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Catch22
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Just because they are mentioned here does it mean they will necessarily be moved live. If something is revealed in testing that would warrant it not taking place, then it will not. tl ; dr post with Bort quotes follows:

Originally posted by Bort
Added code for players to ignore players behind them more than a yard when blocking. Should keep things moving north south more. Need to look for oddities related to that, like ignoring defenders on the line, etc.

I also am testing an update that I'm calling "dynamic lead blocking" in which players will not bother to block players that are too far from the ball carrier, and will instead run towards him and try to "protect" him if they're on the other side of the field, blocking players that are close to both of them only. Not sure if I like it or not, but it seems like a good idea in theory. It's kinda hard to test since you need the right type of situation to come up. Usually happens more often on pitches or screens; stuff to the outside.


Originally posted by Bort
Run blocking rolls also a little easier to win now, with a little less likely to get pancaked.


Originally posted by Bort
- Clock Manager cut in half, reduced the time a little
- Hail Mary from 20 to 30 yds
- Hard Count back to 5%
- SYM between the tackles only
- DvG 3% to 2%
- Bull Rusher .5% across the board
- Heavyweight 1%


Originally posted by Bort
Took some new code from the new plays I added and applied it to all run plays. WRs should head into blocking after running a short 2 yd route.


Originally posted by Bort
Mmkay, I've uploaded a version with less morale hurt. Same energy.


Originally posted by Bort
Ok, extended the routes on the slant play you referenced.

Also, as requested:

Increased PF chance a little bit, adjusted chance of multi hits upward
Made CF delay a little less
Added penalty to PQ on long passes as suggested

Catching balls without decent catching skill is going to be a bit harder now, as well. You have to pass some catching checks to get bonuses from pass quality and a few other things now. Also increased the chance of larger effect on ball when bobbling. The number of balls that are bobbled into the air and then caught is actually pretty high, so making the bobble have a larger chance to move away from the player makes catching harder.

Not sure exactly what to do with look off, because it's happening plenty on my test games. Might just be the plays I am running though. I have increased the radius in which an eligible look off target can be within. Hope that will help, but you still are going to see a total of zero look offs if you're running a play that's just a dual streak route or similar. Tends to work better on plays with crossing routes or two routes running next to each other. I think I will also offset the fact that it has those requirements by making it easier for the QB to roll a successful proc when compared to pump fake.



Related, I understand what Staz is saying, and I agree for the most part. However, in order to do that I would have to go through every play and define points at which catch fake is eligible to happen. I'd prefer not to have to do that, so I will do a little thinking and see if I can figure out a method that works programmatically based on some set of logic. Maybe you can think of something along those lines?


Originally posted by Bort
Oh, also increased speed of progressions slightly more.


Originally posted by Bort
Seems like zone is TOO slow to react now, especially now that we've added another anti-zone special ability. Bumped up reaction chance a bit more. Need a test vs zone to see if you think it needs more bump or not.


Originally posted by Bort
Catch forwarded some info/requests on trying to make the ball carrier avoid defenders better, especially on pitches and outside plays. Seems like the player going "power" style when nearing the sideline is causing some issues related to this, where the carrier pretty much ignores defenders after a certain point.

What I've added is an override when near enough to any defender (or blocker) where they're just about to touch, to force higher elusiveness and have a lower "avoid backward" portion of their vector. It should force them to avoid other players more, going around them, and allow them to go out of bounds as well if very close to a defender, even if on 100% power. Works better than my old go out of bounds logic from what I can tell.


Originally posted by Bort
Catch was thinking we needed to up the effect of the tackling skill in the tackle roll, so I've done that for tackles from the front, while reducing strength value.

Also, tacklers have a large advantage in rolls in general, with far less randomness in their rolls than the avoid tackle chance. I've made their roll a bit more random, so it will be more important to get a higher score going for you. Not a ton, but enough to notice, so it will need some tests run to make sure we don't have 9000 missed tackles per game.


Originally posted by Bort
As requested, reduced pick radius on man coverage.


Originally posted by Bort
Long FG's should be a bit harder, kickoffs shorter in general.

Added code to make nearest blocker try and pick up the kickoff if it's too far from the KR, for short kickoffs.

Best way to test would be to put a lv 1 non-kicker in at kicker or something along those lines.





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Latest updates as of 3/27 11 am PST:

Originally posted by Bort
Updated relentless pursuit SA to 2 seconds instead of 3

Also, changed SYM again:

4% to breaking tackles on inside runs, 4% to fakes and spin on outside runs.


Originally posted by Bort
bull rush back to what it was as well.


Originally posted by Sik Wit It
Ok people who have actually played football at a significant level can correct me if I'm wrong, but wouldn't it take better tackling technique to take down a ballcarrier from the side or the back than the front? It seems to be like that's where tackling should have a greater effect.


Originally posted by Bort
Yeah, that's the case already; front requires more strength than rear, and it averages between the two for whatever angle you're at. Strength was 3 times more important for front tackles, though. And front tackles are very common.


Originally posted by Bort
Blocking rolls similarly easy, but reduced pancake rolls.


Originally posted by Bort
Ok, figured out the man problem. Yep, was related to an update I did just recently.

Also bumped up zone reaction a little again as catch requested.


Originally posted by Bort
Updated new WR screen play. WR route should get him moving outside instead of bubbling inside. Also changed the route of the blockers.


Originally posted by Bort
Hm, the LB is not blitzing, so he doesn't get picked up on the pre-snap blocks.

Should run blocks always try to block players who are close to the line, perhaps? Vision checks be damned...


Originally posted by Bort
Uploaded this. Seems to work pretty well, actually. I wonder if there are instances where it would be bad form? I guess you should generally try and block a guy if he's up on the line no matter what he's doing.

Give it a try and let me know if you think it works better. I'd try a few diff plays.


Originally posted by Bort
Ok, morale effect knocked back down a tad

Edited by Catch22 on Mar 27, 2010 12:28:14
Edited by Catch22 on Mar 27, 2010 00:05:26
 
Mike1709
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Good stuff
 
TehKyou
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Some sound great, some directly undermine my build strategy. Looks like everyone would have something to gripe about if all these went into effect.

GREAT!

I am concerned with the run blocking being slightly easier to win + the minor nerf to both heavyweight and bull rusher making NT's and to an extent DT's focused on Run Stuffing inneffective and being blown off of the lines. Multiple changes to the same things scare me a little.

The tackle changes have long been overdue in my opinion
Edited by TehKyou on Mar 26, 2010 11:44:38
Edited by TehKyou on Mar 26, 2010 11:41:50
Edited by TehKyou on Mar 26, 2010 11:13:22
 
TrevJo
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Originally posted by Bort
Not sure exactly what to do with look off, because it's happening plenty on my test games. Might just be the plays I am running though. I have increased the radius in which an eligible look off target can be within. Hope that will help, but you still are going to see a total of zero look offs if you're running a play that's just a dual streak route or similar. Tends to work better on plays with crossing routes or two routes running next to each other. I think I will also offset the fact that it has those requirements by making it easier for the QB to roll a successful proc when compared to pump fake.


WTF? Dual streaks is a great situation to use look off in real life. Why shouldn't it work in that situation in the sim? It sounds like Look Off's coding is really screwy.
 
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I am worried about the changes to catching passes.
 
Hikariu
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Great to see some info coming out. When's the season start? Time for an announcement.
 
PP
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Thanks for doing this Catch....Was just coming here to do something similar myself...What's happened to the Q&A mods? They OK?
 
taz20075
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7 potential VA changes? I hope we're getting a full reset.
 
DONKEIDIC
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tl;dr

J/K good stuff Thanks.
Edited by DONKEIDIC on Mar 26, 2010 12:34:16
 
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Originally posted by DONKEIDIC
tl;dr

J/K good stuff Thanks.


but srsly, tl;dr
 
Sik Wit It
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For upping tackling's part in the in equation for tackling...why would it be only from the front? Wouldn't it take better tackling technique to take down the ballcarrier from different angles?
 
Darkstrand
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why the hell would you nerf bull rusher?

scoring is already out of control

what the hell is your vision for the game? 55-50 every glb sim?
Edited by Darkstrand on Mar 26, 2010 14:28:15
 
ptriley
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Originally posted by taz20075
7 potential VA changes? I hope we're getting a full reset.


 
ptriley
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Originally posted by Darkstrand
why the hell would you nerf bull rusher?

scoring is already out of control

what the hell is your vision for the game? 55-50 every glb sim?




Edited by ptriley on Mar 26, 2010 14:33:47
 
Darkstrand
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seriously, what the hell is your vision for the game? and do you pretend it involves over/unders below 80?
 
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