We've just rolled out the QA Wiki - summaries of lots of stuff - check it out: http://www.glbwiki.com/qa/index.php
This will be similar to what PP has been so graciously doing for awhile now - posting Bort comments from the test server. I would LOVE for others to contribute here - I will commit to keeping the OP organized and updated.
Keep in mind - all of these quotes will be added to the GLBWIKI - QA division (thanks Hik) where we have been compiling Q&A from the regular sessions - and from those LARGE threads that Catch22 has been getting involved in.
So - Here you go.
BlockingOriginally posted by Bort
Q: How does lead blocking work?
A: Vision cone in the direction they are heading that increases in size over time, find closest unblocked dude.
Q: How big is the cone?
A: Depends on how long the play has gone on. It starts out with a distance of about 3 feet, and increases a little with each tick. He still has to make his vision checks to actually see the player, but he is able to look further out as the play goes on. It seems to work well with the basic FB blocking routes on sweeps and such, but maybe not so much for the off side G? Sometimes just making a small adjustment in the route can make a difference, too, such as having the player back up first.
Screen blocking is a type of run blocking (lead blocking), not pass blocking.
ChemistryOriginally posted by Bort
1% per 10 points, so 10 chem = 9% (penalty)
EquipmentOriginally posted by Bort
for + % fake - Pump Fake included in + and avoid
Pass quality does give bonuses to catching and holding the ball.
Once you get to higher levels, it starts removing the lower level "pools" so your odds for those 2% items should go down to next to nothing eventually. You should get the +5% items though.
FumblesOriginally posted by Bort
Confidence doesn't do that much for fumbles. The vision might have helped, but not as much as tackling, strength, etc
One thing that does happen in GLB is that you are more likely to drop the ball if you just got it. It takes a few ticks to "secure" it. You'd think that RB's going up the gut would be affected by this with DT's, but I guess usually the LBs are making those tackles.
General GameplayOriginally posted by Bort
Q: What about two-point conversions?
A: I think the restrictions would have to be VERY restrictive, like ONLY if you're trailing by 8 with < X amount of time to go. Also, how to add to the AI so you can call a play? It would almost have to be its own special section.
Height/WeightOriginally posted by Bort
If ht/wt no longer affect anything, max speeds would have to be dictated by player position, which is less dynamic than dictating it by weight.
LevelOriginally posted by Bort
Level really has no effect on things; it's just an estimate of about how "good" you should be.
MoraleOriginally posted by Bort
Similar to energy, but not as much as energy's effect.
OOPOriginally posted by Bort
HB at QB ~ 50%
There's no OOP for any player at KR.
Passing GameOriginally posted by Bort
There is a reduction in pass quality when the ball is deflected.
Pass quality does give bonuses to catching and holding the ball..
Q: Do we think the percentage of knocked loose passes are too high? 32% were knocked loose?
A: Maybe, though it all depends on the carrying and catching abilities of the guys getting smacked.
Catching, yes, but carrying is more important than that. Some guy with 90 strength and tackle hitting you is going to require more than 50-60 carrying to hold on to the ball all the time.
Medium or balanced Passing - It's a set value. The QB will vary his throw based on distance and such, though. The passing style slider sets a floor for pass angle, in case you want your QB to throw low angles for long distances, or high angles in particular due to poor catching.
so say full bullet for example has 100 ball velocity, 50 ball trajectory and lofty has 50 ball velocity, 100 ball trajectory then medium would be 75/75 or somewhere in that range?
"Pass Blocking HB's - They go last in the assignment order, whoever is left (biased towards their side of the field) gets assigned to them. Then they have to pass a check to see if they actually see them or not. If not, they're going to block whoever's closest instead.
60 vision will probably get you about a 50% pass rate or so.
Pass RushingOriginally posted by Bort
To me, the pass rush should be about strength and agility, and not quite so much about speed. You should need some, but not some crazy amount.
Play IntensityOriginally posted by Bort
If we get rid of it, everyone will lose about 10% to their production (since that is the bonus), and it will default to "normal." That's fine with me, but everyone will suddenly become slower and weaker
SA'sOriginally posted by Bort
Blitz - Blitzing means rushing the QB when he is trying to pass, for the purposes of the sim.
Breakthrough - Breakthrough doesn't do anything extra animation wise. It gives you a bonus and the chance to break both blocks at the same time, whereas without it you'd have to break one and then the other.
Pocket Presence - As long as he in "pass" mode between the tackles.
Pump Fake - It's actually easier to pump fake a zone guy. I think safeties just often have super high vision or are too far away from the play.
Return Specialist gives you bonuses to speed and agility and tackle avoidance (like Spin or jumping over diving tackles), not head fake or juke abilities.
Spin is not a fake.
Strong Base - Strong Base does still help you push the other player back. Instead of the bump blocking now, you can push the other guy away and stick with him. It works to kind of counteract the other guy's pushback rolls.
Super Vision - You can never 100% stop anything no matter what you do. Only mitigate it to here and there by raising vision and appropriate skills. Super Vision is sort of an "insurance policy" for failing vision checks, but it's not 100% either.
Ticket SalesOriginally posted by Bort
That's not true. You can sell the higher up sections without selling the lower sections first, if the lower sections are too high of a price. It goes through all of them in order. The thing is that most people set all their tickets for all the different sections at the same multiplier, while the fans they have are looking to buy at a particular multiplier and no more.
Fans in the different income brackets have maximums they can pay, but they still aren't going to pay over a certain percentage of what a seat is worth just because it's under their max price.
For instance, let's say a low income fan's max price he wants to pay is $50. Your 100 level seats are $60, so that's too much for him. Your 300 level seats are $49, so he can afford those. However, if the expected price for those seats is $8, he's going to say "that's too much to pay for those seats" and not buy them either. Set them to $8 and he'll buy them.
Upper income people get first crack at the best seats (so you can get the most $$ out of them), so I guess they could affect prices some
VasOriginally posted by Bort
When does clutch work? Any time it's 3rd or 4th down. Kickoffs are not 3rd or 4th down, but Punts are.
Clutch also causes SAs and other VAs to activate more often on 3rd and 4th down
What type of Clutch bonus would a FS get?
Vision checks, pass deflection checks, intercept check, force fumble and make tackle would be the most relevant.
Of course, the other guy gets his chance to counteract with his clutch ability if he has it, to break tackles, make catches, etc.
This will be similar to what PP has been so graciously doing for awhile now - posting Bort comments from the test server. I would LOVE for others to contribute here - I will commit to keeping the OP organized and updated.
Keep in mind - all of these quotes will be added to the GLBWIKI - QA division (thanks Hik) where we have been compiling Q&A from the regular sessions - and from those LARGE threads that Catch22 has been getting involved in.
So - Here you go.
BlockingOriginally posted by Bort
Q: How does lead blocking work?
A: Vision cone in the direction they are heading that increases in size over time, find closest unblocked dude.
Q: How big is the cone?
A: Depends on how long the play has gone on. It starts out with a distance of about 3 feet, and increases a little with each tick. He still has to make his vision checks to actually see the player, but he is able to look further out as the play goes on. It seems to work well with the basic FB blocking routes on sweeps and such, but maybe not so much for the off side G? Sometimes just making a small adjustment in the route can make a difference, too, such as having the player back up first.
Screen blocking is a type of run blocking (lead blocking), not pass blocking.
ChemistryOriginally posted by Bort
1% per 10 points, so 10 chem = 9% (penalty)
EquipmentOriginally posted by Bort
for + % fake - Pump Fake included in + and avoid
Pass quality does give bonuses to catching and holding the ball.
Once you get to higher levels, it starts removing the lower level "pools" so your odds for those 2% items should go down to next to nothing eventually. You should get the +5% items though.
FumblesOriginally posted by Bort
Confidence doesn't do that much for fumbles. The vision might have helped, but not as much as tackling, strength, etc
One thing that does happen in GLB is that you are more likely to drop the ball if you just got it. It takes a few ticks to "secure" it. You'd think that RB's going up the gut would be affected by this with DT's, but I guess usually the LBs are making those tackles.
General GameplayOriginally posted by Bort
Q: What about two-point conversions?
A: I think the restrictions would have to be VERY restrictive, like ONLY if you're trailing by 8 with < X amount of time to go. Also, how to add to the AI so you can call a play? It would almost have to be its own special section.
Height/WeightOriginally posted by Bort
If ht/wt no longer affect anything, max speeds would have to be dictated by player position, which is less dynamic than dictating it by weight.
LevelOriginally posted by Bort
Level really has no effect on things; it's just an estimate of about how "good" you should be.
MoraleOriginally posted by Bort
Similar to energy, but not as much as energy's effect.
OOPOriginally posted by Bort
HB at QB ~ 50%
There's no OOP for any player at KR.
Passing GameOriginally posted by Bort
There is a reduction in pass quality when the ball is deflected.
Pass quality does give bonuses to catching and holding the ball..
Q: Do we think the percentage of knocked loose passes are too high? 32% were knocked loose?
A: Maybe, though it all depends on the carrying and catching abilities of the guys getting smacked.
Catching, yes, but carrying is more important than that. Some guy with 90 strength and tackle hitting you is going to require more than 50-60 carrying to hold on to the ball all the time.
Medium or balanced Passing - It's a set value. The QB will vary his throw based on distance and such, though. The passing style slider sets a floor for pass angle, in case you want your QB to throw low angles for long distances, or high angles in particular due to poor catching.
so say full bullet for example has 100 ball velocity, 50 ball trajectory and lofty has 50 ball velocity, 100 ball trajectory then medium would be 75/75 or somewhere in that range?
"Pass Blocking HB's - They go last in the assignment order, whoever is left (biased towards their side of the field) gets assigned to them. Then they have to pass a check to see if they actually see them or not. If not, they're going to block whoever's closest instead.
60 vision will probably get you about a 50% pass rate or so.
Pass RushingOriginally posted by Bort
To me, the pass rush should be about strength and agility, and not quite so much about speed. You should need some, but not some crazy amount.
Play IntensityOriginally posted by Bort
If we get rid of it, everyone will lose about 10% to their production (since that is the bonus), and it will default to "normal." That's fine with me, but everyone will suddenly become slower and weaker
SA'sOriginally posted by Bort
Blitz - Blitzing means rushing the QB when he is trying to pass, for the purposes of the sim.
Breakthrough - Breakthrough doesn't do anything extra animation wise. It gives you a bonus and the chance to break both blocks at the same time, whereas without it you'd have to break one and then the other.
Pocket Presence - As long as he in "pass" mode between the tackles.
Pump Fake - It's actually easier to pump fake a zone guy. I think safeties just often have super high vision or are too far away from the play.
Return Specialist gives you bonuses to speed and agility and tackle avoidance (like Spin or jumping over diving tackles), not head fake or juke abilities.
Spin is not a fake.
Strong Base - Strong Base does still help you push the other player back. Instead of the bump blocking now, you can push the other guy away and stick with him. It works to kind of counteract the other guy's pushback rolls.
Super Vision - You can never 100% stop anything no matter what you do. Only mitigate it to here and there by raising vision and appropriate skills. Super Vision is sort of an "insurance policy" for failing vision checks, but it's not 100% either.
Ticket SalesOriginally posted by Bort
That's not true. You can sell the higher up sections without selling the lower sections first, if the lower sections are too high of a price. It goes through all of them in order. The thing is that most people set all their tickets for all the different sections at the same multiplier, while the fans they have are looking to buy at a particular multiplier and no more.
Fans in the different income brackets have maximums they can pay, but they still aren't going to pay over a certain percentage of what a seat is worth just because it's under their max price.
For instance, let's say a low income fan's max price he wants to pay is $50. Your 100 level seats are $60, so that's too much for him. Your 300 level seats are $49, so he can afford those. However, if the expected price for those seats is $8, he's going to say "that's too much to pay for those seats" and not buy them either. Set them to $8 and he'll buy them.
Upper income people get first crack at the best seats (so you can get the most $$ out of them), so I guess they could affect prices some
VasOriginally posted by Bort
When does clutch work? Any time it's 3rd or 4th down. Kickoffs are not 3rd or 4th down, but Punts are.
Clutch also causes SAs and other VAs to activate more often on 3rd and 4th down
What type of Clutch bonus would a FS get?
Vision checks, pass deflection checks, intercept check, force fumble and make tackle would be the most relevant.
Of course, the other guy gets his chance to counteract with his clutch ability if he has it, to break tackles, make catches, etc.
Edited by Catch22 on Mar 10, 2010 11:36:21
Edited by TxSteve on Feb 19, 2010 14:04:24
Edited by TxSteve on Feb 19, 2010 14:01:00
Edited by TxSteve on Feb 19, 2010 13:59:44