PP I have a question that you may be able to answer. Why isn't there a Run option on QB Check Down? I was really looking forward to it.
Forum > Test Server Discussion > What is being discussed? - Open Discussion Thread
PP
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It's supposed to be handled by the scrambling settings. IMO, it is better, but still needs improvements. That's a hell of a tough issue o really get right, involving many issues. IMO, if it were added to the Override list, it wouldn't be overly pretty yet. Besides, the scrambling setting is really supposed to address that
Tigerbait0307
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Originally posted by pottsman
Any chance you guys can mention a quick addition of an "Or QB Spy" option in the DPC, for players who don't want to Blitz or Zone after their man progression?
That would be nice. I also noticed you can not set your Zone Depth when setting "Cover Zone Immediately".
Any chance you guys can mention a quick addition of an "Or QB Spy" option in the DPC, for players who don't want to Blitz or Zone after their man progression?
That would be nice. I also noticed you can not set your Zone Depth when setting "Cover Zone Immediately".
TrevJo
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Originally posted by ijg
Originally posted by Deathblade
While this is a quality rant, along with the original suggestion, I also added in an option for a "custom archetype" which people could choose their own ALG (with a limit obviously...don't need to see 170 speed WRs anytime soon).
More I think about this the more it sounds like a terrible idea... It has the potential to break the game ...
this is just going to lead to more speed/agility on skill players which means d has to respond with more speed/agility and we go back to the flames era. That doesn't sound like an improvement. There are other potential abuses I can see as well like now if you want a 120 speed wr you have to settle for 65 catch, going forward you'll be able to stay at 120 and have 85 catch. Add on possession, reliable, etc. And passing game is unstoppable regardless of how cbs respond.
I agree, ijg, I don't think allowing agents to choose their players' ALGs is a good idea.
ALGs based on archetypes is on okay idea, but I think it has more risk for bad/imbalanced ALGs (like the ones we have now) than if each position has one, carefully tweaked ALG set.
IMO, ALGs should reflect what a player would gain from his experience in practice, games, and mandatory workouts. These really aren't going to be different from one player to another at the same position. Instead, extra Training and Skill Points do (and will) allow him to specialize, and that's why I don't think ALG archetypes are necessary. (I am definitely in favor of SA achetypes, though.)
Here's what I would like to see the ALGs be. Bold indicates more than current, italics indicates less than current.
QB Major (0.4): Agility, Vision, Confidence, Throwing, Carrying
QB Minor (0.25): Strength, Speed, Stamina, Catching
QB left out: Jumping
HB Major (0.33) : Strength, Speed, Agility, Stamina, Confidence, Carrying
HB Minor (0.2): Jumping, Vision, Blocking, Throwing, Catching
FB Major (0.4): Strength, Speed, Vision, Confidence, Blocking
FB Minor (0.2): Agility, Stamina, Tackling, Catching, Carrying
WR Major (0.33): Speed, Agility, Jumping, Stamina, Catching, Carrying
WR Minor: Strength, Vision, Confidence, Blocking
TE Major (0.33): Strength, Speed, Vision, Blocking, Confidence, Catching
TE Minor (0.25): Agility, Jumping, Stamina, Carrying
TE left out: Tackling
OT Major (0.67): Strength, Vision, Blocking
OT Minor (0.25): Speed, Agility, Stamina, Confidence
OT left out: Tackling
OG Major (0.67): Strength, Confidence, Blocking
OG Minor (0.25): Speed, Agility, Stamina, Vision
OG left out: Tackling
C Major (0.5): Strength, Agility, Vision, Blocking
C Minor (0.33): Speed, Stamina, Confidence
C left out: Tackling
DT Major (0.67): Strength, Confidence, Tackling
DT Minor (0.25): Speed, Agility, Stamina, Vision
DT left out: Blocking
DE Major (0.4): Strength, Speed, Agility, Jumping, Tackling
DE Minor (0.33): Stamina, Vision, Confidence
DE left out: Blocking
LB Major (0.33): Strength, Speed, Agility, Stamina, Vision, Tackling
LB Minor (0.25): Jumping, Confidence, Blocking, Catching
CB Major (0.4): Speed, Agility, Jumping, Stamina, Vision
CB Minor (0.2): Strength, Confidence, Tackling, Catching, Carrying
FS Major (0.4): Speed, Agility, Jumping, Stamina, Vision
FS Minor (0.25): Strength, Confidence, Tackling, Catching
FS Left Out: Blocking
SS Major (0.4): Speed, Agility, Confidence, Stamina, Tackling
SS Minor (0.25): Jumping, Vision, Catching, Carrying
SS Left Out: Blocking
lolK/P
Along with this, I'd really really really really like to see the function of height and weight change.
Instead of the sim modifying your strength, speed, agility, stamina on the fly depending on your height and weight, height and weight should simply affect your soft caps. More weight? Higher strength soft cap, lower speed soft cap. More height? More vision, less agility. And lots of other similar effects, some large, some small.
I think this change to the soft caps, archetyped SAs, and improved ALGs (more balanced, and more accurately reflecting the position's needs), would allow for a lot of different build types to be viable, without resulting in crazy, unbalanced builds like 170 strength or speed.
Originally posted by Deathblade
While this is a quality rant, along with the original suggestion, I also added in an option for a "custom archetype" which people could choose their own ALG (with a limit obviously...don't need to see 170 speed WRs anytime soon).
More I think about this the more it sounds like a terrible idea... It has the potential to break the game ...
this is just going to lead to more speed/agility on skill players which means d has to respond with more speed/agility and we go back to the flames era. That doesn't sound like an improvement. There are other potential abuses I can see as well like now if you want a 120 speed wr you have to settle for 65 catch, going forward you'll be able to stay at 120 and have 85 catch. Add on possession, reliable, etc. And passing game is unstoppable regardless of how cbs respond.
I agree, ijg, I don't think allowing agents to choose their players' ALGs is a good idea.
ALGs based on archetypes is on okay idea, but I think it has more risk for bad/imbalanced ALGs (like the ones we have now) than if each position has one, carefully tweaked ALG set.
IMO, ALGs should reflect what a player would gain from his experience in practice, games, and mandatory workouts. These really aren't going to be different from one player to another at the same position. Instead, extra Training and Skill Points do (and will) allow him to specialize, and that's why I don't think ALG archetypes are necessary. (I am definitely in favor of SA achetypes, though.)
Here's what I would like to see the ALGs be. Bold indicates more than current, italics indicates less than current.
QB Major (0.4): Agility, Vision, Confidence, Throwing, Carrying
QB Minor (0.25): Strength, Speed, Stamina, Catching
QB left out: Jumping
HB Major (0.33) : Strength, Speed, Agility, Stamina, Confidence, Carrying
HB Minor (0.2): Jumping, Vision, Blocking, Throwing, Catching
FB Major (0.4): Strength, Speed, Vision, Confidence, Blocking
FB Minor (0.2): Agility, Stamina, Tackling, Catching, Carrying
WR Major (0.33): Speed, Agility, Jumping, Stamina, Catching, Carrying
WR Minor: Strength, Vision, Confidence, Blocking
TE Major (0.33): Strength, Speed, Vision, Blocking, Confidence, Catching
TE Minor (0.25): Agility, Jumping, Stamina, Carrying
TE left out: Tackling
OT Major (0.67): Strength, Vision, Blocking
OT Minor (0.25): Speed, Agility, Stamina, Confidence
OT left out: Tackling
OG Major (0.67): Strength, Confidence, Blocking
OG Minor (0.25): Speed, Agility, Stamina, Vision
OG left out: Tackling
C Major (0.5): Strength, Agility, Vision, Blocking
C Minor (0.33): Speed, Stamina, Confidence
C left out: Tackling
DT Major (0.67): Strength, Confidence, Tackling
DT Minor (0.25): Speed, Agility, Stamina, Vision
DT left out: Blocking
DE Major (0.4): Strength, Speed, Agility, Jumping, Tackling
DE Minor (0.33): Stamina, Vision, Confidence
DE left out: Blocking
LB Major (0.33): Strength, Speed, Agility, Stamina, Vision, Tackling
LB Minor (0.25): Jumping, Confidence, Blocking, Catching
CB Major (0.4): Speed, Agility, Jumping, Stamina, Vision
CB Minor (0.2): Strength, Confidence, Tackling, Catching, Carrying
FS Major (0.4): Speed, Agility, Jumping, Stamina, Vision
FS Minor (0.25): Strength, Confidence, Tackling, Catching
FS Left Out: Blocking
SS Major (0.4): Speed, Agility, Confidence, Stamina, Tackling
SS Minor (0.25): Jumping, Vision, Catching, Carrying
SS Left Out: Blocking
lolK/P
Along with this, I'd really really really really like to see the function of height and weight change.
Instead of the sim modifying your strength, speed, agility, stamina on the fly depending on your height and weight, height and weight should simply affect your soft caps. More weight? Higher strength soft cap, lower speed soft cap. More height? More vision, less agility. And lots of other similar effects, some large, some small.
I think this change to the soft caps, archetyped SAs, and improved ALGs (more balanced, and more accurately reflecting the position's needs), would allow for a lot of different build types to be viable, without resulting in crazy, unbalanced builds like 170 strength or speed.
Edited by TrevJo on Feb 3, 2010 13:46:06
Edited by TrevJo on Feb 3, 2010 13:44:47
Edited by TrevJo on Feb 3, 2010 13:43:24
mwoods07
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Trev, I'v always thought your weight should change in game as your attributes change...this is dotball, but going on the assumption that it is supposed to mimick real football, very few players would stay at the same weight their entire career (maybe none?).
So basically as STR goes up, weight should too....
As Stamina goes up, weight goes down...
So on and so forth
So basically as STR goes up, weight should too....
As Stamina goes up, weight goes down...
So on and so forth
TrevJo
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ETA: Just saw another thread about that. http://goallineblitz.com/game/forum_thread.pl?thread_id=3745224&page=1#33087544
Anyway, I am not keen on the idea of variable weight, personally.
Anyway, I am not keen on the idea of variable weight, personally.
Edited by TrevJo on Feb 3, 2010 16:54:52
Edited by TrevJo on Feb 3, 2010 15:30:48
Catch22
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ALG's are going to be a lot more diverse than what you have there Trev - just waiting on final approval and then I'll be posting details of what's going to happen.
Originally posted by Catch22
ALG's are going to be a lot more diverse than what you have there Trev - just waiting on final approval and then I'll be posting details of what's going to happen.
Still need to test much more concerning end builds and 'way points' in reaching those end goals, to ensure balance. No rushing.
ALG's are going to be a lot more diverse than what you have there Trev - just waiting on final approval and then I'll be posting details of what's going to happen.
Still need to test much more concerning end builds and 'way points' in reaching those end goals, to ensure balance. No rushing.
Rage Kinard
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Originally posted by Staz
Originally posted by Deathblade
While this is a quality rant, along with the original suggestion, I also added in an option for a "custom archetype" which people could choose their own ALG (with a limit obviously...don't need to see 170 speed WRs anytime soon).
Minimum of 4 Majors for skill positions(HB,FB,WR,QB,LB,SS,FS,CBTE), 3 majors for DL and OL, 2 majors for K/P
Minimum of 3 minors for skill positions, 4 minors for DL/OL and 4 minors for K/P
Would that help put limits on things? I'm sure we'd see a slight decrease in the strength of C's, but is that really a bad thing?
This
Originally posted by Deathblade
While this is a quality rant, along with the original suggestion, I also added in an option for a "custom archetype" which people could choose their own ALG (with a limit obviously...don't need to see 170 speed WRs anytime soon).
Minimum of 4 Majors for skill positions(HB,FB,WR,QB,LB,SS,FS,CBTE), 3 majors for DL and OL, 2 majors for K/P
Minimum of 3 minors for skill positions, 4 minors for DL/OL and 4 minors for K/P
Would that help put limits on things? I'm sure we'd see a slight decrease in the strength of C's, but is that really a bad thing?
This
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