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Catch22
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Originally posted by AngryDragon
Will we be able to sign CPU players that are 721+ days old in the new age based leagues?


No. We'll be assigning CPU players ages. Just need to figure out approximate values.
 
Catch22
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Originally posted by avwjase
I have two questions.

1) Why is there no FAQ or Wiki explaining how decline works after extended plateau? I can't find this info anywhere.

2) When will Catch 22 open my Bugs Mod application? When will we hear back?


There are definitely some areas that we need to be providing information on. We're waiting on a new FAQ system to be uploaded (as of right now, Bort is the only one who can update the FAQ's, the new system will give all Admins the ability to update them). If you have a particular question you want answered about extended plateau and decline, just shoot me a pm and I will answer it.

As for bugs mod apps - I'll be getting to them soon. I had to set up all the tournaments and that took quite some time.
 
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Originally posted by XoOxICE
For GLB sponsored tournaments, flex is refunded, so what happens to flex in team bank?


When the tournaments are complete, I'll refund the flex to the appropriate area (either directly to the user account for the team owner or to the team flex bank).
 
Catch22
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Originally posted by James Buchanan
Can we get some details regarding how the age based leagues are going to work, or at least how you foresee them working at this point?


This pretty much explains it all. If you have a specific question, feel free to ask it in the next thread:

http://goallineblitz.com/game/announcement.pl?id=426
 
Catch22
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Originally posted by lukin83
What are the plans for equipment limitations per attribute in the future? I know this was discussed but was not sure of a decision was ever made.


No specific plans, was just a topic of discussion.
 
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Originally posted by Kai Boom Boom
Dumb question, but I'll just ask anyway.

Any chance of decreasing the flex cost for WR's? Simply because at least 5 are needed per team, and some agents are reluctant to build them since they don't get as much notoriety or stats as a QB or HB.


No.
 
Catch22
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Originally posted by rockitsauce
Considering that it appears most people are on auto "Thumbs Up" to every suggestion, do you consider the suggestions worthy on 1 to 1 vote ratio or do you look for a larger majority. Like a 65/35 split?


We look at a couple of things.

1) How many people are supporting/not supporting a suggestion. Something that has 3,000 thumbs up and 200 thumbs down is much more likely to receive consideration then something that has 300 thumbs up and 20 thumbs down.

2) Whether or not the suggestion brings value to GLB.

3) Whether or not the suggestion is easily programmable.
 
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Originally posted by madmatg
Many more replays like this if needed
http://goallineblitz.com/game/replay.pl?game_id=1493450&pbp_id=3212742

is the CB supposed to be jumping in the wrong direction when the ball is thrown?


Didn't look at the replay - if you believe there is a bug, posting it in the Bugs forum is the correct avenue.
 
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Originally posted by timbrock
I would like to add on to this question. What if you are hanging on well after decline and your skills are diminished. Currently you have the option to sign and play in AA ball but with age based leagues I assume you will still be forced to play in the highest leagues? Won't this pretty much force retirement because no one wants to keep a dot around that is getting rolled and can't get a contract.


If your player is above the minimum age for the uncapped leagues, yes he would be forced to play in those leagues. The tiers should allow for players of similar abilities to be grouped together.
 
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Originally posted by Loco Moco
Seriously, what is a reasonable amount of time?

I fear that this thread and the idea in general are already reaching a breaking point.

I had high hopes for it, but it seems to be tailing off very quickly.




I believe that 4 days is reasonable. I want to give people the opportunity to ask a question before answering them.
 
Catch22
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All questions that I had a readily available answer to have been answered. I've submitted some to Bort for answering and will post his answers when they are available. I did not answer any questions that were suggestions. If you have a suggestion, I encourage you to make it in the Suggestions forum.
 
Catch22
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Bort answers below:

Originally posted by tragula

This was discussed in the OC forum,

These two plays are the exact same play call, exact same QB and same defense play. In the first case the progression changes fast (jumps to WR2 after 2-3 ticks), while in the second the vision line is frozen on WR3.
1. http://goallineblitz.com/game/replay.pl?game_id=1492615&pbp_id=1265702 (QB morale 100)
2. http://goallineblitz.com/game/replay.pl?game_id=1492615&pbp_id=1272162 (QB morale 86)

One possible difference is a catch fake by WR2 in the first replay. And here is my question ?

- Does a WR making a catch fake (or any other fake) have any influence on the QB progression ?
(imo, the logical answer should be know)
- Any other explanation for the difference between the plays ?


A player becoming open or very low risk can allow the QB to look at them if he passes a (pretty difficult) vision check. The WR2 in the first replay was probably low enough risk to warrant a quick check by the QB.


3. Originally posted by TruthHammer

From 11/11 Changelog:
- Up penalty to catching passes while moving fast

The way this is worded, it sounds like it's easier for a receiver to catch a ball if they have to slow down and adjust to an off-line pass than it is if a perfect pass catches them in stride. So in effect, it is a penalty for throwing an accurate pass. Is that really the way this change works?


Receivers running quickly have a harder time catching the ball. There's a penalty to their catch roll depending on how fast they are going. A stopped receiver (like on a comeback route or something) won't have any penalties. A bad pass is hard to catch as well; much harder than the penalty for moving. There is also a bonus to catching when the pass is high quality and on the numbers. So no, a bad pass is not easier to catch just because the receiver is moving slowly.


4. Originally posted by Novus

How long is the play-clock in GLB? 40 seconds? 45? 50?

And does GLB follow the NFL's play clock rules (the play clock starts as soon as the previous play is whistled dead) or the NCAA's play clock rules (the play clock starts as soon as the referee spots the ball)?


45 seconds. There is really no "referee spotting the ball" type of action, since each play is treated as a separate event with no in-between play time simulated beyond players swapping out or energy changing, etc. An amount of play clock just expires before each play is run.


5. Originally posted by Mightyhalo

Does first step actually provide a boost to acceleration for a HB on a rushing play after the scripted handoff? Does the scripted hand-off prevent first step from having any benefit at all for a HB on a rushing play?


First step is more useful for re-starting motion after a hard cut, where the player slows way down or stops, which can actually be pretty often for some players and plays. Since the player is already moving at the handoff, first step usually doesn't have a chance to go off unless a cut is required. Surge is probably more what you're looking for.

6. Originally posted by TJ Spikes

D-line deflections...

Can the d-line attempt a deflection when they are engaged with the o-line, or do they need a clear path to the QB?


They can, but they have a very large penalty if they are engaged in a block.

7. Originally posted by WiSeIVIaN

Do points in the powerback SA's (Lower Shoulder, Stiff Arm, and Power Thru) help raise your break tackle scores even when they given SA does not fire, or do more points only help the the chance of the given skill working and bonus to breaking tackles using said skill?


Break tackle SA's only add to the score if activated. More points make them more likely to activate.

8. (similar to question asked before): Does the Spin SA increase the base break tackle roll, or is it a circumstance that if it fires, then the base tackle roll is increased based on agility? Along these lines, does/can high strength increase the chance for Spin to fire?

Only adds to the score if it goes off. Agility helps it go off more easily.

9. Originally posted by Chysil

any way we can know exactly how teams are place in which league / conference? Some of the conferences are rather lopsided, giving out the info might allow suggestions to improve team placement within leagues and thus give us more balanced leagues


Sorted by rivalry points, highest rivalry scores first. If no good rivalries exist (or not in minor leagues), it's random.

10. Originally posted by Dr. E

When the QB is looking at a receiver and the math is happening to determine if the ball is thrown to that receiver, what part is confidence playing other than morale?


Just dealing with pressure.






Edited by Catch22 on Nov 25, 2010 09:02:49
 
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