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darkenrahl_17
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No what I am saying is that a receiver that is faster(140) and has lower catching(50-60), can outperform a receiver that is a little slower(110-120) with higher catching(90) if he has the VA's and AEQ stacked to assist that, and the other receiver with the higher catching does not. Just the thought that the VA and AEQ stacks are impacting the game tremendously, rather than being supplemental.

After rereading what you quoted from me, I did not explain that the one receiver hypothetically has the VA/AEQ stack and the other did not.
 
tragula
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What is the QB setting for Throw Away Threshold in this one ?
http://test.goallineblitz.com/game/replay.pl?game_id=3021&pbp_id=650140

Here is what he thinks:
triple coverage - no
tight single coverage - no
loss single coverage - no
triple coverage again - no, oh no the NT is coming I must throw a deep ball into triple coverage. ... I remember something about not forcing a ball under pressure. Something about taking a sack or throw out of bound instead of interception ? or was it throw interception as long as you can keep the uniform clean ?

The D here is not much better, WR3 draw 3 defenders (CB3, ROLB and FS). Here is what they think:
CB3 - I must cover WR3
FS - I must cover WR3, ....CB3 already doing it so let's sit on his shoulders
ROLB - WR3 enters my zone, I need to cover him. .... the FS already doing it so let's sit on his shoulders.

Meanwhile WR3 thinks :
My route ended and I am only covered from the top so I should cut back toward my QB. But that tower of 3 defenders is so hilarious, let's stay on course to see if it falls down.

 
tragula
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Every replay I open is a gem
http://test.goallineblitz.com/game/replay.pl?game_id=3021&pbp_id=650142

CB3 covers WR3 under making the FS the top coverage. The FS is the last man on defense he should not jump on every pump fake.

http://test.goallineblitz.com/game/replay.pl?game_id=3021&pbp_id=650149

SS is playing a deep zone, he should never, never, never let a WR run by him like that. Specially with the only other receiver in his half of the field is triple covered.
 
rockitsauce
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Originally posted by tragula
What is the QB setting for Throw Away Threshold in this one ?
http://test.goallineblitz.com/game/replay.pl?game_id=3021&pbp_id=650140


I documented the QB tactics in the result form. Along with comments. Most of my tests the tactics were set to extremes. Especially when trying to test the dump down enhancements.

Actually I'd imagine this one was probably focused on testing the creative routes after the end of regular route. Notice the WRs going nuts after their scripted route has ended.

Everyone also has to keep in mind that not EVERY play is going to play out as you'd expect. There are possibilities of failure in there. Pulling out 1 replay from 100s does not prove a thing. It needs to be a definitive trend.
Edited by rockitsauce on Sep 30, 2010 08:09:09
 
rockitsauce
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Originally posted by tragula

SS is playing a deep zone, he should never, never, never let a WR run by him like that.


Nothing should ever ever be never never.

 
kurieg
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Originally posted by darkenrahl_17
No what I am saying is that a receiver that is faster(140) and has lower catching(50-60), can outperform a receiver that is a little slower(110-120) with higher catching(90) if he has the VA's and AEQ stacked to assist that, and the other receiver with the higher catching does not. Just the thought that the VA and AEQ stacks are impacting the game tremendously, rather than being supplemental.

After rereading what you quoted from me, I did not explain that the one receiver hypothetically has the VA/AEQ stack and the other did not.


This is not the right comparison to make, though. You've basically removed part of a player build. If your test shows that the guy missing part of his build doesn't perform as well as the guy who's got everything he wanted in place, what good is that test?

The actual issue is this - if a certain amount of Catching and an AEQ/VA stack to help catching is sufficient to make catches reliably, why not put all the rest of your skill points and EQ into Speed?

Speed is the weapon.
 
islander1
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Originally posted by rockitsauce
Nothing should ever ever be never never.



Maybe not, but the chase/attack angles these safeties are making are absolutely horrid. They are playing like linebackers, not safeties.
Edited by islander1 on Sep 30, 2010 09:30:40
 
tragula
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Originally posted by rockitsauce
I documented the QB tactics in the result form. Along with comments. Most of my tests the tactics were set to extremes. Especially when trying to test the dump down enhancements.


It was late in night and I was too tired to think about checking it... actually I don't see it now too.

I also understand that most of the stuff I commented about was unrelated to the test goal. Blame that on the late time and the thread title.

Originally posted by rockitsauce

Everyone also has to keep in mind that not EVERY play is going to play out as you'd expect. There are possibilities of failure in there. Pulling out 1 replay from 100s does not prove a thing. It needs to be a definitive trend.

Originally posted by rockitsauce
Nothing should ever ever be never never.


Agreed, (it was late in night).

But just take into consideration I watched about 10 plays, one after each other. So I am quite positive that these things are not one in 1,000 chance just happening. And it is not something new, we know these from the live sim too.



 
simpathia
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Originally posted by Enkidu98
My suggestion on Test when I was there was to create a 'final check' when a throwing decisions was made.

So, When the QB makes his throw decision, instead of throwing, one final check is made.


Is it an idea to let the QB remember what he saw while checking his receivers?
That way, when he feels pressure, he wouldn't throw to the (triple covered) guy he happens to be looking at at that moment, but he would remember that he had seen a single covered receiver and throw that way.
Just a thought.
I'm not sure the concept of memory exists in dots today...
 
tragula
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Originally posted by simpathia
Originally posted by Enkidu98

My suggestion on Test when I was there was to create a 'final check' when a throwing decisions was made.

So, When the QB makes his throw decision, instead of throwing, one final check is made.


Is it an idea to let the QB remember what he saw while checking his receivers?
That way, when he feels pressure, he wouldn't throw to the (triple covered) guy he happens to be looking at at that moment, but he would remember that he had seen a single covered receiver and throw that way.
Just a thought.
I'm not sure the concept of memory exists in dots today...


I think a more realistic solution is having the QB have two vision checks:
1. When he fills the pressure, making him decide whether to stay with the current progression or jump to his bail out route (last progression ?) . So if the QB look at a single covered receiver he may decide to stay with him, but when he look at a triple covered recivers he move to the bail out route.

2. When the defenders actually get to the QB, the QB has a chance to throw under pressure to the receiver he is looking at, throw away or decide to take a sack. (QB tactics can influence if the QB prefers to force a pass or get rid of the ball)
 
Doc Caudill
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QB: Throwdown - Sometimes, Favor Long - No, Style - 0, Priority - 0

Are these the QBs settings for all games simmed?
 
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I'm going to be as to the point as I possibly can be.

If a defender has ballhawk he is never out of position on a pass play and it's impossible for a receiver to get open.

If a receiver has catch stacks then he can never be covered and it's impossible to deflect a jump ball around him.

Giant catch stacks on offense are used to beat ballhawk on defense.

If you don't have ballhawk then you no longer need huge catch stacks.

If you get rid of those two things (ballhawk and catch chance) then passing would be much more balanced, and you would not need to rewrite the entire fucking sim and fundamentally change builds by requiring more of a certain type of attribute.

Whereas getting rid of VA's and AEQ is something that can be reset without fundamentally altering an entire generation of builds...
Edited by Stephenthegreat on Sep 30, 2010 22:41:44
Edited by Stephenthegreat on Sep 30, 2010 22:41:13
 
crave681
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Originally posted by Stephenthegreat
I'm going to be as to the point as I possibly can be.

If a defender has ballhawk he is never out of position on a pass play and it's impossible for a receiver to get open.

If a receiver has catch stacks then he can never be covered and it's impossible to deflect a jump ball around him.

Giant catch stacks on offense are used to beat ballhawk on defense.

If you don't have ballhawk then you no longer need huge catch stacks.

If you get rid of those two things (ballhawk and catch chance) then passing would be much more balanced, and you would not need to rewrite the entire fucking sim and fundamentally change builds by requiring more of a certain type of attribute.

Whereas getting rid of VA's and AEQ is something that can be reset without fundamentally altering an entire generation of builds...


 
Dr. E
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Originally posted by Stephenthegreat
I'm going to be as to the point as I possibly can be.

If a defender has ballhawk he is never out of position on a pass play and it's impossible for a receiver to get open.

If a receiver has catch stacks then he can never be covered and it's impossible to deflect a jump ball around him.

Giant catch stacks on offense are used to beat ballhawk on defense.

If you don't have ballhawk then you no longer need huge catch stacks.

If you get rid of those two things (ballhawk and catch chance) then passing would be much more balanced, and you would not need to rewrite the entire fucking sim and fundamentally change builds by requiring more of a certain type of attribute.

Whereas getting rid of VA's and AEQ is something that can be reset without fundamentally altering an entire generation of builds...


Or, tweak double and triple covered so a receiver has even less of a chance of a catch. Those are the only ones that aggravate me.
 
TehKyou
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How about, when the defender is in man coverage. Give a significant penalty to noticing the ball has been thrown which decreases each tick, but let him mark the receiver as well as possible

For the zone, Give a penalty to marking the receiver but keep the super reflex to ball being thrown. (pretty much like it is already)
Edited by TehKyou on Oct 3, 2010 09:12:28
 
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