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Catch22
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This is a summary of a big thread we have on the test server where some of the issues we are seeing in pre-season games is being discussed. Thanks to jethroz for taking the time to provide a very large summary:

Originally posted by PP

I do believe elusives need a bit of a bump. What I was concerned over seemed to play out in that the PBs now seem to be the best at running the outside plays, better than combos (leaning towards elusives) and far better than elusives. In the 3 games I watched, the elusives did produce the occassional big play, but were stuffed far more often than not. That said, PBs & combos (heavy on the PBside, just with speed) did this enough to make them a much better outside option..
http://goallineblitz.com/game/replay.pl?game_id=1116440&pbp_id=293188
http://goallineblitz.com/game/replay.pl?game_id=1116432&pbp_id=302987
http://goallineblitz.com/game/replay.pl?game_id=1116468&pbp_id=302675
In those situations, the elusives just got killed time after time in the 3 games I watched, and I could link 10 more plays where the combos & PBs did this instead.


I love the way WRs are getting open more, but the DBs/LBs need more of a bump to PDs to compensate for it. They won more than last ssn, but still probably need to win 10% more yet (when in good coverage)

Suggestions:
bump elusive fakes 10-20% and come up with something for Spin to help elusives more, but not help combos & PBs more than it currently does

Make it easier for DBs/LBs to win their rolls when in good coverage. they need to win at least 10% more when they are in good coverage


Originally posted by PP
Originally posted by Bort
Originally posted by Deathblade

In response to PP...

For elusives, I think it would be cool to like, make them more difficult to read rather than increase the ankle-breaking. The problem seems to be that regardless of the HB, they get SWARMED before they make it back to the line Not really sure how that could be done, besides maybe making them more difficult to read based on like, their elusive slider, agility, and carrying? That setup would also help real elusive HB's more than the current "130 speed, 70 agility" type of elusive.


Like...make the reaction time for defenders worse vs a running play with a high elusive RB? That could be possible I suppose. Wouldn't be that hard.


So long as it was just while they were behind the LOS, that might work. By far the biggest problem I see is that they're just sitting ducks behind the LOS compared to the PBs and high brk tkls Combo backs. The d gets there no less against the tkl breakers as they head outside, but they just shrug them off so much more that they're currently far more effective than the elusives on outside runs. Once the elusives start heading up field, they aren't bad. Getting them there against reasonable Ds is the problem. Catch the D leaving it wide open and elusives are currently great.

The only issue I do see with this is that D guys are very likely to bitck up a storm if their back 7 starts reacting slower, and it's only on outside runs to HBs. On the flip side, I think they'd be more tolerant of elusive shrinking their dots in the backfield more.


Originally posted by PP
Originally posted by Deathblade

Pump Fake seems a bit ridiculous occasionally...
http://goallineblitz.com/game/replay.pl?game_id=1116480&pbp_id=304411

SS bites, and runs 10 yards the wrong way?


Yeah....the majority of times you can't even notice the impact of the D dots, but the extreme cases are a bit extreme. Maybe not cut down the amount of extreme cases at all, but place a 5 yd ceiling on it, leaving everything under that the same.


Originally posted by Bort
Originally posted by Deathblade
Originally posted by Bort

Direct snap play already has the least delay possible. The back requires one tick to process the "control ball" command.


Is it really only 1 tick? I counted 3 on the play I linked.


yep, 1 tick (10 frames per sec)

Then he has to get moving, of course.


Originally posted by Deathblade
Originally posted by Bort

Like...make the reaction time for defenders worse vs a running play with a high elusive RB? That could be possible I suppose. Wouldn't be that hard.


Well, not a hard, flat delay...more like a "slightly increased vision checks", so it is still counterable by high amounts of vision (which at the same time, also counters fakes). Maybe scaled so that players with 70-80 vision are delayed a tick or two? The reason I added agility and carrying into it is because those are "elusive" abilities, and they would also help to not make low levels completely broken like if it were totally dependent on the slider (1-2 ticks added in WL, 6-7 ticks added in peewee would be brutal).

Though honestly, I think that is a pretty huge problem with elusives in general...when they cut, the defense instantly reacts...making any cutting detrimental.


Originally posted by Bort
Originally posted by Deathblade

Though honestly, I think that is a pretty huge problem with elusives in general...when they cut, the defense instantly reacts...making any cutting detrimental.


They have too much damn agility. Low level guys can't react that quickly, and they get blown by on elusive moves because they can't stop on a dime.

Gives me an idea, though: on man pass coverage, defenders have a delay queue that fills up over time so they become one or two or more steps behind in their reaction. Wonder if I could manage something similar for tacklers, or if it would even work?


Originally posted by Bort
Smoothed out that Pro Set play. Also, pretty sure I fixed the QB rollout play. I imported the QB posted and was unable to reproduce with an updated definition.


Originally posted by Deathblade
Originally posted by PP

Yeah....the majority of times you can't even notice the impact of the D dots, but the extreme cases are a bit extreme. Maybe not cut down the amount of extreme cases at all, but place a 5 yd ceiling on it, leaving everything under that the same.


The same effect could be achieved by make the "wtf am I doing? he didn't pass the ball" check gradually get easier?

---------edit to avoid quad-posting--------

http://test.goallineblitz.com/game/replay.pl?game_id=2101&pbp_id=451024
http://test.goallineblitz.com/game/replay.pl?game_id=2101&pbp_id=451017

Pro Set Slam looks a lot smoother now...didn't get huge ypc in that game, but the play looks a lot smoother now


Originally posted by Bort
Originally posted by Deathblade

Though honestly, I think that is a pretty huge problem with elusives in general...when they cut, the defense instantly reacts...making any cutting detrimental.


They have too much damn agility. Low level guys can't react that quickly, and they get blown by on elusive moves because they can't stop on a dime.

Gives me an idea, though: on man pass coverage, defenders have a delay queue that fills up over time so they become one or two or more steps behind in their reaction. Wonder if I could manage something similar for tacklers, or if it would even work?


Originally posted by Bort
Originally posted by Deathblade
Originally posted by Bort
Originally posted by Deathblade

Well, not to seem argumentative...but in the play I linked, once the HB gets the ball, you can click the forward button 6 times before he moves.

Isn't each forward click half a tick?


Yea, it is, but like I said the play has no delay in it. Can't reduce it much beyond zero, lol


I'm thinking it has to do with the pathing now.

I've looked at it ran from several different HBs now, and all of them seem to wait 3ish "clicks", then they kind of take a step towards the QB, then wait a click, then run forward. They seem to be "lingering" after the 1 tick "control ball" thing.

I dunno, guess I'll leave it be.


I dunno, I just ran some tests on my machine on it (because you mentioned it) and he moved straight ahead right away. Maybe it's running style related?


Originally posted by Deathblade
Originally posted by Bort
Originally posted by Deathblade
Originally posted by Bort

They have too much damn agility. Low level guys can't react that quickly, and they get blown by on elusive moves because they can't stop on a dime.

Gives me an idea, though: on man pass coverage, defenders have a delay queue that fills up over time so they become one or two or more steps behind in their reaction. Wonder if I could manage something similar for tacklers, or if it would even work?


Hmm, that could be interesting.


I could probably apply a short reaction delay for the entire defense on any cut > some degree value, actually. Maybe allow a chance to avoid it through some very hard vision check.

I've suggested that before

Can't remember which thread. I think scaling depending on the angle would be more functional though? Like, 90 degree cut is a huge delay, and 10 is small?

Would also make more sense, imo, if it was in relation to the defender. A safety backed up 20 yards isn't going to be super confused about which direction to go if the HB makes a cut...since the angle is still relatively the same, but closer players, the cut would require more of a change of direction.

Edit: And instead of like a "fake" delay where the dot stops, would they keep moving in the same direction similar to the new passing fakes?

I just envision like, an elusive at the sideline, with a defender closing in on him, he makes a quick cut/fake thing, and cuts inside around the defender before he can react. As it is, if he cuts inside, the defender instantly reacts and just tackles him


Originally posted by Bort
Hm, that makes sense. Not sure if the distance scale is needed, tbh. He's going to have time to catch up and adjust after the fact. Might end up making those long paths more smooth, tbh.

Originally posted by Bort
Already coded lol, that was easy. Now have to test and adjust


Originally posted by Deathblade
Originally posted by Bort
Originally posted by Deathblade
Originally posted by Bort

Hm, that makes sense. Not sure if the distance scale is needed, tbh. He's going to have time to catch up and adjust after the fact. Might end up making those long paths more smooth, tbh.


Well, the distance thing was just an example. Relativity to the position of the defender would makes it's own distance scale.

Like say...

X = ball carrier, Y = defender...also imagine that the angles are a 45 degree angle.

Y
_\
__\
__/
_/
X

In this example, Y is running with his hips pointing 45 degrees to the southeast, and HB is running with his hips to 45 northeast

Now lets say a tick or two go by

Y
_\
\
_X

The ball carrier makes a 90 degree cut (from northeast to northwest), the defender has to turn at minimum a 90 degree angle to face the ball carrier...so a higher vision/agility is needed.

Now say.... on the same tick, there's a defender Z

Z
|
|
|
Y
_\
\
_X

Defender Z doesn't have to rotate his body nearly as much, since he is further away, creating a smaller angle (it's still mostly vertical).


Ah, I getcha. Angle relative to the farther guy's vector is smaller, assuming he's not heading completely the wrong way. That way you're getting the severity of the cut from the defenders perspective instead of the offensive guy's perspective.


Was also thinking it would make sense from how "hard" the cut is.

I mean, even if the HB makes a 90 degree cut, if he loses 80% of his speed, it really isn't THAT hard of a cut.

However, if he only loses 5% of his speed, that's pretty brutal. It would help emphasize agility a little bit more, possibly.



Originally posted by Bort
Originally posted by Deathblade
I guess it would also make sense for defenders behind the HB to not be effected as much...otherwise you get the tecmo effect where it is the best option to just keep zigzagging when you are running for a TD


Oh yeah, I've been messing with ball carrier angle selection again, so you might notice some difference there with my upload. Trying to allow more cutbacks inside, but meh so far.


Originally posted by Bort
Also, I was seeing the largest effect of the cut delay on kick returns. Very obvious there, since defense is frequently flying down the field at full speed, and the returner is fast and agile.


--------------------------

Originally posted by Bort
Originally posted by Catch22
Originally posted by Deathblade
Originally posted by Bort
Originally posted by Deathblade
Spin changes may be too much
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451441

Running on 99 elusive

Also, I'm assuming you uploaded those changes, since ypc went from 1.7 to 4.9. Now that we got that assumed, I think you can see it's effect on the LDE in that play, after the spins, he runs the wrong way for a tick or two.

Changes look decent, I guess. Mostly what I'm seeing is that they are more likely to "sneak" through the line of scrimmage when there's a cluster of players, and the safeties are a lot less "IN YOUR FACE BITCH".

Also, this play is HOT
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451478

Almost puts a non-blinky fake on the LOLB here, but LOLB recovers with a diving tackle
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451516

Holy shit...what's scary is it almost works
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451556


Oh yeah, the spin change got uploaded earlier. Might be too much, I agree. I will wait for others' review and maybe a few more games before passing judgement.


I'm thinking Spin is far too much on KR/PR.

It seems fairly strong in today's games...test that catch just ran, half a dozen KRs were returned for TD's, littered with Spin.


Yep, was just about to post - can we turn that off for returns or turn it down to half of what it is now on returns?


Yeah, can do. I think the bonus should be 3 instead of 4 in general too.


Originally posted by Bort
Originally posted by Deathblade
Originally posted by Bort
Originally posted by Deathblade
Originally posted by Bort
Originally posted by Deathblade

One note so far though, WR blocking is still *psyduck*
http://test.goallineblitz.com/game/replay.pl?game_id=2102&pbp_id=451248

Have any idea on how to fix that WR thing?

It happened quite a few times in the game. Seems to happen if the CB isn't playing man up on the WR, and isn't lined up right on top of him.


Not particularly, except for maybe putting special WR block CB's first code. Of course, then if the CB is nearby and there's a LB covering or something him, he'll skip him for the CB.


actually, just make him ignore LBs and DL unless they are covering him in man?

The only way to get an LB out there is cover the WR in man


Hm, that would probably work.

How bout: put guy covering you first, followed by CB's, followed by LB's, followed by FS, SS, DE, DT, NT

Have to worry about zone coverage, too.


SS on the line, CB acting as safety...would he ignore the SS?


Yep. Unless he's covering him. Hrm.

Maybe for WR's outside the tackles + a bit, only look outside the tackles for players to block, unless there is nobody? They'd likely hit the closest CB or SS or whatever then?


Originally posted by Staz
Originally posted by Bort
Originally posted by Staz
Originally posted by Bort
Originally posted by Staz
Originally posted by Catch22

This was pretty:

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451828

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451861

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451933


Agree. Although maybe those sharp cuts should have more speed reduction. Even some of the most agile players in the history of the game came to almost a complete stop if reversing direction, or slow down quite a bit on huge cuts.

Watch this highlight reel to get a picture of what I'm talking about: http://www.youtube.com/watch?v=T4TAtP5l-jg&feature=related
I'd consider Reggie an INSANELY agile player, and even he slows down considerable amounts on incredibly sharp cuts. The sharper the cut, the more he slows.


Yeah, I kinda agree there Staz. I think I never really accounted for the extreme levels of speed/agility and quick cut, etc. that some people would push for. Granted, whenever there is a big sideways cut, like the guy going directly sideways, the slowdown is pretty extreme.

You're probably looking for more of the stutter stepping, quick juke explosion type moves. Lots of RB owners seem to think their guy should never stop or stutter step, though...


Those guys also think their cuts should break the defenders ankles and let their RB blow past em. Any player looking to shift direction quickly needs to:

1. Reduce their momentum
2. Change Direction
3. Accelerate

Higher agility makes the smaller cuts quicker, but with major cuts, you still need to redirect all the momentum. This should impact defenders AND ball carriers. The ball carrier has the advantage, since he's acting and the defender is REacting, and THATS where the elusive ball carrier gets the results.



What angle would you define as a major cut? 75 degrees? 45 degrees? 90 degrees?

Right now if you try to turn more than 75 degrees, you automatically get your velocity vector chopped in half, no matter what your cut ability is. For 90 it's another tier, where it cuts it down to like 20%. Beyond that and you have to slow down first before even attempting the turn.

Defenders tend to not bother to make cuts when far away, and just keep running full speed with adjustments along the way. When they get close, they play by those same rules.


I don't think dots should ALWAYS run at full Speed. You often see defenders slow up if they think a ball carrier will make a cut.
Initially, I thought of a % reduction from top speed per degree cut, but I don't know that it would be a great idea.

.5% Reduction of Top Speed per 1°

If you're running at full speed, and you make a 30° cut, you're reduced to 85% speed, and have to accelerate immediately after the cut (cut length based on agility?)

Agility could impact the amount of time it takes you to decelerate to that speed, or whether you're even able to make the cut, and accelerate out of the cut.


Originally posted by Bort
How 'bout just a basic increase to the amount of speed lost on cuts, across the board? I've uploaded a version with that so we can check it out.
 
Catch22
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Originally posted by Catch22
Originally posted by Deathblade
Originally posted by PP
Originally posted by Catch22

probably the biggest cause for the pass rush pressure (as well as the speed of players decreasing dramatically) is the energy change we made. We're going to cut that effect in half to give people more time to adjust their builds and then do the other half next off season.


I don't think that's it...I noticed it again today in the very first series
http://goallineblitz.com/game/replay.pl?game_id=1106196&pbp_id=602566

I think the stamina settings are very reasonable, myself


tbh, i think it has about the effect it needs now

its just that the way players lost energy wasnt effected...low level players are still ending with 30-40 energy at best, high level players are still ending with 96 energy.

There wasn't any of the scaling that I suggested (at least with stamina).
I mean, I like the end of the game becoming more "grueling". It actually gives a benefit to getting more than 48 stamina.

I would however like to see low levels lose about half as much energy, and high levels lose about 20% more.

I saw a WL game where a lot of the players had 10-50 energy end game. Hmmm.
{referring to link above}
Well a couple things - one that OT has pretty low speed/agility in comparison to that DE, like huge difference actually, so getting beat like that is to be expected sometimes. Also, one of the things that was done was the energy hit had a bigger impact on max reduction effect so after having played 4 or 5 plays in the first series, the OT might have been a little tired


Originally posted by PP
Originally posted by Catch22

yea, again - not saying the change isn't good. It is. We're just thinking it's better to be a two step process rather then one.


Well, maybe this will put it in perspective and then I'll shut up and let you do whatever.

You have access to my D9 team and can see from both the builds and in the team forum that I didn't give anyone a heads up to work on their stamina. Our stamina is p damn average for a somewhat mature team...I'm not concerned even a little about the new energy settings.

I had one player at 45 in today's game, another at 49, both played D and spec teams. All the rest were over 50, with about 70% of the team over 70

I can see the report for both the Shockers and NBAJam from their game, 1 player at 49, most over 70. On TMI's 252-0 blow out (OPL team), only 9 players under 50 energy and they played 65-125 snaps

I really don't see it as an issue. As I said, I'll shut up about it and really don't care much either way....I just see it as a non-issue


Originally posted by Catch22
well I told Bort you all think it's good as is, we'll see what he says.


Originally posted by Deathblade
Originally posted by Bort

morale is supposed to simulate momentum, though. It needs to change quickly and fluctuate.

Energy, yes. And it already does that, sorta - end of the game will see more energy loss than beginning of the game.


Momentum is a hard thing to replicate, much like blocking logic lol

It's so situational, even in like NCAA games that tried to replicate it fail hard (sometimes you are like, wtf, why did I gain so much momentum from that, and sometimes you are wondering why the hell the opponent didn't lose any)


Originally posted by Bort
Originally posted by Staz
Originally posted by Bort
Originally posted by Staz

Question: Energy impacts physical skills and morale impacts mainly football and mental skills, correct?


No, they both impact everything buts stamina and confidence.


On another note, I think if we're trying to simulate momentum, it needs to be a team wide thing. Player morale is more of a personal thing, not easily tied into team morale, I don't think.


There is a team morale too, actually. It ties into how the player's morale goes up and down.


Originally posted by Staz
Originally posted by Mat McBriar

I think it's really a two stage situation with your morale.

When things start to go 'wrong' you first:
- Get mad
- Play harder to correct the issue
- End up playing more reckless and sloppy due to increased anger

After shit has hit the fan:
- Don't try as hard.
- Give up.
- Want the game to end.


GLB could better simulate morale by splitting it into two stages I think. First being +% hits to tackling, carrying, catching, blocking, throwing, vision, kicking, and punting. Only when morale was super low would you get the hit to speed/agility/strength/jumping.

Likewise confidence could play a factor in where that super low point was. Simulating the will to not give up that some athletes have.


I think that's a great idea, actually. Higher your level of confidence, the lower your morale has to be before you "give up". I can dig it.


Originally posted by Deathblade
Originally posted by PP
Originally posted by


If a team gets 8 WRs and 8 CBs and goes 100% pass against a team with a standard roster it becomes impossible to stop the team with the abundance of WRs and CBs. Early in the game it may be easy to stop the pure pass attack but by the second half the energy becomes so low on the CBs that the entire defense is playing in slow motion.


And if we get the sim right, there's a damn good chance that the team running 8 WRs and passing the hell out of the ball is down by 30 to start the 2nd half. At the same time, the other team is chewing the clock running the ball. Personally, I've got absolutely no problem with a team doing what you say above. So long as the pass game doesn't = auto win, let teams try that...they should have enough games where their QB tosses 3-4 ints, has a shit completion % and they get the shit sacked out of them enough to cause them to implode.

I know that the sim isn't balanced well enough for that yet (DBs aren't winning enough rolls, elusives suck ass and such), but it's close enough that hitting that balance wouldn't be hard. There's has been a ton of warning that this is coming. If teams are going to ignore it, that's their fault.

I mean, shit, man....you shouldn't expect any dot to run 60 plays a game and be over 90 energy. that's nuts.


P.S. I could buy adjusting morale a bit. Not thoroughly convinced either way, but I can see a case for that one at least...Energy isn't an issue, so long as you have 50+ stamina and rotate. Sure. it's going to bite a team in the ass even if they have 60 stamina and try running the same WR on damn near every play, but it should, just like it should bite the HB in the ass that tries for 30 carries on 50 stamina or the pure speed TE that goes for 30 plays with 40 stamina.

On the flip side, I can see the point that a team shouldn't completely fold their tent and go home, just because they get sacked a couple times, throw a int or are down by 14. I'm all for confidence being important, but can see where that needs more thought. Stamina, though, I 20000000000% believe that is now working as it should.


Pretty much...

Huge morale fluctuations is the only real reason I'm not entirely sure about it.


Originally posted by PP
Originally posted by
Originally posted by Deathblade

I think one thing that your supposed exploit is missing is that to get 8 WRs and 8 CBs, the team is going to have to cut other players, and with them playing 1 deep, they are going to end with like 10 energy after 90 plays.


Well if I was a 100% pass team then what good is having 3 RBs, a FB or a blocking TE? Plus a full roster with 1 QB, 3 RB, 2 FB, 2 TE, 4 OT, 4 OG, 2 C, 8 WR, 8CB, 2 FS, 2 SS, 6 LB, 4 DEs,4 DTs a P and a K only adds up to 55 players.


Yeah, but that's going to be countered by either your Spec Teams sucking ass or having to use to many dots you rely heavily on on O & D, hurting their stamina there and leaving you much weaker on O & D. Either way, neither option is overly desirable

I can't see Choco's builds or report from that game with Jam, but I can see Jam's....Their end game energy at CB was horrid bad because their 2 best CBs played 78 & 74 snaps...They should be horrid bad. I won't mention any build info for any of those dots, but I think when one considers the # of plays and stamina each dot has, it's very reasonable. Can you put a dot in for 70+ plays and expect them to end with over 50 energy? Absolutely not, but they shouldn't, should they? Hell, you better have 70+ stamina to pull that off, and that will be a hell of a cost build wise to do it. As I said, you rotate players and it isn't an issue. You try to play one all game long and it is, as it should be.


Originally posted by PP
Originally posted by Sik Wit It

I don't think energy is that much of a problem, but in combination with the current morale it could be. Like I said, I have no problem with low morale giving a penalty to attributes, but the penalty is just TOO HIGH. My HB seriously went from 125 speed to the equivalent of like 90 after a few monster hits. Yes, his morale was low after the game (in the 40s), but getting hit hard a few times shouldn't slow him down THAT much..


This I could see being an issue, and could really see taking the 2 ssn route on conf/morale change. In the tests here, morale was OK where it was by the end, but we weren't using morale reducing SAs & VAs either. Some are going to be. There's currently an easy and realistic work around for the new stamina/energy stuff....Split snaps and invest a few points into stamina and you're fine. However, getting 50 confidence players to 68+ (if that's even enough) is asking a hell of a lot more. On the conf/morale front, I don't see the same realistic work around as on the stam/energy front.

Also, causing the losing teams to death spiral has always been a troublesome thing for me. I just can't think of a better solution, though.


Originally posted by PP
Originally posted by Catch22

Believe it or not, we went real gradual with the energy/morale changes (even moreso with morale, we barely touched that). We talked earlier in the thread about going halfway with those changes to give people time to adjust and then doing the other half next off season. Most of the testers didn't think that was necessary, but I think we'll probably end up doing that. More to do with the drastic effect it's had on play across the board. Honestly I'd told Bort I was in agreement with you guys and that I don't think we need to touch it but he wants to stagger it. Doesn't mean he necessarily will though.


OK, I know this won't change any minds, and I do promise, this is my last comment on it.

Here's what you guys missed, though....1 PS game that very few if any teams tried to adjust their tactics or builds for and we switch it back to 1/2 for today's games?! I flat out think this is wrong. All it will do will allow teams to keep their top dots on the field for the majority of the game, making the strongest stronger and keeping the weaker weak. I've got average shittiness of stamina on all 3 of my teams. I'd bet everything I own that I could make it so not 1 dot ever goes below 60 end game energy with the settings as they were yesterday all ssn long.

I'll shut up now, but no will will ever change my mind that cutting it back to 1/2 does anything but help the very best teams and isn't a good move for the game at all.

conf/morale, i can see going 1/2 on, but not stam/energy


Originally posted by Deathblade
everyone on the team ended with over 70 energy (besides the K, but lolkickers)

24 ended with above 80

7 players on the team DIDN'T have 100 morale, the lowest morale was 77, with only 2 dark green bars

Still not seeing it

edit: hell, [a player] we have that has 36 stamina and 36 confidence ended the game at 76 energy and 91 morale



Originally posted by Catch22
Originally posted by Deathblade
tbh, i wouldnt mind morale changes being toned back...since im really not sure i like the morale change since it fluctuates a lot supposedly, and seems kind of random at times

i really stand by keeping energy as it is though, its no mystery how it works, and energy ties directly with stamina and amount of plays, whereas morale is kind of random.
-------
alternatively, i was thinking of changing the effect of morale, so that at the higher end (100), losing morale has more of an effect on football skills and mental attributes, while minimal effect on physical attributes, and the lower end has more of an effect on physical attributes.

It would somewhat simulate the getting frustrated and making dumb mistakes once you mess up a few times, but it wouldn't be crippling. Getting into low morale like 30 would start getting into the "fuck it i give up" stage, and start just going through the motions


Yea, I'm not disagreeing with you man. We barely touched morale (I think it was less then 10% adjustment) as it was and I don't see that causing any issues.


Originally posted by kalkmanc
Originally posted by PP
Biggest issues are what I said before, IMO...Elusive outside game is flat out dead, unless you catch the D in an lolD against it, PBs are the only dots I'd run currently run outside. DBs aren't winning enough rolls against the deep balls....Fumbles seem a bit on the high side too, but I'm talking just a bit, nothing completely out of control


I think pressure on the QB is way up as well...whether it is good or bad, just something I have noticed lately


Originally posted by Catch22
Originally posted by jbleich

Well I do have OT's on balanced or No focus....I'll switch to Pass Focus, but I dont think that will reduce the 23 sacks down.....


well fwiw not that many teams gave up a ridiculous amount of sacks. There was one team that had a QB with 50 speed set to scramble often who got sacked a ton, Taut's overmatched team got sacked a ton, and a team with a 50 speed 70 agility tackle got sacked a ton. In the other 12 games there were 94 sacks between the 24 teams (about 4 per team).

Not saying that it's solely build/tactics issues, the tackles should probably be falling to the outside a bit more then they do... but it's more a build/tactics issue then you probably think.


Originally posted by Bort
Originally posted by jdros13

http://goallineblitz.com/game/replay.pl?game_id=1116489&pbp_id=1114574

There are actually lots of examples of really weird OLine play from the BDC game today. Here's another really obvious one.

It also seems like there is some type of delay that has been put in on LB blitzes to allow the OLine to get there....not sure how else to explain the LT and RG both making it to the other side of the field and everyone picking up their blocks.


Related to our "pick up exploit blitzes" code. Players obv need to focus on their side of the field first. Working on a fix.
...
Fixed


---------------------------

Originally posted by Deathblade
Originally posted by Catch22
Originally posted by kurieg

Second Wind - Lots of evidence suggests this VA is not working properly. Can this be tested here?


The only evidence I've seen is people posting "Second Wind is broke" without actually posting anything conclusive - I asked Bort to look at it to verify but way too many conspiracy theorists. I'm not going to test something just because someone says it's broke, I need to actually see this evidence they have.


pretty simple really, get my speed script, give a WR 2nd wind, run streaks all game

compare the speed of the end of 3rd quarter to the speed at beginning of 4th...the speed in the 4th will still be lower.

If it "does something else", then it is still useless either way.


Originally posted by Catch22
Catch to Bort: "So should a player with 15 in second wind be faster on the 1st play of the 4th quarter in comparison to the last play of the 3rd quarter or are people misinterpreting how it works? People are thinking that if they are at 50 energy at the end of the 3rd quarter that with 80 energy to start the 4th they should be much faster."

Bort to Catch "Depends on how much the last play took out of him. He'll likely be the same or better, though it's still based on stamina to replenish so it's not a replacement for good stamina. It's kinda like the equivalent of some extra plays on the bench. It's basically energy refill like an extra 15 plays sitting out at level 15 of the VA. It's not meant to be a substitute for stamina entirely. Maybe we should reword the description to say "gives the equivalent energy refill of one extra play on the bench per level" as it's not 50 to 80 straight up, it's 2 refill points per level tempered by stamina and there is still the max breath value. If they have 50 energy at the end of the 3rd they probably have a max cap of 60 or so, which is as high as they could go. Refill up to 80 would be way OP."


Originally posted by Bort
Originally posted by Staz

I think it should raise your max breath a touch, too, otherwise it's not really doing anything.


It does, just like sitting on the bench. but if your stam sucks, the refill isn't going to be very big

 
ijg
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so has the stam impact been halved or not? I don't see it in the changelog but it sounds like it's either happened or about to happen?
 
GoHooterGo
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Originally posted by PP


I do believe elusives need a bit of a bump. What I was concerned over seemed to play out in that the PBs now seem to be the best at running the outside plays, better than combos (leaning towards elusives) and far better than elusives. In the 3 games I watched, the elusives did produce the occassional big play, but were stuffed far more often than not. That said, PBs & combos (heavy on the PBside, just with speed) did this enough to make them a much better outside option..
http://goallineblitz.com/game/replay.pl?game_id=1116440&pbp_id=293188
http://goallineblitz.com/game/replay.pl?game_id=1116432&pbp_id=302987
http://goallineblitz.com/game/replay.pl?game_id=1116468&pbp_id=302675
In those situations, the elusives just got killed time after time in the 3 games I watched, and I could link 10 more plays where the combos & PBs did this instead.

HOOTER: I'VE NOTICED THIS ISSUE FOR A FEW SEASONS NOW. A MAIN REASON FOR THIS IS BECAUSE THE MAJORITY OF CB'S AND SAFETIES HAVE A LOW STRENGTH BUILD, THEREFORE PB'ERS CAN PLOW THROUGH THEM WITH EASE. IF AN ELUSIVE BACK IS PRESSURED BEHIND THE LINE, IT'S ALMOST A 100% TACKLE FOR LOSS.


I love the way WRs are getting open more, but the DBs/LBs need more of a bump to PDs to compensate for it. They won more than last ssn, but still probably need to win 10% more yet (when in good coverage)

HOOTER: TO BE HONEST, I HAVEN'T LOOKED AT WHAT IS HAPPENING IN THE WORLD LEAGUE, BUT FOR THE FIRST TIME IN SEVERAL SEASONS, I SAW POSITIVE THINGS IN THE PASSING GAME IN THE MINORS WITH COMPLETION RATES IN THE 50%'S INSTEAD OF THE LOW TO MID 30%'S. JUST LOOKED A FEW GAMES, IT APPEARS THE PASSING GAME LOOKS ABOUT RIGHT NOW. NO ONE CAN COMPLAIN THAT THE PASSING GAME HAS BEEN DOWN FOR NEARLY EVERY LEAGUE FOR A WHILE NOW.

Suggestions:
bump elusive fakes 10-20% and come up with something for Spin to help elusives more, but not help combos & PBs more than it currently does

HOOTER: I'VE NOTICED THAT AN HB IS LUCKY TO FIRE OFF SPIN 5 TIMES IN A GAME, HE HAD A GREAT GAME, BUT YET A PB'ER CAN FIRE OFF POWER THRU OR STIFFARM A FEW TIMES IN A SINGLE REPLAY AND NOT EVEN RAISE AN EYEBROW. TYING SPIN TO THE ELUSIVE BAR WOULD BE BEST, WITH THE REQUIREMENT OF +50% OR HIGHER ELUSIVE RUNNING STYLE TO GET A BONUS TO SPIN

Make it easier for DBs/LBs to win their rolls when in good coverage. they need to win at least 10% more when they are in good coverage


HOOTER: HONESTLY, I DON'T THINK ANY CHANGES NEED TO BE MADE. TODAY, I ALSO SAW 3 INT'S FOR THE FIRST TIME IN A MINOR LEAGUE GAME. IF ANYTHING NEEDS TO BE ADJUSTED, I'D ADJUST IT 5% AT A TIME AND GO FROM THERE. IF MORE CHANGES ARE WARRANTED, THEN GO ANOTHER 5%

Originally posted by PP

Originally posted by Bort

Originally posted by Deathblade


In response to PP...

For elusives, I think it would be cool to like, make them more difficult to read rather than increase the ankle-breaking. The problem seems to be that regardless of the HB, they get SWARMED before they make it back to the line Not really sure how that could be done, besides maybe making them more difficult to read based on like, their elusive slider, agility, and carrying? That setup would also help real elusive HB's more than the current "130 speed, 70 agility" type of elusive.


Like...make the reaction time for defenders worse vs a running play with a high elusive RB? That could be possible I suppose. Wouldn't be that hard.


So long as it was just while they were behind the LOS, that might work. By far the biggest problem I see is that they're just sitting ducks behind the LOS compared to the PBs and high brk tkls Combo backs. The d gets there no less against the tkl breakers as they head outside, but they just shrug them off so much more that they're currently far more effective than the elusives on outside runs. Once the elusives start heading up field, they aren't bad. Getting them there against reasonable Ds is the problem. Catch the D leaving it wide open and elusives are currently great.

The only issue I do see with this is that D guys are very likely to bitck up a storm if their back 7 starts reacting slower, and it's only on outside runs to HBs. On the flip side, I think they'd be more tolerant of elusive shrinking their dots in the backfield more.


HOOTER: MOST OF THE ISSUE THAT COMES FROM THIS IS HAVING SAFETIES ON THE LINE AND OLB'S BLITZING ON THE OUTSIDE. IF A SS IS BLITZING THE QB, OR THE OLB IS BLITZING THE QB, THERE SHOULD BE A PENALTY TO THOSE THAT ARE BLITZING THE QB, BECAUSE THEIR FOCUS IS ON GETTING TO THE QB, BUT THEN THE PITCH HAPPENS OR OUTSIDE HANDOFF, AND NOW THEIR FOCUS CHANGES. THIS PROCESS HAPPENS WAY TOO QUICKLY. MOST DEFENSIVE TEAMS IN REAL LIFE WOULD BE PUTTING THEIR OUTSIDE DEFENDERS IN A ZONE FLAT, NOT BLITZ. BUT IF ALL ELSE FAILS, I'D AGREE WITH THE DELAY.

Originally posted by PP

Originally posted by Deathblade


Pump Fake seems a bit ridiculous occasionally...
http://goallineblitz.com/game/replay.pl?game_id=1116480&pbp_id=304411

SS bites, and runs 10 yards the wrong way?

HOOTER: HONESTLY I DIDN'T SEE ANYTHING WRONG WITH THAT PLAY. YES, HE RAN 10 YARDS THE WRONG WAY, BUT IF YOU GO FRAME BY FRAME, YOU'LL NOTICE THAT AT THE TIME OF THE PUMP FAKE, THE SS IMMEDIATELY HEADS TO WHERE THE WR WAS AT THE TIME OF THE PUMP FAKE. I'D GUESS HIS SETTINGS ARE SET TO AGGRESSIVE, AND GO FOR THE PICK AT ALL COSTS. HE JUST BIT EXTREMELY HARD ON THE PUMP FAKE. HAD IT BEEN A REAL GOOD PASS, HE WOULD HAVE MADE A GREAT JUMP ON THE QB.


Yeah....the majority of times you can't even notice the impact of the D dots, but the extreme cases are a bit extreme. Maybe not cut down the amount of extreme cases at all, but place a 5 yd ceiling on it, leaving everything under that the same.


Originally posted by Bort

Originally posted by Deathblade

Originally posted by Bort


Direct snap play already has the least delay possible. The back requires one tick to process the "control ball" command.


Is it really only 1 tick? I counted 3 on the play I linked.


yep, 1 tick (10 frames per sec)

Then he has to get moving, of course.


Originally posted by Deathblade

Originally posted by Bort


Like...make the reaction time for defenders worse vs a running play with a high elusive RB? That could be possible I suppose. Wouldn't be that hard.


Well, not a hard, flat delay...more like a "slightly increased vision checks", so it is still counterable by high amounts of vision (which at the same time, also counters fakes). Maybe scaled so that players with 70-80 vision are delayed a tick or two? The reason I added agility and carrying into it is because those are "elusive" abilities, and they would also help to not make low levels completely broken like if it were totally dependent on the slider (1-2 ticks added in WL, 6-7 ticks added in peewee would be brutal).

Though honestly, I think that is a pretty huge problem with elusives in general...when they cut, the defense instantly reacts...making any cutting detrimental.

HOOTER: COULDN'T AGREE MORE.


Originally posted by Bort

Originally posted by Deathblade


Though honestly, I think that is a pretty huge problem with elusives in general...when they cut, the defense instantly reacts...making any cutting detrimental.


They have too much damn agility. Low level guys can't react that quickly, and they get blown by on elusive moves because they can't stop on a dime.

Gives me an idea, though: on man pass coverage, defenders have a delay queue that fills up over time so they become one or two or more steps behind in their reaction. Wonder if I could manage something similar for tacklers, or if it would even work?


Originally posted by Bort

Smoothed out that Pro Set play. Also, pretty sure I fixed the QB rollout play. I imported the QB posted and was unable to reproduce with an updated definition.


Originally posted by Deathblade

Originally posted by PP


Yeah....the majority of times you can't even notice the impact of the D dots, but the extreme cases are a bit extreme. Maybe not cut down the amount of extreme cases at all, but place a 5 yd ceiling on it, leaving everything under that the same.


The same effect could be achieved by make the "wtf am I doing? he didn't pass the ball" check gradually get easier?

---------edit to avoid quad-posting--------

http://test.goallineblitz.com/game/replay.pl?game_id=2101&pbp_id=451024
http://test.goallineblitz.com/game/replay.pl?game_id=2101&pbp_id=451017

Pro Set Slam looks a lot smoother now...didn't get huge ypc in that game, but the play looks a lot smoother now


Originally posted by Bort

Originally posted by Deathblade


Though honestly, I think that is a pretty huge problem with elusives in general...when they cut, the defense instantly reacts...making any cutting detrimental.


They have too much damn agility. Low level guys can't react that quickly, and they get blown by on elusive moves because they can't stop on a dime.

Gives me an idea, though: on man pass coverage, defenders have a delay queue that fills up over time so they become one or two or more steps behind in their reaction. Wonder if I could manage something similar for tacklers, or if it would even work?


Originally posted by Bort

Originally posted by Deathblade

Originally posted by Bort

Originally posted by Deathblade


Well, not to seem argumentative...but in the play I linked, once the HB gets the ball, you can click the forward button 6 times before he moves.

Isn't each forward click half a tick?


Yea, it is, but like I said the play has no delay in it. Can't reduce it much beyond zero, lol


I'm thinking it has to do with the pathing now.

I've looked at it ran from several different HBs now, and all of them seem to wait 3ish "clicks", then they kind of take a step towards the QB, then wait a click, then run forward. They seem to be "lingering" after the 1 tick "control ball" thing.

I dunno, guess I'll leave it be.


I dunno, I just ran some tests on my machine on it (because you mentioned it) and he moved straight ahead right away. Maybe it's running style related?


Originally posted by Deathblade

Originally posted by Bort

Originally posted by Deathblade

Originally posted by Bort


They have too much damn agility. Low level guys can't react that quickly, and they get blown by on elusive moves because they can't stop on a dime.

Gives me an idea, though: on man pass coverage, defenders have a delay queue that fills up over time so they become one or two or more steps behind in their reaction. Wonder if I could manage something similar for tacklers, or if it would even work?


Hmm, that could be interesting.


I could probably apply a short reaction delay for the entire defense on any cut > some degree value, actually. Maybe allow a chance to avoid it through some very hard vision check.

I've suggested that before

Can't remember which thread. I think scaling depending on the angle would be more functional though? Like, 90 degree cut is a huge delay, and 10 is small?

Would also make more sense, imo, if it was in relation to the defender. A safety backed up 20 yards isn't going to be super confused about which direction to go if the HB makes a cut...since the angle is still relatively the same, but closer players, the cut would require more of a change of direction.

Edit: And instead of like a "fake" delay where the dot stops, would they keep moving in the same direction similar to the new passing fakes?

I just envision like, an elusive at the sideline, with a defender closing in on him, he makes a quick cut/fake thing, and cuts inside around the defender before he can react. As it is, if he cuts inside, the defender instantly reacts and just tackles him


Originally posted by Bort

Hm, that makes sense. Not sure if the distance scale is needed, tbh. He's going to have time to catch up and adjust after the fact. Might end up making those long paths more smooth, tbh.

Originally posted by Bort

Already coded lol, that was easy. Now have to test and adjust


Originally posted by Deathblade

Originally posted by Bort

Originally posted by Deathblade

Originally posted by Bort


Hm, that makes sense. Not sure if the distance scale is needed, tbh. He's going to have time to catch up and adjust after the fact. Might end up making those long paths more smooth, tbh.


Well, the distance thing was just an example. Relativity to the position of the defender would makes it's own distance scale.

Like say...

X = ball carrier, Y = defender...also imagine that the angles are a 45 degree angle.

Y
_\
__\
__/
_/
X

In this example, Y is running with his hips pointing 45 degrees to the southeast, and HB is running with his hips to 45 northeast

Now lets say a tick or two go by

Y
_\
\
_X

The ball carrier makes a 90 degree cut (from northeast to northwest), the defender has to turn at minimum a 90 degree angle to face the ball carrier...so a higher vision/agility is needed.

Now say.... on the same tick, there's a defender Z

Z
|
|
|
Y
_\
\
_X

Defender Z doesn't have to rotate his body nearly as much, since he is further away, creating a smaller angle (it's still mostly vertical).

HOOTER: THIS IS PROBABLY THE BEST AND FAIREST CHANGE POSSIBLE FOR ELUSIVE BACKS. INSTEAD OF THE ENTIRE DEFENSE BEING AFFECTED, ONLY THE CLOSEST DEFENDERS WOULD BE EFFECTED WHILE THE OTHER DEFENDERS ENROUTE WOULD BE LESS LIKELY TO BE EFFECTED UNTIL THEY ARE IN PURSUIT OF THE BALL CARRIER.


Ah, I getcha. Angle relative to the farther guy's vector is smaller, assuming he's not heading completely the wrong way. That way you're getting the severity of the cut from the defenders perspective instead of the offensive guy's perspective.


Was also thinking it would make sense from how "hard" the cut is.

I mean, even if the HB makes a 90 degree cut, if he loses 80% of his speed, it really isn't THAT hard of a cut.

However, if he only loses 5% of his speed, that's pretty brutal. It would help emphasize agility a little bit more, possibly.



Originally posted by Bort

Originally posted by Deathblade

I guess it would also make sense for defenders behind the HB to not be effected as much...otherwise you get the tecmo effect where it is the best option to just keep zigzagging when you are running for a TD


Oh yeah, I've been messing with ball carrier angle selection again, so you might notice some difference there with my upload. Trying to allow more cutbacks inside, but meh so far.


Originally posted by Bort

Also, I was seeing the largest effect of the cut delay on kick returns. Very obvious there, since defense is frequently flying down the field at full speed, and the returner is fast and agile.


--------------------------

Originally posted by Bort

Originally posted by Catch22

Originally posted by Deathblade

Originally posted by Bort

Originally posted by Deathblade

Spin changes may be too much
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451441

Running on 99 elusive

Also, I'm assuming you uploaded those changes, since ypc went from 1.7 to 4.9. Now that we got that assumed, I think you can see it's effect on the LDE in that play, after the spins, he runs the wrong way for a tick or two.

Changes look decent, I guess. Mostly what I'm seeing is that they are more likely to "sneak" through the line of scrimmage when there's a cluster of players, and the safeties are a lot less "IN YOUR FACE BITCH".

Also, this play is HOT
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451478

Almost puts a non-blinky fake on the LOLB here, but LOLB recovers with a diving tackle
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451516

Holy shit...what's scary is it almost works
http://test.goallineblitz.com/game/replay.pl?game_id=2103&pbp_id=451556

HOOTER; THE ABOVE REPLAY IS AWESOME, ALMOST LOOKS LIKE IT MAKES VISION WORTH SOMETHING TO HB'S IF THAT WAS TO BE IMPLEMENTED.


Oh yeah, the spin change got uploaded earlier. Might be too much, I agree. I will wait for others' review and maybe a few more games before passing judgement.


I'm thinking Spin is far too much on KR/PR.

It seems fairly strong in today's games...test that catch just ran, half a dozen KRs were returned for TD's, littered with Spin.


Yep, was just about to post - can we turn that off for returns or turn it down to half of what it is now on returns?


Yeah, can do. I think the bonus should be 3 instead of 4 in general too.


Originally posted by Bort

Originally posted by Deathblade

Originally posted by Bort

Originally posted by Deathblade

Originally posted by Bort

Originally posted by Deathblade


One note so far though, WR blocking is still *psyduck*
http://test.goallineblitz.com/game/replay.pl?game_id=2102&pbp_id=451248

Have any idea on how to fix that WR thing?

It happened quite a few times in the game. Seems to happen if the CB isn't playing man up on the WR, and isn't lined up right on top of him.


Not particularly, except for maybe putting special WR block CB's first code. Of course, then if the CB is nearby and there's a LB covering or something him, he'll skip him for the CB.


actually, just make him ignore LBs and DL unless they are covering him in man?

The only way to get an LB out there is cover the WR in man


Hm, that would probably work.

How bout: put guy covering you first, followed by CB's, followed by LB's, followed by FS, SS, DE, DT, NT

Have to worry about zone coverage, too.


SS on the line, CB acting as safety...would he ignore the SS?


Yep. Unless he's covering him. Hrm.

Maybe for WR's outside the tackles + a bit, only look outside the tackles for players to block, unless there is nobody? They'd likely hit the closest CB or SS or whatever then?

HOOTER: GOOD IDEA ABOVE


Originally posted by Staz

Originally posted by Bort

Originally posted by Staz

Originally posted by Bort

Originally posted by Staz

Originally posted by Catch22


This was pretty:

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451828

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451861

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451933


Agree. Although maybe those sharp cuts should have more speed reduction. Even some of the most agile players in the history of the game came to almost a complete stop if reversing direction, or slow down quite a bit on huge cuts.

Watch this highlight reel to get a picture of what I'm talking about: http://www.youtube.com/watch?v=T4TAtP5l-jg&feature=related
I'd consider Reggie an INSANELY agile player, and even he slows down considerable amounts on incredibly sharp cuts. The sharper the cut, the more he slows.


Yeah, I kinda agree there Staz. I think I never really accounted for the extreme levels of speed/agility and quick cut, etc. that some people would push for. Granted, whenever there is a big sideways cut, like the guy going directly sideways, the slowdown is pretty extreme.

You're probably looking for more of the stutter stepping, quick juke explosion type moves. Lots of RB owners seem to think their guy should never stop or stutter step, though...


Those guys also think their cuts should break the defenders ankles and let their RB blow past em. Any player looking to shift direction quickly needs to:

1. Reduce their momentum
2. Change Direction
3. Accelerate

Higher agility makes the smaller cuts quicker, but with major cuts, you still need to redirect all the momentum. This should impact defenders AND ball carriers. The ball carrier has the advantage, since he's acting and the defender is REacting, and THATS where the elusive ball carrier gets the results.



What angle would you define as a major cut? 75 degrees? 45 degrees? 90 degrees?

Right now if you try to turn more than 75 degrees, you automatically get your velocity vector chopped in half, no matter what your cut ability is. For 90 it's another tier, where it cuts it down to like 20%. Beyond that and you have to slow down first before even attempting the turn.

Defenders tend to not bother to make cuts when far away, and just keep running full speed with adjustments along the way. When they get close, they play by those same rules.


I don't think dots should ALWAYS run at full Speed. You often see defenders slow up if they think a ball carrier will make a cut.
Initially, I thought of a % reduction from top speed per degree cut, but I don't know that it would be a great idea.

.5% Reduction of Top Speed per 1°

If you're running at full speed, and you make a 30° cut, you're reduced to 85% speed, and have to accelerate immediately after the cut (cut length based on agility?)

Agility could impact the amount of time it takes you to decelerate to that speed, or whether you're even able to make the cut, and accelerate out of the cut.


Originally posted by Bort

How 'bout just a basic increase to the amount of speed lost on cuts, across the board? I've uploaded a version with that so we can check it out.


Sorry for the CAP's, but you did post a Wall of Text

There's still a lot to read and a lot to comment more on, but Wow, there's got a be an easier way to break into Quotes and reply to parts of a Quote without confusing everyone.

Edited by GoHooterGo on Apr 3, 2010 22:56:49
Edited by GoHooterGo on Apr 3, 2010 22:54:42
Edited by GoHooterGo on Apr 3, 2010 22:53:29
 
bhall43
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are the player summaries correct for these test server games? i mean obviously not when i see an elusive racking up 37's on the board and the summary shows nothing over 100 speed.

also there is no elusive build summary in the Test Server HB Build thread for TT1. Just the Scat Back.
 
jakobnielsen
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Originally posted by ijg
so has the stam impact been halved or not? I don't see it in the changelog but it sounds like it's either happened or about to happen?


+1
 
Catch22
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Originally posted by ijg
so has the stam impact been halved or not? I don't see it in the changelog but it sounds like it's either happened or about to happen?


was done after the first day of pre-season games, Bort didn't update the changelog for it.
Edited by Catch22 on Apr 5, 2010 02:16:39
 
SeattleNiner
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Originally posted by Catch22
Originally posted by Catch22


This was pretty:

http://test.goallineblitz.com/game/replay.pl?game_id=2105&pbp_id=451828


I'm looking at this play, and I just can't imagine how that RB is moving so fast. I have a HB with 30 more speed, 6 more agility, more in every other category except catch-in-stride and he never comes close to moving like that.

Is there something different about the test server that allows plays like this?

 
Catch22
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Originally posted by SeattleNiner
I'm looking at this play, and I just can't imagine how that RB is moving so fast. I have a HB with 30 more speed, 6 more agility, more in every other category except catch-in-stride and he never comes close to moving like that.

Is there something different about the test server that allows plays like this?



Your HB has 177 speed and 81 agility?

TT1 Scat Back (Lv. 70 HB)
Ht/Wt: 6'0", 210lbs

Experience, Skill Points, and Cash
Money: $0
Daily Salary: $7836
Skill Points: 3
Training Points: 7
Bonus Tokens: 255
Veteran Points: 3
Next Level: 1/1000

Attributes
Physical Attributes
Strength: 40
Speed: 147 (+47)
Agility: 75
Jumping: 30
Stamina: 50
Vision: 40
Confidence: 40

Football Skills
Blocking: 20
Catching: 50
Tackling: 10
Throwing: 20
Carrying: 55
Kicking: 10
Punting: 10

Special Abilities
Elusive Back Abilities
Quick Cut: 3
Head Fake: 3
First Step: 3
Juke: 3
Spin: 8

Power Back Abilities
Cover Up: 0
Lower the Shoulder: 0
Stiff Arm: 0
Power Through: 0
Dive for Yardage: 0

Additional Abilities
Catch in Stride: 10
Veteran Abilities
Big Heart: 15
Track Star: 15
Mr. Reliable: 1
Quick Feet: 2
Scat Back: 15
Second Wind: 8
Streaky: 15
 
SeattleNiner
NINERS
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Sorry, I was looking at the pop up generated by a GM script that said he had 100 speed and 75 agility... Must be without equipment...

Thanks for confirming, makes way more sense...I'll shut up now...
 
bhall43
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Originally posted by Catch22
Your HB has 177 speed and 81 agility?



that would be pretty awesome.
 
jakobnielsen
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Originally posted by Catch22
was done after the first day of pre-season games, Bort didn't update the changelog for it.


And is there a decision on whether or not the other part will be implented S16?
 
Catch22
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Originally posted by jakobnielsen
And is there a decision on whether or not the other part will be implented S16?


It will be. I'll make sure it's announced so every one knows and can prepare accordingly.
 
Bukowski
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Damn, if this is only half of the update, I'm not looking forward to next season.

 
jakobnielsen
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Originally posted by Catch22
It will be. I'll make sure it's announced so every one knows and can prepare accordingly.


Thank you!
 
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