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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #7
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Catch22
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Originally posted by The Avenger
Does Bort and Co feel its acceptable that most Leagues never sim on their scheduled time almost every day in almost every league?


Sim server is working fine. Occasionally a sim will run behind due to extenuating circumstances but the majority of all leagues finish within 15 minutes after the hour.
 
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Originally posted by The Avenger
AE question:

If an OT has 3 pieces of AE and ALL of them are Hold Block, one is 2%, one is 3% and the 3rd is 5%. What % is full, which one is halved, and which one is quartered?

IE i buy a 5% first, then a 3%, and then 2%, is he now 6.75% hold block? If you did it the opposite way, its 4.74% hold block total


Takes the highest value piece first, then the second highest, third highest, etc. So if you had a 5%, 3% and 2% it would be:

5%
1.5% (50% of 3%)
.5% (25% of 2%)

for a total of 7%
 
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Originally posted by dagwood13
On VA's like Bull Rusher and Pass Rusher, are the % increased based on Natural skills or Natural + Equipment?


http://www.glbwiki.com/qa/search.php

Bort
February 6, 2011 Question What current veteran Abilities utilize post-equipment values into their calculation?
Answer Any of the on-the-fly ones. The ones that count for a whole game are loaded before equipment gets added.
 
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Originally posted by Fumanchuchu
If I set a play in a package with more than 100% bias with the AI recognize it as such?

for example would

25%
25%
50%

and

50%
50%
100%

play the same as

100%
100%
200%

or would it have a problem with going over 100?


Yes, it'll account for going over 100%. Your examples would play the same as 100-100-200.
 
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Originally posted by The Eagle
I have some auto adjust and output percentage questions:
(I'm short on time this weekend, so I apologize if these were already posted and I didn't see them)

1) What happens if our outputs don't add up to 100%? I've seen several times that it gets normalized, but am now sure how. Does the code replace our percentage with a value that gives the same relative percentage or does it just tally up the total and call everything relative to that?

Example: say I have 3 outputs and I left them all at 30% by mistake. So does it change the total to 90 or change the output values to 33.33333333%

2) We've heard before the auto adjust settings are a swing percentage, where the highest is 15% (15, 12, 9, 6, 3, 0, presumably). What happens to the total of the output percentages when this happens?

Example: Say you have two plays at 50% in a package. After a successful play, AA (on very fast) increases the good play from 50% to 65%. The total is now 115%. Does it normalize this back to 100%? or does it just keep the output values as they are and work with a total value of 115%?

3) How does AA evaluate a successful play versus an unsuccessful play? And is there anything in between? Does a mediocre play give you less than the AA swing value (i.e. if AA is on very fast, a mediocre play could give you 7.5% swing instead of the nominal 15%?) Or is it as simple as gains versus no gains and either an increase or decrease by the swing percentage?

Example: Say an AI output has a running package and a passing package at 50% each with AA on very fast. A 3 yard inside run might be considered a success by some (Woody Hayes!!), but how would AA rank this against a 10 yard pass to the TE?


#1 - it'll recalc them to = 100%. If you have two that are at 20-30, it'll recalc it to 40-60. Same if it's higher then 100%. It'll recalc it lower.

#2 - Always recalcs to 100%.

#3 - http://www.glbwiki.com/qa/search.php - type in auto adjust in the search box. Ton of useful information there.
 
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Originally posted by codythetiger
I'm not suggesting this into the game just curious as to GLB's thoughts of it and progressing even further.

Have yall thought about allowing OC's being able to make their own plays, such as using a OPC (Offensive Play Creator) much like what the DPC is, or would something like that cause too many problems?


It would be too exploitable and is not something we are going to add to the game.
 
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Originally posted by Cryptotich
Easy Question.

Why is 2nd half scoring dis-proportionally greater than 1st half scoring? By a lot.


Most likely because of the effects of morale and energy. People undervalue stamina/confidence and as such the increased effects of morale in the 2nd half coupled with players getting tired causes more variance in real time player attribute values.
 
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Originally posted by cugel
As the owner of a non-boosting team, what's my best strategy to keep from getting plowed by boosters? Or is that impossible to prevent?


Depends on the level difference. If it's 10+ levels, it's going to be pretty difficult. Best strategy to win any strategy type game is to always attack an opponent's weaknesses and make sure they can't attack yours.
 
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Originally posted by CaptainUniverse
Do you or Bort (or any of the other Admins) ever stealth-listen to the glb radio shows for fun when you're working late? The ones where you don't call in.


I do all the time and I know Bort does occasionally (he mentioned he was listening to the Casual show the other week).
 
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Originally posted by MileHighShoes
Is jumping the #1 attribute in breaking diving tackles?
Is Strength a part of the break diving tackle roll?
Can you give me the order in which the attributes are weighted when breaking a diving tackle roll?


We're not going to give specifics as to which attributes are weighted more heavily in a sim roll. Sorry.
 
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Questions not answered submitted to Bort for answering. Will update this thread when he has answered them.
 
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Originally posted by glwarriors
Will rephrase my question - what are the attributes for O-linemen that go into the rolls for determining if they are reverse pancaked?

What is the roll sequence?

I know this has probably been covered before, but I am wondering if there have been changes since that was posted.


Originally posted by Bort
Strength/Agility mostly. Balance calculation.

Once the blocker starts to lose the hold vs break block battle the defender gets his chance to try and push the blocker over.

Edited by Catch22 on Jun 1, 2011 02:18:15
 
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Originally posted by tonnyrat
In what order do the Deflect, Intercept and Catch rolls take place? Is it 1) Deflect 2) Int 3) Catch? If the Catch roll is last, does that mean that the Sure Hands VA only works on plays that would have resulted in a dropped pass?



Originally posted by Bort
1) Int 2) Deflect 3) Catch

Deflect near-success can impede the catch chance tho, the idea being that they got their fingertips on it but not enough to fully smack it down. Sure hands only works on a play that would have been a drop, but that includes drops because of that decent defender roll.
 
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Originally posted by tpaterniti
Generally speaking how do +% pieces work? Do they modify the final roll or affect the individual attributes that go into it?


Originally posted by Bort
It's added on at the end of the roll calculation. Though, since rolls are based on attributes, saying that the % affects the attributes is basically the same thing.
 
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Originally posted by tautology


As a part of that answer, I would like to have some insight on the following:

Given two players in exactly the same circumstance about to make a tackle (same weight, same vector, same height, made the same vision check results, same energy and morale etc)....

Player 1 has 70 strength, 80 tackling, 90 agility, 80 vision, 50 confidence, 50 jumping and 120 speed. He has no make tackle modifiers.

Player 2 has 60 strength, 68 tackling, 80 agility, 70 vision, 43 confidence, 43 jumping, and 110 speed. He has a +20% make tackle modifier.

All other VAs, SAs etc are equal.

Which player will have a better chance to make the tackle?

Another way of asking the question...is there a comparison of attributes between the runner and tackler in some fashion that is used to generate the tackling score, or is a player simply generating a tackle score based on his own attributes, regardless of matchup?




Originally posted by Bort
The tackle score is just dependent on the player's attributes. It gets modified by situation and such after that, but the base score we start with is just the player's attributes.

Your two players there are probably pretty similar in chance to make the tackle, though your lower attribute guy would be more likely to be affected by SAs, since his pct bonus would not apply vs a fake out, etc.
 
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