WRs heading downfield).

 
InRomoWeTrust
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SUNDAY SNAPSHOT - SUNDAY JANUARY 24

Elusive HB Pathing

http://goallineblitz.com/game/forum_thread.pl?thread_id=3704762 - PP's thread is basically a duplicate/explanation. Discussion revolving around it.

Hard Count Report

The tester is indirectly obviously saying that Hard Count needs to be adjusted. Data was a little skewed but the point gets across. Also, false starts are brought up by another user, mainly because for sim purposes false starts and encroachments are direct counters to one another. Even in that same breath false starts are generally much more common than encroachments, so in total the thread calls for dual adjustment. (false starts up, encroachments down). Concern for juggling act across all tiers is noted. No Bort involvement in thread as of update.

Discussion Slowed But Ongoing

QB target change, QB target selection, and zone reaction times
Can we fix auto-level gains?
Current Assesment of Offensive Plays & Proposal For More
 
InRomoWeTrust
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SUNDAY SNAPSHOT - SUNDAY JANUARY 31

Elusive HB Pathing

Discussion is focused on adverse effects with KR/PR's and also in general just discussing a few of the things that have turned up on the live server (higher quantity of games = greater chance for 'weird' plays).

Blocking Issues


Huge discussion on remedying the blocking issues that are now more apparent with a few changes (i.e. more people passing, progression/dropback changes, etc.). Talk is mainly focused on tweaks that need to be made.

Audibles and Targeting

PP's thread with a slew of replays and game breakdowns. Discussion on the changes and what needs to be tweaked concerning the two.

Revisiting Player Development (Archetypes and SA's)

Catch22 has suggested things drawn out (all player archetypes with majors/minors/SA propositions listed). Main talk is in tweaking the majors/minors themselves and bonus/penalty SAs.
 
InRomoWeTrust
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SUNDAY SNAPSHOT - SUNDAY FEBRUARY 7

Targeting and Override test 2/3 & 2/4...Bort, I really think we need work on this yet

Discussion regarding the minor adjustments that need to made concerning targeting, pass rush, deflections/interceptions, QB progressions, etc..

Revisiting Player Development (Archetypes and SA's)


The Archetypes idea is very much under deep thought right now with the actual archetypes themselves relatively done. Most of the current thought is circled around AEQ, SAs, and VAs. Height/weight being brought into it, but things seem to be going well.

A couple things to look at from Bugs Forum on live server

Thread discussing a few items from the Bugs forum that were brought up.

First is the LB's in Flat and Under Zones with Zone Immediate applied (http://goallineblitz.com/game/forum_thread.pl?thread_id=3747601 )
Second is a stat bug (http://goallineblitz.com/game/forum_thread.pl?thread_id=3749936 )
Third is concerning FB blocking issues (http://goallineblitz.com/game/forum_thread.pl?thread_id=3745719 ).

Zone reaction issues

The purpose of this thread is to discuss the pitfalls of zone coverage right now. As the tester who created the thread puts it, "The general jist of this is that the under zones are pretty ineffective, serving more to make the QB think that a target is covered rather than provide much actual coverage."

Pass Progression issues

Thread is exactly what you would expect from the title, but current discussion is regarding adding a run option to the progressions.

Pass Rusher VA

Thread discussing if this VA actually works. All speculation with no Bort input at this point. More just testers jabbering back and forth on why 'x' or 'y' doesn't happen with the particular increase Pass Rusher provides.

 
InRomoWeTrust
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SUNDAY SNAPSHOT - SUNDAY FEBRUARY 14

Possible VA removals/changes

This threads aim is to discuss potential VAs that could be removed/changed based upon the new archetypes. Consider this a giant debate on what VAs are effective, not effective, and overly effective.

Morale Reducing SAs

This thread is circled around a proposed test towards Snarl/Growl, Aura of Intimidation, The Glare, and Trash Talk. For clarification this would be an admin run test (most likely Mr. Catch22), hidden from the public eye. Bit of a discussion on it being open, but Catch clarified that it was determined by himself and Bort that this type of testing is better off not accessible to anyone but themselves.

Idea ReRe "Team Owned Equipment" stemming from Tester's Suggestion

A suggestion revolving around 'Team Owned Equipment". The basic principle would be that teams would purchase "quality levels". Essentially the higher quality level a team purchased/possessed, the cheaper EQ would be. So a team with 'Equipment Level 5' is going to end up paying less for EQ. Big notes revolve around players losing EQ when leaving a team (50% funds being refunded to team). Likewise dropping down would reset things, so you'd be losing what is a 37.5 million dollar investment towards cheaper EQ. Creates incentive for owners to stay at the top while making things much cheaper in the long term. There is some more to the idea that I won't detail out as it is just an idea, but in short the test server crew is looking into ways to 'fix' EQ and how things currently operate regarding it.

CB mechanics suggestion

A proposed change to the way aggressive coverage works. Basically, CBs jump routes way too often, but simultaneously miss too many of those INT rolls. The example used describes the issue pretty well. "During most times where the CB jumps the route, the CB appears to be in the correct position, but still misses the roll. Every time I see this, I think of a CB who is good enough to read when and where a QB is going to throw the ball, but once he gets there he's so uncoordinated that he wildly flails his arms in the air as the ball flies through his hands, or he reads the route but doesn't realize that he can't jump high enough to get the ball." The suggestion targets making jumping a route much of a harder vision check, while making the int (and deflect) roll once he's jumped the route much much easier. He may drop the interception, but it certainly is probably still going to hit him in some manner.

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."

Dealing with very low attributes

Basically right on par with the previous thread. Premise entails instituting stiff penalties for "uber-low" attributes and reasonable penalties for somewhat low attributes while not killing lower level dotball.
Edited by Mat McBriar on Feb 14, 2010 23:54:13
 


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