I do not speak officially for the Test Server, but most of the testing done recently has been interface related. Looking for bugs, typos, etc in the new systems. There hasn't been any sim testing for the testers to look at/iterate/respond to for several weeks. I know that Catch22 and perhaps others are doing a different set of testing behind the scenes separate from what us basic testers have access to.
Originally posted by Enkidu98 I do not speak officially for the Test Server, but most of the testing done recently has been interface related. Looking for bugs, typos, etc in the new systems. There hasn't been any sim testing for the testers to look at/iterate/respond to for several weeks. I know that Catch22 and perhaps others are doing a different set of testing behind the scenes separate from what us basic testers have access to.
We can use the new training system, but can't really build a player from the ground up. The test server is basically supposed to be just an earlier version of what we'll eventually have here, so there's no accelerated build tool or anything. It would be interesting to have, but I'm sure Bort has other things to spend his time on.
There have been no major tests since prior to the end of last season. The discussion on the test server following the roll-out of the new systems have been focused around interface issues and discussions on the new training and financial system.
Originally posted by Enkidu98 Well I'm no longer a Tester so I have no idea what they are doing anymore.
P much nothing ATM. Catch is in the process of revamping the test sever. Currently, outside of repeatedly pointing out that the live server is down, it's void of activity.
Originally posted by Sal Basss So have there been zero tests on the test server since April 21?
This has been it. Otherwise, everything else was held up by training and the promo/$$$ stuff taking so long to get coded.
Spin/CF changes thread (don't know where this should go and needed a place to post so yeah) thread title Originally posted by Deathblade After watching my game and PP's games...
I would say, on a scale from 1 to 10, with 1 being super weak, 5 being balanced, and 10 being S8 Slam...Spin is about a 6, and CF is about a 4. Obviously going to keep looking though.
Spin looked fairly reasonable, but I think we have to give something p damn substantial to the run game if we're going to take something away, since the run game is considerably weaker than the pass game.
I ran another test that I haven't had a chance to look at yet (all 4 backs have BT%, Slippery, QF, running on Super Elusive....And, I added % fake to WR1 & WR2 on Jacks, but left the TCTF WRs alone)
Spin looked very reasonable again, little lower than I'd like, but that probably fits what most of you want. PF fired a lot more the 2nd test, for some reason 7 times out of 37 attempts (1 out of 31 in my first test).
Suggestions CF needs to be turned at least 1/2 back to where it was. Frankly, I think it's worthless now. Out of 16 CFs, MAYBE it did something worth while in 2 of them. If it is released like this, I massively regret investing anything in it. PF could use a little more of a bump, maybe, but unsure....sucked in the 1st game, not bad in 2nd Spin is most likely about right, but I really think we need to throw the run game more of a bone than the lessened reverse pancakes....Maybe a boost to Juke & HF? Pure run teams were at a VERY big disadvantage to pass teams last ssn and now we just greatly lessened their biggest threat....and we should lessen it, but also give them something back in return, IMO.
Also, IMO, the biggest potential exploit with Spin is really on the WRs. 2 off ssns ago, Bort made it so the WR had a buff to brk tkls for the 1st x clicks after the catch. That is a big boost to the Spin WRs and should probably be taken away.
Suggestions the same as before...Spin does still fire at a respectable rate, particularly with the PBs. I REALLY think you have to tie everything to the slider or dump Spin from it. I know there's no where near enough time for that this ssn. So, I'd suggest bumping HF & Juke a little, to help level the playing field for Elusives and Run teams...CF is p much worthless at this time. PFs a little lower than I'd personally like. Spin is probably about where it should be. With the right build, you can still get it to fire at a very good rate, but not to the extremes it did before. Reverse cakes are definitely down, but still do occur.
Originally posted by Catch22 A lot of the ones you say no impact PP - I disagree with. I see momentary separation being created on several of those.
some debate occurs here about the run game and CF stuff...none of it holds any relevant or usable info, just debate type stuff on what things should do
Originally posted by PP Just found out a few things from Catch 1) Bort did indeed change CF so that it only kicks in on cuts now 2) Bort told him that he didn't change the severity of CF at all, which is a little concerning, since it was went from commonly causing a DB to be froze for 4 clicks to now it being a 1/2ish click 3) Catch asked that he turn it up "a little"