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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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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