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Dr. E
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Originally posted by tragula
The QB should have a better sense of the pocket. Currently a QB will pass on an open receiver (or wait until he is covered) and then he feel pressure and throw into double coverage. I changes the pass priority setting (for 2 different QBs on two team) from +40 to -70 during the season and could not find a sweet spot.

QBs should have some sense when the pocket is closing allowing them to make a few quick reads. Currently they just feel the pressure too late and have no choice to throw the ball at the WR they are looking at.




The QBs on the two teams I OC seem to find the open guy more often than not. Far more often than not. Could be it's a build issue or the defense is doing something different or...........a perception issue. Meaning you, I or others may have a different opinion of what successful means.
Edited by Dr. E on Mar 5, 2010 15:08:32
 
Dpride59
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Originally posted by tuba_samurai
- Acceleration. First Step needing a nerf in conjunction with agility needing more of an importance in acceleration (imo). Acceleration tends to be too much of a product of speed + weight + First Step.


I am not a big fan of this. Wr's currently are working as intended, it is the late game bonuses of stacked aeq/va's.


Wr's stacking 3-4 va's, and combining that with qb's stacking 2-3-4 va's, for situational downs/distances is whats over powered, but its over powered bc the defense doesn't have enough situational va's.

I think you need to look at more situational va's as the answer.
Lock down CB. A buff to a go to guy + some. For each level of this va, all passes thrown to the wr this player is covering get a 1.5% penalty to pass quality. Only one 1 player could be active per play.

Late game Star. for each level of this va the db receives a 3% bonus for the last .30 of the half to the KL/PD roll. counter to clock manager...

These are the kind of solutions you guys should be going for. Not nerfing the sim and making the wr interaction worse for everyone in the game....

The only teams who will thrive with va's like the ones I am saying are the ones who are killing teams now with stacked offensive va's. First step doesn't need to be reworked at all IMO, the DB counters do.

Also could buff BH as well- - This ability gives a 1% chance to intercept a pass that was thrown more than 20 yards. deep passes are all prown to be picked off, but the answer IMO is db va's.
Edited by David Stern on Mar 5, 2010 17:15:29
 
blln4lyf
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I'd go the complete opposite route that DS outlined above tbh.
 
Dpride59
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Originally posted by blln4lyf
I'd go the complete opposite route that DS outlined above tbh.


lol. So 98% of the game can't pass, so lets make it even harder for everybody to compete, rather than address the real problem which is stacked va's/ stacked with OPed Situational va's....
 
foofighter24
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Originally posted by pottsman
Sidenote - am I the only one who reads these and tries to figure out what tester said what? I think I know which quote is deathblade's, and I have a hunch on a few others.


No, you are not the only one. I thought we were gonna have full disclosure on the test server.

Reading suggestions in this format, it is essential to know who is making the suggestions, if for no other reason that to see if a similar idea is being presented by one individual repeatedly, or multiple testers.

It is not about singling that person out, it is about being able to accurately assess what is happening.
 
bhall43
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Originally posted by foofighter24
No, you are not the only one. I thought we were gonna have full disclosure on the test server.

Reading suggestions in this format, it is essential to know who is making the suggestions, if for no other reason that to see if a similar idea is being presented by one individual repeatedly, or multiple testers.

It is not about singling that person out, it is about being able to accurately assess what is happening.


this is true...seeing a bunch of quotes about something that is overpowered might just be one guy saying this in many instances...rather than a bunch of different testers seeing the same thing...however its portrayed to us as all of the testers saying this one thing is overpowered...
 
Warlock
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Originally posted by David Stern
I am not a big fan of this. Wr's currently are working as intended, it is the late game bonuses of stacked aeq/va's.


Wr's stacking 3-4 va's, and combining that with qb's stacking 2-3-4 va's, for situational downs/distances is whats over powered, but its over powered bc the defense doesn't have enough situational va's.

I think you need to look at more situational va's as the answer.
Lock down CB. A buff to a go to guy + some. For each level of this va, all passes thrown to the wr this player is covering get a 1.5% penalty to pass quality. Only one 1 player could be active per play.

Late game Star. for each level of this va the db receives a 3% bonus for the last .30 of the half to the KL/PD roll. counter to clock manager...

These are the kind of solutions you guys should be going for. Not nerfing the sim and making the wr interaction worse for everyone in the game....

The only teams who will thrive with va's like the ones I am saying are the ones who are killing teams now with stacked offensive va's. First step doesn't need to be reworked at all IMO, the DB counters do.

Also could buff BH as well- - This ability gives a 1% chance to intercept a pass that was thrown more than 20 yards. deep passes are all prown to be picked off, but the answer IMO is db va's.


I fully agree with the concept. Balance can only truly be achieved, when there is an equally powerful counter. I preached the same shit back in S7/S8 when people whined about broken tackles and bruiser, suggesting that a VA which countered bruiser was necessary... soon there after we got DvG and broken tackles went down considerably against smart teams.

Either you choose a Darwynistic system of balance or you choose a linear system of balance, you cannot have both. What I mean is either you have a balanced system and let the players have the option of creating balance (I.E. counter building) or you have a system that is balanced, regardless of player choices (I.E. the choices players make are of a minimal impact to the game).
 
Deathblade
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Originally posted by Dr. E
The QBs on the two teams I OC seem to find the open guy more often than not. Far more often than not. Could be it's a build issue or the defense is doing something different or...........a perception issue. Meaning you, I or others may have a different opinion of what successful means.


its more likely that you play in a lolleague where QBs have all day to throw
 
Deathblade
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Originally posted by Warlock
Either you choose a Darwynistic system of balance or you choose a linear system of balance, you cannot have both. What I mean is either you have a balanced system and let the players have the option of creating balance (I.E. counter building) or you have a system that is balanced, regardless of player choices (I.E. the choices players make are of a minimal impact to the game).


We should definitely ignore the gray area.

It's balls to the walls counter, or pack your shit up and go home.
 
Dpride59
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Originally posted by Deathblade
We should definitely ignore the gray area.

It's balls to the walls counter, or pack your shit up and go home.


So you're saying lets nerf something that isn't the problem, rather than give teams a suitable option to stop these incredibly gifted mathematical oc's? 95% of the game cant pass, and the ones who can, are able to do so bc of 4+ va/aeq stacks(qb/wr) and the best builds in the game vs defenses with no counters to these situational bonuses.


 
bhall43
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Originally posted by tragula
The QB should have a better sense of the pocket. Currently a QB will pass on an open receiver (or wait until he is covered) and then he feel pressure and throw into double coverage. I changes the pass priority setting (for 2 different QBs on two team) from +40 to -70 during the season and could not find a sweet spot.

QBs should have some sense when the pocket is closing allowing them to make a few quick reads. Currently they just feel the pressure too late and have no choice to throw the ball at the WR they are looking at.


i dont know...i think the QB generally has a great feel for the pocket as far as GLB is concerned...i think you are too concerned with a Peyton Manning like aspect to the game for everyone...this certainly isnt so for a lot of real life QB's...and shouldnt be for GLB...
 
bhall43
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Originally posted by Dr. E


The QBs on the two teams I OC seem to find the open guy more often than not. Far more often than not. Could be it's a build issue or the defense is doing something different or...........a perception issue. Meaning you, I or others may have a different opinion of what successful means.


so you are finding open guys under 50% of the time, but more often than not?
 
Deathblade
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Originally posted by David Stern
So you're saying lets nerf something that isn't the problem, rather than give teams a suitable option to stop these incredibly gifted mathematical oc's? 95% of the game cant pass, and the ones who can, are able to do so bc of 4+ va/aeq stacks(qb/wr) and the best builds in the game vs defenses with no counters to these situational bonuses.


hint: if you make everything in the game require a counter to stop, then you may as well not even play games
 
Catch22
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Originally posted by foofighter24
No, you are not the only one. I thought we were gonna have full disclosure on the test server.

Reading suggestions in this format, it is essential to know who is making the suggestions, if for no other reason that to see if a similar idea is being presented by one individual repeatedly, or multiple testers.

It is not about singling that person out, it is about being able to accurately assess what is happening.


We are - I've directed Q & A to start using names (been busy or I would have done so sooner, I haven't really been reading the summary threads). If a tester doesn't like it, then they don't have to be a tester.
 
Warlock
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Originally posted by Deathblade
We should definitely ignore the gray area.

It's balls to the walls counter, or pack your shit up and go home.


We've seen what the gray area begets... a fucked up sim that has huge flaws. Constant tweaking of mechanics to widen the bell curve, which makes very few people happy. You can't mix the two types of balancing, because it's far too unstable to stay balanced for very long.

Look at most successful gaming systems, balance is either in the hands of the development team (I.E. rules/structure) or in the hands of the players (I.E. strategies/counter-strategies).

If a master plays a novice at chess, do we adjust how chess is played to give the novice more of a fair playing field? If so, what happen with the new rules in games where a novice plays a novice or a master plays a master? How about an intermediate player vs a novice or a master?

It's all counter-intuitive. Currently, we are doing shit, ass backwards... balancing builds (which are being balanced for imbalanced sim mechanics) before balancing the sim mechanics. Hello archetypes. The sim mechanics are imbalanced, because attributes are a complete mess when it comes to balance. SAs/VAs/AEQ only further these imbalances.

The primary reason that balanced builds do not work is because only 3 or 4 attributes (out of the 14 attributes) really matter for the vast majority of positions (I.E. super-effective in comparison to the other attributes). You can merely train all the other somewhat needed attributes and lol you're set. There's no inherent trade-off for going super specialized. At least someone is listening and I see it on the list of immediate issues, but what do think balancing attributes is going to do to all of the add-on systems, which are balanced based on the imbalanced base foundation of the sim (attributes)? Cluster-fuck anyone? God forbid demoralization abilities get fixed and confidence actually starts to matter beyond the first cap... how many players will be royally fucked? Seriously, fixing attributes should come before any other changes (*cough* archetypes *cough*).

But WTF do I know, I've only been gaming since I was 6 and played pretty much every pen and paper gaming system that ever existed, plus I have a decade of playing MMOs under my belt (as well as playing RPG video games since the nofriendo entertainment system).
 
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