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Forum > Goal Line Blitz > Q&A Archives > GLB Question and Answer Thread #5
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Catch22
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Answered the ones I could and have posted the sim related questions and a few others for Bort to answer. Will post his answers when he has answered them.
Edited by Catch22 on Feb 5, 2011 01:37:22
 
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Originally posted by Fumanchuchu
On making tackles vs forcing fumbles:

Does every successful tackle get a force fumble roll? Or does the make tackle roll have to reach a certain threshold to trigger a force fumble roll?

Is Make Tackle % AEQ included in the "tackle quality" part of the FF roll? Is tackle quality even a thing?


Originally posted by Bort
You have to reach a certain threshold of quality to get a fumble roll try. Make tackle % does help improve that.

 
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Originally posted by ijg
A couple training questions. Will break into two posts for readability.

Training breakthroughs:
Premise: I believe that multi training penalizes your chance of a breakthrough. Am I correct? See logic below.

1) Is the probability of a break through - call it P(B) - the same for daily vs. multi training?
IOW, if my P(B) is 10%, I will get 4 break throughs if I train normal all season(10% * 40).
How many will I get out of my 10 multi trains (if 4 way train)? 1? (=10% * 10)

2) If the answer to 1) is yes (that I will get 1 multi break through/season if P(B) = 10%), how does that break through work? In my experience, it appears only 1 of the 4 attributes gets the break thru, not all 4. Is this correct?

3) If 1 and 2 are correct, doesn't this imply 1/4 the breakthrough gains on multi training as daily training (intense, light, or normal)? Is this intended as a reward to daily training or is this an unintended oversight?
Or is P(B) > on multi than daily, so that I will get more break throughs to offset the fewer trains over a season?

Bottom line: You see what I'm getting at? If P(B) is constant and only rewards 1 of the 4 skills in the multi, than multi gets you 1/4 less breakthroughs over a season (and thus career)which seems unfair. To correct it, imo, either all 4 attributes should get the break through or P(B) should be 4X for multi so that you still get 4 break throughs/season either way (assuming P(B)=10%).



Originally posted by Bort
Breakthroughs happen on each attribute's training. Multi training just processes a bunch of single trainings in a row, with the same chance for breakthroughs on each. So the chance for a breakthrough on any one attribute is always the same.
 
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Originally posted by ijg
Training question #2:

How exactly are the decimals carried over?

Premise: It appears decimal values - whether displayed (multi) or not (normal train) in the expected training value are rounded when applied to your training bar. Is this correct and is it working as intended?
1) In multi train - where decimals are shown - the training bars seem to go up by the rounded up value displayed, e.g. if it's 16.7% the bar goes up 17% and even if it's 16.3%, the bar tends to go up 17% too. It will go up 17% each train, so after 3 trains, you get 51%, not 50% (16.7% * 3) as best I can tell. So is it correct that the decimal is not stored in the training bar?
2) In daily training, there seems to be a similar decimal expected value, though it's not shown. Is this correct? This becomes apparent at high skill values, so when a skill is at 80, the light expected value will be 1% and normal may be 3% whereas at 90, the light value is still 1% but normal may be 2%.

When you train, your bar goes up by those displayed 1%, 2%, or 3% each time, again suggesting no stored decimal. However, I am guessing when you get 3% normal, 1% light it's because the expected values are say 2.8% and 1.4% whereas at 2% norm, 1% light, it's because the expecteds are 1.8% and 0.9%. Again, is this roughly correct?

Bottom line: The reason I am asking all this is there are funny situations when you're trying to fill out a bar (say speed is at 82 and 94% full) and light takes 6 trains at 1% vs only 2 norm trains at 3%. However, if I wait til 88 to fill the bar, it now takes 3 norm trains at 2%, but I can still do 6 light trains at 1%, so there is a bit of an arbitrage to knowing where norm is of value and where light is of value. Is that disparity WAI? I would have thought there would always be a linear relationship preserved there, but if decimal values aren't stored, then inefficiencies get created.

Note: It isn't just apparent at high values. I've noticed at lower values sometimes as well, usually around the caps.



Originally posted by Bort
Decimals are rounded/chopped off when inserted into the database, as we just store the total gains as integers. No, there's no plans to change that.
 
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Originally posted by lardaddy
the description for the Cut Block SA reads:

A cut block is a block below the waist that attempts to bring the defender to the ground quickly. The blocker will execute this block when he is overmatched or needs to take the defender out of the play very quickly.

Please elaborate what 'overmatched' means. Less strength? Less blocking? Less of both?

Further, does the phrase 'very quickly' mean that this SA will only fire w/in a certain period of time elapsed from the snap?


Originally posted by Bort
Overmatched means he keeps losing blocking rolls for whatever reason (worse attributes, bad luck, etc). No, there's no time constraints. You're just likely to cut block when about to lose miserably and probably get revcaked.
 
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Originally posted by Mob-6
What are the pre-reqs for Closing Speed to kick in, regarding distance or situations from ball carrier?


Originally posted by Bort
You just have to be more than 5 yds away from the ball carrier (not for a passing QB though - that's what the blitz skill is for.). Doesn't matter what they are doing or where they are.

 
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Originally posted by odt
Can you attempt tackles while being blocked or do you have to break the block if only for a second to do so?


Originally posted by Bort
You can attempt tackles (at a penalty) while being blocked, as long as your blocker is not directly between you and the ball.
 
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Originally posted by tragula
Question regarding the way the QB choose which player to audible to block.

1) If I set such are audible to block is allowed for all positions (HB, TE and FB) , what determines which player will be the first audible to block ? (let assume that none of them is first on the progression so all are eligible for audible).
I would very much like to be able to predict the auidble (assuming all vision check passed)

2) How the QB vision check works. Does he have one vision check for all blitzing players ? does he have a vision check for every blitzing player separately ? or maybe separate vision check for each possible audible ?


Originally posted by Bort
1) He just goes FB first, HB second, TE third. TE can get sent over to the left if there's an overload over there.

2) There's one check to see if he sees all blitzers.
 
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Originally posted by Disastermaster
1)Any thoughts how to handle the money loss many teams take this season because the sorting in elite, competive and normal leagues are completly random?

non playoff teams from cap 34 went into regional pro elite and AA championship teams where placed in regional pro normal, losing at least 3 mil this season due to lower media revenue. Donīt know about the ticket prices.

http://goallineblitz.com/game/forum_thread.pl?thread_id=4481612&page=1#40558079

2) how will the promotion from regional pro into national pro be done for season 22. Will only the teams from regional pro elite be promoted to national pro, or also the winners from competive and normal leagues. If not, than the teams that where placed into the wrong leagues get screwed again.

3) Will there be an adjustment made for next season and move teams around between elite, competive and normal to make more balanced leagues


Originally posted by Bort
1) It wasn't random. Higher effective level teams were first. Teams had plenty of time to contact us and move if they really wanted to. I don't have any "compensation" plans.

2) We go from elite playoff teams first, and take competitive next if there's not enough teams to go up, and normal third if we are still short, though I doubt we would need to dip down there.

3) It will shake itself out as teams win/lose and move between tiers. Your competitive winners go to elite, elite losers go to competitive, etc. It took a couple seasons for the system to fully work out before in the level capped leagues, but it was obviously working to get teams sorted together better. The same will happen here.

 
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Originally posted by GMathiasf
How does GLB calculate the new statistics for Targets/Rec allowed from a defensive player standpoint? Also hurries/sacks allowed from an OL/HB/FB standpoint?

From what it seems, the defensive player closest to the ball at the time of reception is given the target and reception allowed, even if they are covering a different player? Is that correct? If so, why was this method chosen over simply assigning them to the person covering someone in man coverage.

Also, is the targets/rec. allowed in effect on screen passes?


Originally posted by Bort
Any player attempting to cover the player who got the ball passed to them (whether in direct man coverage or in zone coverage where they switch to "man" mode) gets a def target.

sacks/hurries allowed go to the last blocker to touch the defender who got the hurry/sack. If nobody touches him, it goes to the guy who was assigned to block him.

Yes, it counts screen passes, though it might make more sense if it didn't. Didn't really think about that when adding the stat.

 
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Originally posted by L_R
For HB rushes: Does jumping have any positive affect on the Dive for Yard SA, Tenacious VA, or any other similar "eek out extra yardage" VA? i.e The higher jumping the have the more often the SA may fire or the more yards you'll dive (fight) for etc etc


Originally posted by Bort
No, it doesn't specifically apply to those skills. It does apply to breaking/avoiding tackles, however, so it sorta indirectly applies.

 
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Originally posted by Triathlon Dude
Couple of questions about Hurdle

1. When was Hurdle added to the PBP? Will it show up in Flash? Will it show up in the text?
1a If there is a Hurdle and Spin at the same time, does only Spin show up?

2. When does Hurdle activate? From the side? Front? Back?


3. What would help Hurdle activate more? Break Tackle % piece or a Fake % piece

4. Why are we getting conflicting answeres from admins in regard to Hurdle with all of them saying the information is coming from Bort.


I would really appreciate it if Bort was the one answereing these and not Catch relaying the answeres




Originally posted by Bort
1. Hurdle icon output was broken for a while; I recall fixing it near the end of last season or so. It should show up in flash and text. You cannot hurdle and spin at the same time, just as you cannot power through and spin at the same time. I suppose you could do them in consecutive ticks, in which case whichever one happened second would tend to appear.

2. Any time there's a diving tackle attempt.

3. Break tackle. Hurdle is not a fake. We have been looking at probably bumping up its strength a little, though, as well. On review it seems a little underpowered vs some of the other skills, especially since it only happens vs diving tackles. Probably part of the season 21 update.

4. Dunno, probably just different interpretations from asking me in person.
 
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Originally posted by IIAMLEGEND
Is it really that hard to make the players stay in bounds at all times on defense unless a juke is made near the sidelines of course, but is it really fair to say your player needs more vision is the reason he runs his zone off of the field?



Originally posted by Bort
There's definitely a bug I am currently investigating with guys going out of the back of the endzone in zone coverage; though it's hard to duplicate all the time. However it is quite possible to fly out of bounds when over pursuing or getting juked, etc. A lot of defenders (especially at lower levels) will have 90 speed and 40 agility, which makes it pretty hard for them to stop and turn.

 
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Originally posted by boomer82
How important is Vision for fake skills (head fake, juke, pump fake etc.)?


Originally posted by DL24
To add to this, we know that Vision, Agility, and Carrying all contribute to faking, but which skill is the most important of these of a successful fake firing?


Originally posted by Bort
Carrying and agility are most important for making the skills actually go off. Vision is helpful to actually make moves to take advantage of the fake, and of course to see the defender coming in the first place.

 
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Originally posted by Denthor

Do CPU players receive salary based morale bonuses? If not, why do we have the option to give the different salaries?


Originally posted by Bort
Yes, they have a base level and expected salary based on the avg level of human players in the league. They get salary/promo morale just like any other player.
 
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