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Forum > Goal Line Blitz > Q&A Archives > GLB Question and Answer Thread #3
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Originally posted by SeattleNiner
What is the status of new offensive plays, I thought they were going to be ready for S19...?


No, they probably won't be ready until season 21 or later. Still a lot of work left to do on those and it's not something we're going to rush out. We also want to time it with other things we are doing in regards to tactics, AI's, and defensive plays.
 
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Originally posted by ThePittsburghTag
I have a VA question concerning how Streaky and Slow Starter work.

Streaky
This player has good games and bad games. On good days, he will gain a +5% bonus to all attributes. On bad days, he will have a -5% penalty. Each level of Streaky increases the likelihood of a good day by 2%, starting at 50/50 for level 1.


If I max it out at 15, and it says it's a 2% increase to have a good game (+5% bonus to all atts), with it maxed does that mean my chances would then be 80/20 to having a good game? Or 65/35?

Slow Starter
This player takes a while to get rolling. He gets a -5% penalty to all attributes for the first quarter of each game, and a bonus to all attributes in 4th quarter and overtime. For each play he plays during the first quarter, the second half bonus increases by +0.4%, up to a maximum of 6%. Each level of Slow Starter extends the second half bonus into the third quarter by 1 additional minute.


Slow Starter, Does it stack with Streaky? If I max this out, then would I get the 6% bonus for the entire 2nd half (as long as he played 15 plays in the 1st quarter)? And if I have both maxed (Streaky and Slow Starter), on a good game with Streaky my first quarter penalty would be 0 since it's -5% and +5%, and the 2nd quarter be +5% and the entire 2nd half be +11% bonus? And on a bad game from Streaky, would my first quarter penalty be -10%, 2nd quarter be -5% and the 2nd half be +1% bonus?


1. 78% chance to have a good game, 22% chance to have a bad game when maxed out. It starts at 50% at level 1 and there are 14 upgrades (28%) possible.

2. Slow Starter does stack with Streaky. Yes, you would get a 6% bonus for the entire 2nd half if he played 15 plays in the 1st quarter. And yes, your assumptions about how they stack are correct.
 
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Originally posted by SexyNinja
Will you guys ever do away with SA's and VA's?


No.
 
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Originally posted by PLAYMAKERS
if an SA receives a buff will it be in the changelog?


Yes, it would be in the changelog.
 
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Originally posted by TyrannyVaunt
1.)Did all SA's get tested by Catch to determine their effectiveness yet?
2.)Is there a link to these test results, if so?
3.)If not, when do you plan to conduct this test?
4.)Will the test results be made public?


1. The testing has been delayed while we worked on other things. Primarily the sim changes testing that were implemented this season.

2/3. Other projects right now have taken priority. I'll get to the testing after those projects have completed.

4. Yes, all test results will be made public.

 
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Originally posted by Balrog
I saw they are making a IPhone app, is their a droid one in the works?


Not at this time. We want to see how the iPhone app works for us first.
 
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Originally posted by bacardi
1- regarding the new DPC coming..

what exactly will the limits be? will d-line dots have lateral placement completely removed? will other positions (LB maybe?) also be affected? or a better way to ask -- i dont want to waste time this season doing things in the DPC that will be wiped out next season, so if i know the limitations, then i wont bother spending time on those parts.

ie. if you say only the d-line dots will be affected, then for every new play i work on, i'd just leave the d-line in their default positions and play with LBs and the d-backs.

2- can you guys post the timeout logic for us? there is literally 0 competitive advantage in everyone knowing it, and it would make debugging a lot easier. is there any reason NOT to post them?


1 - there will be fixed alignments (weak, balanced, strong and maybe a few variations of those three) that defenses must use. As far as I know it will be for both DL and LB and will also place limitations on where secondary defenders can move in regards to placement on the line of scrimmage.

2. Here you go. This is the list that was submitted to Bort with the one changelog correction accounted for. It's possible that Bort made some revisions but this should be the general outline.

All conditions below should result in a timeout.
All conditions assume the clock is running.

2nd Quarter, Offense, Time <= 90
Down = 1-2
Spot = Own 35 to Opp 10
Form = Offense*
TOL = 2+
2nd Quarter, Offense, Time <= 90
Down = 3
Spot = Own 35 to Opp 10
ToGo <= 10
Form = Offense
TOL = 2+
2nd Quarter, Offense, Time <= 60
Down = 1-3
Spot = Opp 10 to Opp G
Form = Offense
TOL = 2+
2nd Quarter, Offense, Time <= 60
Down = 4
Spot = Own 35 to Opp G
Form = Offense
2nd Quarter, Offense, Time <= 10
Spot = Opp 50 To Opp G

2nd Quarter, Defense, Time <= 120
Down = 3
ToGo > 10
Spot = Opp 30 to Opp G
TOL = 2+
2nd Quarter, Defense, Time <= 60
Down = 3
ToGo > 10
Spot = Opp 30 to Opp G
2nd Quarter, Defense, Time <= 120
Down = 4
ToGo > 1
Spot = Opp 30 to Opp G
2nd Quarter, Defense, Time <= 120
Down = 4
ToGo > 5
Spot = 50 to Opp G

4th Quarter, Offense, Time <= 90
Down = 1-3
Spot = Outside FG Range
Score = -7 to -1
TOL = 2+
4th Quarter, Offense, Time <= 90
Down = 1-2
Spot = Own 35 to Opp 10
Form = Offense
Score = -7 to 0
TOL = 2+
4th Quarter, Offense, Time <= 90
Down = 3
ToGo <= 10
Spot = Own 35 to Opp 10
Form = Offense
Score = -7 to 0
TOL = 2+
4th Quarter, Offense, Time <= 60
Down = 1-3
Spot = Opp 10 to Opp G
Form = Offense
Score = -7 to -3
TOL = 2+
4th Quarter, Offense, Time <= 60
Down = 4
Form = Offense
Score = -7 to -3
4th Quarter, Offense, Time <= 40
Down = 1-3
Score = -255 to -8
TOL = 3
4th Quarter, Offense, Time <= 30
Score = -255 to -8
TOL = 2+
4th Quarter, Offense, Time <= 30
Down = 1-3
Score = -2 to 0
TOL = 2+
4th Quarter, Offense, Time <= 10
Spot = 50 to Opp G
Score = 0
4th Quarter, Offense, Time <= 10
Score < 0

4th Quarter, Defense, Time <= 120
Score < 0
4th Quarter, Defense, Time <= 120
Down = 3
ToGo > 10
Spot = Opp 30 to Opp G
Score = 0
4th Quarter, Defense, Time <= 120
Down = 4
ToGo > 1
Spot = Opp 30 to Opp G
Score = 0
TOL = 2+
4th Quarter, Defense, Time <= 120
Down = 4
ToGo > 5
Score = 0
Spot = 50 to Opp G
4th Quarter, Defense, Time = 10-80
Down = 4
Spot = Opponent in FG Range
Score = 0 to 2
OPP-TOL >= 1

*Form = Offense means any offense output. Run, pass, or spike; Not field goal or punt.
 
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Originally posted by SexyNinja
Is it true you beat Bort at a game of online poker, and one 75% of GLB and became an admin?


I wish.
 
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Originally posted by TheGreatPuma
Was moving to age based leagues more a response to forum complaints about non-boosted dots beating up on boosted dots or was it to fix competitiveness?

If it was more for competitiveness are there any backup plans if the age based leagues continue to have 255-0 blowouts regularly?

If I read it right, age based leagues will have three "tiers". Can you please explain how GLB plans on grouping teams in this league to maintain competitiveness when levels could range from 34 to 72+ along with players on all ranges of decline (specifically referring to "Leagues - Min Age 261 days - Max Age - Uncapped")?

Would GLB consider the possibility that perhaps they could monetize the non-boost phenomenon by providing paid non-boosting leagues that have "cover charges" or perhaps have a different flex structure?



1. It was based on a combination of factors including customer complaints in forums and surveys. We do have some other possibilities/things that we will consider doing if it does not resolve some of the competitiveness issues.

2. Initial league placement will place teams in tiers based upon their performance and roster's effective level. After that, teams will move up one level each season and promote up or down in tiers depending upon performance. The teams that have lower leveled players will most likely end up in the bottom tiers with one another.

3. We will not do non-boosting leagues, even if monetized. First, it would fragment the GLB community further. Second, the only feasible way to do a non-boosting league without it costing GLB revenue would be to make the "cover charges" or flex structure so high that it would only turn people off from wanting to play in said league.
 
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Originally posted by Dr. Showtime
OT killer, Slow Starter and Clock manager all stack right? Im 99% sure on this


Yes.
 
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Originally posted by XoOxICE
Are you going to have a poll on the general opinion about the DPC nerfs?


No.
 
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Originally posted by vike fan 4 life
is there an Out of posistion penalty for a posistion besides center playing at long snapper?


No.
 
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Originally posted by Qillar
If you have 10 in a bonus SA for your archetype, does the bonus take the SA above 10 for calculation purposes where you have diminishing returns or are you getting the full bonus here?
For clarification,suppose the bonus is adding 20%, would this make your 10 a 12, or would it add 20% to the value of the 10 SA?


You would face diminishing returns if the bonus took you above 10. So if you had 9 and the bonus is (as stated before, it's not) 20%, then the SA would act as if you had 10.8 in it. That .8 above 10 would face diminishing returns.
 
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Originally posted by BatPooh
does it matter what position is the placeholder for field goals? what attributes makes for a good placeholder?


No, it does not matter.
 
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Originally posted by jsully75
Tunnel vision specifically mentions DTs. Does it work at other positions? It doesn't seem to.


Yes, it works at other positions.
 
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