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Forum > Goal Line Blitz > Q&A Archives > October 20th Q & A Discussion Summary
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Question sent to Bort:What goes into the Fumble Roll on the offensive and defensive side? I know that FF % gear, Not Fumble Gear, Carrying and Cover Up SA are in the mix, but what else specifically goes into not fumbling and then causing fumbles.
Bort: Strength, carrying, agility, vision, velocity at time of impact = avoid fumble
Strength, tackling, agility, vision, velocity at time of impact = cause fumble

Compare the two, smash 'em together and roll some random dice. You get your outcome.
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ubasstards: league restructure next season in effect?
Catch22: Season 20. We'll be announcing the details on this very soon.
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SAkram: Are we going to see any new VA's in the near future?
Catch22: Not in the near future, no. Possibly in the not so near future.
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jamz: How long until we get some new offensive plays S20? Beyond?
Catch22: About to announce some things on that too - probably tomorrow or Friday.
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B-T-A: So I'm wondering if the Tackling Formula different on KR and PR's, than it is when you Tackle somebody Rushing the Ball on Offense?
Bort: Nope.
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josephblitz: What are some of the ideas regarding league restructuring, particularly regarding boosters/non-boosters/gaming the system? I realize you said S20 with details later, but I'd love to hear a peak. Also, are there any plans to give Casuals more (or different) custom slots, to allow for various build archetypes?
Catch22: Rather then give a peak, I'll just ask that you wait until we announce it. We met and finalized the details of this today and once I've put everything together, I will announce it.
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Ubasstards: i know Bort has addressed the site slowness issues with the host, is there a contingency plan if they cant get their shit together and the site continues to have problems?
Bort: If we have to, we'll be switching to hosting everything ourselves 100%. There'd be a large upfront cost associated with buying all the hardware, though, not to mention the headache of actually moving all the data and IP's and everything, so I'd prefer not to have to go down that path if we don't have to. It's possible we may end up doing it when we launch future products, though; it would save us $$ in the long run.
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SAkram: What are the odds that the World League will be replaced by another style? Or the World League expands to 20, 22 teams?
Catch22: Probably not happening. World League in it's current form is something that will be staying.
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haole: Is there any update on adding Iron Man Leagues into the mix?
Bort: Yes, we will be uploading a new suggestion system quite soon which includes voting, so we can gauge what the interest REALLY is on it. If it's very small, it will not be right away. If there's a lot of interest, we'll get it going sooner than later. I currently have moderators helping me move suggestions into the list for voting.
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B-T-A: I'd like to follow up on your previous answer about the Force/ Avoid Fumble bit.
You Posted.
Strength, carrying, agility, vision, velocity at time of impact = avoid fumble
Strength, tackling, agility, vision, velocity at time of impact = cause fumble
Now are you saying the 1st Thing you posted more Important than the next? (ie, Strength is more important than Carrying, Carrying is more Important than Agility....so on and so on.
Or did you just list all the Items that go into the Avoid/Force Fumble Roll?
Bort: No particular order. Also I forgot weight. It sorta tries to come up with a "force of impact" calculation.
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Bloodfart: any chance you could make the distances in the scouting tool user definable? the new updates to it are pretty good, but that one little thing spoils it a bit - 0-3, 3-10 and 10 yards doesn't really match up with most people's AI's, if you can't make it user definable, at least change it to 0-3, 3-7, +7 at least maybe? also - in the auto adjust, does a incomplete pass have any effect ?
Catch: It's on our too do list for new user interface stuff. Not a guarantee that it will happen but something we will try and get done. If it's incomplete for reasons other than a drop, it has an effect.
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zamtik: Is the Hold Block versus Break Block roll separate from the Pancake versus non pancake roll in the blocking sequence of events or are they a combined roll? If they are separate rolls which I tend to think they are does Hold Block % gear increase your blocking score during the Pancake roll ?
Bort: They're separate things, but related. The longer you can hold your block, the more chances you get to try for a pancake. Hold block doesn't have any direct effect on your actual chance to pancake on each try.
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ryan_grant-25: My question though, is about O line blocking vs blitzers. The only way to fix this is to basically tell the O line who is blitzing (like Peyton manning and Drew brees do with a hard count to see who jumps). Then if there is more blitzers then blockers, you get the option to hold back a HB or TE. Then if there are still more, the O line decides who to leave out. Opinions on that? I am just tired of seeing my RG run across the pocket trying to pick up the ROLB.
Catch22: Actually we have a solution to this. We'll be posting that soon as well.
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The Avenger: Is passing style directly related to pass height? For example: I see LB's with no more then 30 catching yet they intercept bullet passes in -99 style at an alarming rate due to the fact that they are in the passing lane. If a pass was more loftier would it sail over a shallow LBer or does the ball take the same path of ball height every time?
Bort: Yes, a loftier style will send passes higher more often.
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XoOXICE: Are there any plans of level 72 boosts being extended because the max xp rule changed after season 11
Catch22: No.
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mikekile: closing speed - does it work on special teams?
Catch22: For the 100th time. Yes.
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ryan_grant-25: Next question, you say we have a poll coming in for the suggestions to determine what is most important... couple problems i see with that, one, people will troll like no other, 2 biased opinions, i know i am going to vote all my suggestions in Epic first... im sure others would do the same, any plans to counteract these 2 variables?
Catch22: Only moderators or admins will be able to move suggestions to the voting area. Users will only be able to vote.
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sigepmagicmike: What sort of changes do you have in regards to the passing game for both higher and lower levels?
Catch22: http://goallineblitz.com/game/forum_thread.pl?thread_id=4314227 outlines the majority of the areas we are evaluating.
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Doug_Plank: Question about pass quality hits when a QB is "passing while moving"
This QB was set to "scramble never" yet moves around the pocket alot. As do many QBs
http://goallineblitz.com/game/replay.pl?game_id=1416629&pbp_id=8336926
Q1) Does the above constitute a hit to pass qual by virtue of "passing while moving"
Q2) Would the OnTheRun SA help buffer pass quality even in the above situations where it's *not* an official 'scramble' since not going outside the pocket?
Bort: Yes to both.
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charwh: it seems from my observations like catching plays a role in how quickly a KR/PR is able to get moving when they catch the ball. Is this correct?
Catch: No, that's not correct. Catching does not impact their rate of movement after they catch it.
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jamz: Bort, as the developer, what's the most pressing issue you see with GLB that needs to be corrected currently?
Bort: As far as sim, pass game related stuff.
As far as website, making gameplanning easier to deal with.
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chronoaug: Also, are you guys looking into the aggressive/semi-aggressive/medium/loose coverage styles to provide benefits to all 4? Currently i don't see anyone using loose and very very few using medium. Was wondering if you guys thought they were working as you intend or if some of the way overjumping or awkward backing up works?
Bort: Yeah, been working on those and coverage stuff in general. Some updates in testing.
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Bloodfart: why does pump fake work against CB's chasing WR's from behind?
Catch22: Because dots have no fronts or backs
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ryan_grant-25: are there any plans to get rid of STOP's? just an unrealistic part of the game... please give me 10 seasons in advance even if you are considering it, because i just built some a couple seasons back and i want to know if they will last before a huge penalty is put on them.
Bort: How or why would we stop people from making a type of player? They can do whatever they want.
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chronoaug: Related to MVPs, do you think season 19 we will have a better endorsement system so KR/PRs don't keep getting deflect ball% endorsements and rushing/receiving FBs don't keep getting lead block and blocking?
Bort: I've been playing with the P MVP math recently actually.
Special teams MVP endorsements already do get special returner type items.
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B-T-A: Why after a Fumble is Caused, it takes a Player 3-5 seconds before they start moving with the Ball? NFL Players try right away to scoop up the ball, sometimes not corralling it right away and knocking it 4-5 yards away.
Bort: All players currently just fall on the ball when recovering it. I had messed around with having the ball get batted around and such in the past, but it hasn't been a big priority really.
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The Avenger: Are there anymore changes on the radar for Casual leagues and Basic Ai?
Bort: Nothing crazy planned at the moment. We will be doing a few more things in the future I am sure.
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secondeye: Outside rushing is a must for me to stop when I am comprising a DC plan, but I often find to overload blitzes to stop the better outside rushing teams from killing me, that I am forced to go to a dime or quarter defense as the LBs simply will not move outside of their box. And CBs of course have a higher rate of missed tackles.
Has any thought been given to allowing more freedom in using the custom D alignments? Such as when choosing 4-3 weak or 4-3 strong, allowing a greater range of placement, rather than just automatically moving the defense to a strong side or weak side alignment? I know it could be argued that you don't want to make defensive tools too strong, but considering that there is nothing from stopping a team to running the OTHER direction where you have a significant lack of containment, and also figuring in the importance of stopping the outside rush with the speed skill players have, I think it would be a good decision.
Catch22: Actually, we're going to be making some drastic changes to what defenses and defensive coordinators can do in the near future do to the never ending problems we have with blocking logic. We'll be announcing this soon.
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sigepmagicmike: Are there any plans for 2 point conversions? I think this is something that needs to be implemented asap.
Catch22: Not something immediately - we'd have to figure out logic to when and when teams could and could not use it as it's not something we'd want to be available at all times in a game.
Bort: The only way I could see them working without being really dumb is if they were automatically chosen in the right situation, rather than by the person setting up the AI. Otherwise people would go for two every time, etc. Probably even just have it be a roll-off with no replay. Onside kicks are in the same boat. That's probably where they'll start at least.
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neoquin: is there any chances of change it from dots to something that looks kind of like players? I am not saying use this but something simialr to the old school tecmo bowl graphics
Catch22: probably not.
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Bloodfart: are coaches dead and buried?
Catch22: I wouldn't say dead but I would say buried up to their head with a hell of a lot of sand.
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Redrover: When does an offensive lineman attempt to cut block? Is it just when they lose a hold block roll? Or is it when they lose a hold block roll and are going to be revcaked they attempt to cut block? What stats, aside from the level of your Cut Block skill, effect the likelihood of the Cut Block being successful?
Bort: When they lose a hold block roll badly and would otherwise fall down. Just cut block skill.
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Ronnie Brown 23: Is hurry pressure all the same or are there different degrees of pressure? If there are different degrees, what kind of hurry pressure does the Fearsome VA apply?
Bort: All the same, but it can be applied at varying degrees depending on distance, blockers in the way, etc. Fearsome adds to the base pressure value applied by the player.
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kswass: Are the dots commercial for NFL Fantasy Football GLB related?
http://www.youtube.com/watch?v=q3bwcWr6OxE
Catch22: lol no
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Lagomorph: How close is the morale system in terms of how you envisioned it? Seems like last season was close to being consistent, but this season seems to be going backwards.
Catch22: We like it in it's current form. Last season the effect was not enough. Players are going to have to start putting more value in attributes like confidence and stamina.
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jamz: Will there ever be another way for a 'possession' WR or WRs in general to 'get open' other than to make a better cut than someone, or speed past them?
(not talking catchfake/pump fake)
Bort: I made some updates to creative route running recently, which we are currently testing, and it works a heck of a lot better. I would expect to see that next season.
Other than that, there's really not much else a player in real life could do other than make quick cuts or have his QB help him with a good throw away from the defense (which I also have been working on).
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Toriq- Are there any plans to modify the insane "morale spirals" caused mainly by TOs which lead to a plethora of more TOs and then serious blow-out game between evenly matched teams. For instance, adjusting the spirals to have less effects during the first few quarters while increasing the effect ast a game progresses towards that later quarters. Basically, what I'm saying is that the effects of a "sprial" should be less during the first few quarters and get ramped up to the current "one size fits all" set-up as the game progresses. (Not sure you'll understand that but not sure how else to define it).
Catch22- That might be something to consider. We'll look at testing something along those lines this off season (send me a pm reminder please so I make sure to not forget it).
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Redrover: What helps a defender from being cut block? Is it only their agility?
Bort: And the "balance" SA.
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Saris: When Scat Back was a VA and Run Route was an SA their speed bonuses didn't stack, as mentioned in the VA description for Scat Back at the time. I understand that Scat Back was significantly toned down when converted to an SA, and since the description no longer reads that it doesn't stack with Run Route, is it correct to assume these now stack?
Bort: Yep
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Ubasstards: people keep complaining that WRs dont fumble enough. Is it because CBs arent built to force fumbles or something in the code where WRs fumble less.
Bort: Nothing special that makes WR's fumble less. There just aren't a lot of good opportunities for a WR to get hit with a fumble causing hit. Most of the time they only touch the ball 4 or 5 times in the game and get tackled while moving slowly by a weak CB.
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Redrover: Does awe inspiring and underdog work on rushing plays? i.e. if I am running the ball with my elusive back with 15 underdog, could it possibly fire on the higher-fame MLB who is set to Cover Man: HB?
Catch22: No, only work on passing plays - guy has to be set to run route.
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stoner dtd: I am very curious as to what exactly GLB is planning "tournament" wise next season and if GLB by not sanctioning flex prizes is also trying to discourage user-run tournaments in general. Also am I correct in assuming that "scripted" tournaments are expected in season 20 now? Plus I'd really like to hear news of any more upcoming changes to the "make coordination easier" effort as of late, the recent additions have been great.
Catch22: Bort is starting work on automated tournament tools - users will be able to use this to set up their own tournaments, GLB just will not do flex point transfers for these tournaments. We will be running GLB sanctioned tournaments that offer prizes as soon as these tools are set up.
Lots of things on coordination easier - this thread best explains what we are looking at:
http://goallineblitz.com/game/forum_thread.pl?thread_id=4299304&page=23#38672129
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dmfa41: I'm fairly upset with how fumbles are caused in this game - how it's too much about the "big hit" type forced fumbles and not enough "grab and rip" type by people who are skilled at putting a helmet on the ball or by clubbing or ripping it out. If you look at the fumbles caused in real life (yeah yeah, I know, not the NFL) then I imagine that more fumbles are caused by a good strip; we know that isn't the case in this game.
I know about Rip the Ball, but I think that only one "skill" forced fumble SA/VA compared to all the "power" forced fumble SA/VAs is absurd. I know that there aren't any changes in SAs/VAs planned for the next season, but is this part of the game something you think about or something you'd consider changing?
Bort: The main reason there are more big hit type fumbles is that they tend to be more "fun" to look at and make sense in replays. People would be really annoyed by their RB randomly fumbling the ball against his leg or from botched handoffs, etc. That being said, you don't necessarily have to have super high strength to get a fumble forced. A good enough tackle score can cause a fumble.
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Saris: The Gang Tackle SA reads: "The Gang Tackle ability gives this player a bonus to tackling ability when there are other tacklers within 2 yards."
Does this refer to another tackler within two yards of the player with the SA or is it another tackler within two yards of the player being tackled?
Bort: The player with the SA.
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ryan_grant-25: will we ever see a day where the same play penalty on offense will cause the defense to "change" its patterns? mostly on pass coverages... not saying that they change who they are suppose to guard, but say they watch the team do short flat passes 10 times in a row, maybe the safety cheats down a bit.
Catch22: Probably not - not an easy thing to code/implement.
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The Avenger: Will we EVER see receivers "comeback" to a passed ball like they were in aggressive pass catching tactic? Maybe a time for a new slider for receivers to catch in stride versus aggressive catch attempt?
Bort: You'd see a lot more jumping catches, that's for sure. I can try playing with the idea.
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lukin83: Are there any plans to extend the routes of receivers so that they do not simply stop in the middle of a play?
Catch22: We're working on that with the current pass testing on the test server.
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kswass: Any plan on giving a KR/PR the ability to call a fair catch? Like a slider or something.
Bort: I'll see if I can do that; it would be an easy drop-in actually.
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The Avenger: Is there a generic defensive playbook available to view like we can for the generic offensive playbook viewed for Basic Ai game planning coming yet?
Bort: We have some plans for more premade D plays; will be working on the interface options for that at the same time.
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Toriq: Regarding the DPC, are there pans to restrict the d-line, specifically DE placement, so they can't be placed so wide and "bust" o/d-line interactions? Seems the DE placement so far outside that "box" is causing many of the o/d-line interaction issues and if they were restricted somewhat then that could help with the "exploit" blitz dynamics.
Catch22: We have some plans in regards to the DPC to specifically help us deal with the exploit blitz issues that we can never 100% resolve - will be announcing soon.
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lukin83: Does the Lead Block SA work on kick/punt returns? I am pretty sure I saw this answered in a previous Q&A, but I have not been able to locate it.
Bort: It'll work for players leading near the returner.
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Redrover: Does "Hands" work for pass blocking?
Catch22: No.
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jpjn94: Are there any plans to look into morale further?
Catch22: Not going to change the system, but we are going to look at having morale have less of an impact in the first half. Something we'll test this off season.
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LordEvil:Any chance on the standngs page you could add more things like the NFL does with match ups?
Bort: Maybe on the compare teams page? It's been a long time since that page has gotten any work on it at all.
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charwh: Are players listed in order from most OPP to least OPP, then alphabetically by position after max OPP when assigning a depth chart position?
Bort: Not specifically in direct OOP order, but it tries to sort guys in the most logical "who should go here" order by position. So, yeah I guess it's related.
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Toriq: Are there any plans to allow the AIs to be downloaded to a local machine, adjusted, and then uploaded to the team. This, IMO, would save some bandwidth, allow coordinators to save their AIs instead of having to be on a team and then when they leave or go to coordinate a new team they have to recreate the whole things (assuming they've lost their privileges to their AI when dropped or leaving a team)? Basically, have AIs be a down-loadable then editable and up-loadable system that allows coordinators to keep their work instead of rebuilding from scratch every-time is they don't, for some of many reasons, have access to their scheme from a prior team. As I said, it should (would?) alleviate some server/bandwidth issues while allowing a coordinator to retain their work/property.
Bort: I don't see that as being feasible; it'd be too easy to mess up the data format, etc. We'd have to build an application to edit it or something, and at that point it might as well just be on the website.
We're going to try and get things moved over to being owned by the user instead of team, though.
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LordEvil: Does Super Vision work to the effect that you would be "pump faked less" at the pee wee level? If so how much we talking here? What would you suggest is a good attribute to avoid Pump fake? Pump fake decides some big games sometimes because its over powered at the pee wee level.
Bort: I agree it's kinda crazy, really at all levels of the game. We're probably gonna reduce the amount of time the player spends being affected by the fake overall. One of the things being tested right now. It's conceivable that some sort of inverse of the pass buff could be applied to fakes, but I would have to try it.
As far as counteracting it, vision and agility are your friends.
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jpjn94: With the recent improvements to the Scout Team feature; any thoughts to adding field location as well?
e.g. OPP 20 to OPP Goal Line
Catch22: Pretty sure that's on the list as well. I'll have to double check to make sure.
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Saris: How large a role does momentum (in particular speed) play into the broken tackle roll?
Bort: Attributes have a much larger effect than momentum.
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Longhornfan1024: On passing plays, can DBs either make a INT roll and a PD roll, or do they have they only have the opportunity to make one roll in any given play?
Catch22: Tries for the INT first, if he fails that he will attempt the PD. (from Bort)
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Larry Roadgrader: "Mr Reliable" VA: does it afford knocked-loose protection on 1st and 2nd down?
Bort: No
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Larry Roadgrader: "Possession Receiver" VA: does its knocked-loose protection extend beyond 8 yards?
Bort: Yes
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The Avenger: Have you had discussions about builds that plateau'd and are about 300 to 400 XP short of hitting level 69 and will never have a chance to boost 3 times to level 72 evening up the playing field because somewhere in the past 1.5 calender years that player build lost out on Xp's due to the older playing time issues in regards to XP's and mid-season player building?
Catch22: We're not changing this. Yes, we've had discussions on it.
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Stephenthegreat: are there any plans to create passing plays where the QB rolls out or a roll out option in general for passing plays?
Catch22: It'd be possible - would require some new code but it's something we'll look at with the new plays project we're about to roll out.
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jamz: Would you consider the fact that NTs/DTs rarely ever break free to record a sack, hurry or tackle working as intended?
Bort: Middle d line guys don't really get many sacks in real life either; a lot of times they are getting double teamed or blocked by a big fat center. Seems like giving them a tackle radius bonus would make runs up the middle never work?
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zmj44: Is PUMP FAKE going to be TONED DOWN?!??!?!?!
Catch22: To some extent, yes. Currently being tested on the test server.
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Longhornfan1024: does the "re-roll the fake" aspect of SV just re-roll the fake such that it is the QB's level of PF vs the DB's level of SV, modified by the RNG?
Bort: No, SV usually works in such a way that it's a "safety" fallback. The player fails the anti-fake roll, and then he gets a roll vs his super vision ability to nullify the fake out or make it last less time.
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Ronnie Brown 23: At what point does the PBP decide to say that the QB was hurried? Is it only after reaching a certain threshold? Does the effect of the hurry increase considerably when past that threshold? Can the QB still be affected by hurry pressure even if a "hurry" doesn't show up in the PBP?
Bort: Yes, when it reaches a certain threshold and there's an unblocked player coming in. Yes, there's an increased chance of bad throws when there is an official hurry. Yes, pressure can still affect him even without a recorded hurry. It lowers his rolls when checking if he throws a bad pass, etc.
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whoshotjr: Will there be a buff to Turn the Shoulder anytime soon?
Catch22: Not planned - would need to evaluate it before ever buffing it.
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Toriq: Are there any plans to adjust deep zones/deep setting so that the players (mainly safeties) could have an option (possibly a checkbox in DPC) to not allow a WR to go past them. Basically, the safety would always move to position himself ahead of a streak WR instead of falling into a m2m type coverage or just letting the reciever go right past them with no safety over the top. A safety set in deep zone should not be allowing a streaking WR to go right past them and then play catch up. Seems like right now they turn into a m2m coverage type set-up when the rec. goes into their zone and then ignores them when they leave the pre-defined zone or when another rec. moves into the pre-defined zone below them and they stop and go back down the field after the new rec. that entered the zone leaving the streaker to run free and clear with no over the to help to the CB. That's noty exactly a deep zone and leads to the "bombs away" mentality exhibited by too many OCs because they know how to "con" the safety away from the deep threat. Maybe a checkbox or something in DPC that says "stay deep behind any streaking reciever or play normal zone" may work to alleviate that issues.
Bort: I did some work on that recently for players in those deep zones on the test server; waiting on some feedback. They definitely don't always work the way I want right now. I don't think we need a special option. Players set to deep zones should treat them as that.
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laimm1986: does strong base work on passing and rushing plays?
Catch22: Only works for pass plays.
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ron2288: Could off tackle runs be a different % for the offense is causal teams?
Catch22: Something we would consider - we don't want to overcomplicate it but a few more options would not hurt. Make a suggestion about it and send me a pm and I'll move it to the voting area for the new system.
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Stoner DTD: I have a question about how "Coverage Style" effects a DB's play. Is a player set to go for more interceptions somehow given a nerf in his stats during the pass play or is he just more likely to "stop" and face an agility roll after attempting an interception.
Bort: No, but distance settings affect how quickly the player can react to the pass. Players set to stick like glue react slower and are more susceptible to cuts and jukes.
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Stoner DTD: someone "playing it loose" will not go for a PD and will essentially let the receiver catch the ball just to avoid the "stop" chance or do they receive some sort of boost over those using the other styles?
Bort:
Somebody playing it loose will react more quickly, and be less likely to be faked out by cuts and such.
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Rusty Trombone: does playing on aggressive give a penalty to the deflection roll?
Bort: No. Just reaction times.
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Real LT: When are we ending the pure insanity of stacking % AEQ?
Catch22: We've discussed it. Not sure if we are going to do it though. We want to see how some of the things we are working on work with the sim balance before considering it further.
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longhornfan1024: So worse or better playing on aggressive?
Bort: Reaction time on aggressive/close = worse than loose/far.
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RMiller517: are endorsements ever going to be changed to fit a player's archetype? like ST endorsements, for example?
Catch22: Already discussed - would take a bit of coding work but if there is enough support for a suggestion (if one has already been made, send me the link to it via pm) then it might be something we do.
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reddogrw: have you considered capping attributes (with or without equipment) to reduce the extreme nature of builds or is making the secondary attributes more important happening at other positions besides WR?
Catch22: Actually, yes we have. Discussed this today and it's something we're strongly considering. Going to discuss internally a bit more first though.
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Real LT: Any plans to simplify OAI?
Catch22: Yep. Going to have some preset AI's coordinators can use, have already added some scouting tool enhancements, and there are other things we are going to add as well.
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notgoing2argue: Any chance we can get a pursuit slider for defensive players that affects his sensitivity to fakes based on how far away he is? Also, when can we expect the ability to push ball carriers out of bounds?

Pursuit slides would be awesome if you could select one that fits your player's position and archtype. It's maddening to see your DT turn around and run at a 70 degree angle in the futile attempt of intercepting the HB 60 yards down the field at the 5. A player should have the choice to take a more direct line to the ball carrier based on where the ball is. For the simple fact that a DT isn't going to catch the HB 60 yards downfield, and also the chance that one of your other teammates near the ball carrier does something to slow him down. If you would have just run to the ball carrier you could have gotten in on the play.

And, wouldn't certain defensive players want the option to try to string an outside run to the sideline so the ball carrier can be pushed out of bounds? It seems that the defense willingly gives the corner to the HB without considering there is sideline help.

Honestly, pursuit and the lack of 'out of bounds' is probably my biggest complaint with the sim. The defensive pursuit is pretty silly at times, especially if the HB is head faking and juking. A LB or DT isn't going to jump on a head fake from 15 yards away - he's going to get his ass to that side of the field to get near the HB before he bites on stuff like that.
Bort: It would probably be an easy drop-in replacement for a lead distance coefficient constant that already exists, however I worry it might be confusing for some people. It also does vary based on distance and number of nearby other defenders, etc. Maybe it could adjust the smoothing effect of the route by adjusting the number of past paths to take into account instead.

The main thing I think you're most worried about here is outside containment, which I agree is a problem; the defender should try to force the player either inside or to the sideline all the way. I have done work with that at various times and have some notes on my list to address, but I haven't been able to get sideline play working the way I want it at this point. Players always end up running out of bounds 1 out of 100 times or doing silly things here and there. One of those things I'll keep playing with when I have ideas pop into my head.
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bigtisme: Is this something we will get a poll or some sort of vote on? I'm be surprised if the majority would support this change. EDIT: the change being making a hard cap on attributes
Catch22: Wouldn't be a hard cap on attributes, would be a cap on the number of points you could put into an attribute via EQ.
And no it would not be voted on. If we think something needs to be done to improve the game, we're going to do it.
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jamz: Do you feel each setting for player level tactics have a place in the game? (AKA are working as intended, and a viable option). You see a lot of hivemind out there these days in what people are utilizing, it tends to be said because X or Y settings are ineffective.
Bort: Some are meant to be more for special case scenarios, like loose coverage because your defender is really slow, etc. I don't expect very many people to use it, but it's there just in case. Play intensity is probably the biggest one, where everyone just plays on hard, even though we did change it a couple seasons ago to be +0%/+5%/+10%.
I think the slider-based items get a lot of different settings in use.
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TrevJo: I've noticed that players set to "cover man" sometimes move to line up in front of the receiver, and sometimes not. Is this intended? Is there some logic to it?
Bort: Yes, it depends on where they start out. If they start out "in the box" they will stay put. If they are outside like a CB, they'll reposition themselves.
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bhall43: Why doesn't the avoid fumble part of Mr. Reliable work towards anti knocked loose but other avoid fumble AEQ's and SA's do?
Bort: You get the avoid fumble part. You just don't get the knocked loose part too.
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Real LT: Are there any plans to improve the game planing controls for casual teams?
Bort: There's some new stuff coming next season, more down the pipe I am sure.
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Lone Star Mercs: Any chance of the team scrimmaging itself?
Bort: Doesn't work with the current sim code. Not high on my list to get working really. I agree it would be cool though.
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5Star: Will coordinators ever have the option of adjusting players tactics in the AI
Catch22: No. We'll never give owners control over individual players.
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TrevJo: Why do players in GLB regain energy while they are on the ground from being knocked down? Hitting the ground is tiring. Getting back up is tiring.
Bort: Cuz they aren't moving. I agree though; I was thinking of adding an energy - when getting up to counteract it.
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TrevJo: Any chance of adding offseason scrimmages against other teams? I realize teams won't always have a full roster, but it would really be nice to be able to work on things in the offseason when there is nothing else to do, and before the hectic preseason begins.
Bort: sim servers often have hodgepodge code or are offline for changes. Maybe I could leave one up though; I'll think about it.
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f8n4tune: Which procedure overrides the other , player tactics(slider) or the tactics set by the Coord ? And what exactly is the purpose of the player(agent) having the option if the AI is the override ?
Bort: Coordinator first. The only one I can really think of that overlaps is coverage distance, though...and the coverage distance ADDS to whatever the coord set up.
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TJ Spikes: If a 6'5 WR is covered by a 5'10 CB wil the QB "see" him as more open than if he were covered by a 6'3 CB? If yes, then will he attempt to throw the ball higher, so that the shorter defender has worse Deflection/Int rolls?
Bort: No, height wouldn't really affect things outside of the fact that his deflection chance is lower. The QB is far more interested on how many defenders are nearby than how tall they are or what type of player they are. No, the QB doesn't adjust his strategies based on archetype.
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jamz: Have you ever thought of placing some sort of in game incentive on winning in the Minors? (Small enough to not make the rich 'richer' but large enough to create some excitement about trying to win?)
catch22: Actually, we discussed that today as well. We're looking at some team incentives for winning and promoting. It'll likely be rolled out with the new league structures.
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Trev Jo: Are designed QB rollout plays still on the radar? Is there any plan to give agents more control of their QBs via player tactics in terms of how often they roll out and how often they tuck and run? Right now agents can't make their scrambling QBs tuck and run often, and they can't make their pocket QBs avoid pulling the ball down on 3rd & 15 against coverage-heavy defenses.
Bort: 1) Yep, we just talked about it briefly. 2) I wonder if maybe separating scrambling and running options for QB tactics would help. Just because the QB is set to move out of the pocket more often doesn't mean he wants to run all the time. I have always tried to balance the two with the one setting; maybe two could allow a lot more freedom. I'm gonna add that to my list.
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