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eaglesfan20
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Originally posted by Xar
Boosting three levels should not create such disparity.


agree completely - there needs to be some difference in players at different levels but a team of level 21 players should not blow out a team of level 18s - there should be some advantage but the lower level team should still be able to give the other team a good game and even occasionally upset that other team - as long as they dont do stupid things with there AI/game plannning
 
Adderfist
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Make it so QB's throw to where the WR should be, not to where the WR will be.

 
NorDoor
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Originally posted by NorDoor
Allow QB's to shake off,pump fake,spin away from or duck a sacker.Something,anything,to avoid a sack.You see it as often or more often than a sack in real football.


 
Thunder66
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Originally posted by Enkidu98
RE: QB's... My suggestion on the test server was the following....

Add in a final check. So, the QB will perform reads like normal, either the default for the play or the reads as determined in the custom AI. When he makes the throw decision, instead of actually doing the throw, a FINAL throw decision is made, based on a cone of vision centered on the receiver the QB decided upon.

The QB checks all eligible receivers in this cone to see if any would actually bee a better throwing decision, and if one is a better choice, he will throw to this receiver instead.

As it is, often the QB will throw to a receiver missing an obviously better choice in the same line of sight because of the way the progression works. EG, once he passes a receiver in the progression its rare he will go back to that receiver even though they may be very wide open when the throw decision is made.

I suggested that there be a vision check' to allow this last second receiver change, so its not automatic. Since its in a cone of vision, it doesn't cover every receiver on the field and thus while watching replays the 'laser line' will still be useful as you will have an idea of what part of the field the QB was looking at when he made his throw decision.

Cone could be larger or smaller based on the QB's Vision attribute.

Alternatively, each time the QB makes a 'progression' read, instead of reading the specific receiver, he should be reading all eligible targets in a cone centered on that receiver. In this case, the cone would likely have to be smaller, but the QB would be looking then at a section of the field, not just a specific target.

As it is, QB progressions are too robotic. I think that part of a good QB in Football is their ability to see more of the field at any one time. That in GLB there is a laser focus on a single player, then a laser focus on another player, ignoring the player prior, and so on like the normal progressions really does result in bad choices.



+1 I'd love to see something like this.
 
Hostile
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Enkidu98, that's a fantastic suggestion. I think that would add a whole new 'realistic' appeal to the game.
 
Enkidu98
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Thanks guys. Wish I could still be helping out on Test but evidently my services were no longer needed.
 
Hostile
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Originally posted by eaglesfan20
agree completely - there needs to be some difference in players at different levels but a team of level 21 players should not blow out a team of level 18s - there should be some advantage but the lower level team should still be able to give the other team a good game and even occasionally upset that other team - as long as they dont do stupid things with there AI/game plannning


So where do you suggest that the line of 'blowouts' is drawn? You aren't going to find drastic level differences in capped leagues, so you have to determine at one point or another that one team is going to be dominant over another team. I know it can be tough when players are really pushing to not spend a dime, but Goal Line is a business and needs to profit somewhere.
 
pottsman
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So does anyone have new ones they've noticed for this season?
 
Skoll Wolfrun
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Originally posted by Xar
Boosting three levels should not create such disparity.


Boosting does not create a disparity. A level 40 boosted player vs a level 40 non-boosted player will give the advantage to the non-boosted player as they have taking longer to train skills up to lvl 40. It takes longer for a non-booster to hit 40.
 
Skoll Wolfrun
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Originally posted by eaglesfan20
agree completely - there needs to be some difference in players at different levels but a team of level 21 players should not blow out a team of level 18s - there should be some advantage but the lower level team should still be able to give the other team a good game and even occasionally upset that other team - as long as they dont do stupid things with there AI/game plannning


A good game plan can overcome a 3 level disparity.
 
PING72
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Originally posted by Skoll Wolfrun
Originally posted by eaglesfan20

agree completely - there needs to be some difference in players at different levels but a team of level 21 players should not blow out a team of level 18s - there should be some advantage but the lower level team should still be able to give the other team a good game and even occasionally upset that other team - as long as they dont do stupid things with there AI/game plannning


A good game plan can overcome a 3 level disparity.


That sort of depends on the level. Granted, good coaching can overcome 3 levels at any level, but it's harder the lower you are.

If you're talking the difference between a level 40 & 43, three levels might only be 3-5 SP's or SA's...not that big of a deal.

But when three levels can be 15 SP's it's a bit tougher.
 
Xar
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Originally posted by Skoll Wolfrun
Boosting does not create a disparity. A level 40 boosted player vs a level 40 non-boosted player will give the advantage to the non-boosted player as they have taking longer to train skills up to lvl 40. It takes longer for a non-booster to hit 40.


Are you happy knowing that you are paying for your player to boost, yet he is worse than others that don't pay at the same level... As a non-booster I am happy in the knowledge that I don't pay for my players to compete and the fact they are competitive their whole career is a bonus. In fact, the team of NBers I am associated with would no doubt beat a team full of boosters of the same level. Again, are you happy your money if buying you failure (even though it may only be for half a career, it is still half a career)?
 
23yrwej
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Originally posted by Xar
Originally posted by Skoll Wolfrun

Boosting does not create a disparity. A level 40 boosted player vs a level 40 non-boosted player will give the advantage to the non-boosted player as they have taking longer to train skills up to lvl 40. It takes longer for a non-booster to hit 40.


Are you happy knowing that you are paying for your player to boost, yet he is worse than others that don't pay at the same level... As a non-booster I am happy in the knowledge that I don't pay for my players to compete and the fact they are competitive their whole career is a bonus. In fact, the team of NBers I am associated with would no doubt beat a team full of boosters of the same level. Again, are you happy your money if buying you failure (even though it may only be for half a career, it is still half a career)?


Failure? lol

I am happy that my team of boosters built on the same day as your non boosters would beat you 255-0.
 
husker4life
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Originally posted by jrry32
Failure? lol

I am happy that my team of boosters built on the same day as your non boosters would beat you 255-0.


lol jrry wins again!
 
Xar
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I never said ageOriginally posted by jrry32
Failure? lol

I am happy that my team of boosters built on the same day as your non boosters would beat you 255-0.


I was never once comparing players by age, but rather by level. You're team of level 30 boosters won't beat my team of level 30 non-boosters, and that is my point.
 
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