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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #7
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Originally posted by jdbolick
If chemistry is not in effect for scrimmages and tournament games, then why do players on low chemistry teams hit exactly the same marks for top speed in those games as they do in regular season games?



Originally posted by Bort
I have not really looked at chemistry functions in a long time. Maybe it's buggy and is affecting them? I'll have to look through and see.
 
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Originally posted by Sabataged
In the D-League what makes a player the kick returner/punt returner? Is it based off speed? Or a combination of Attributes....or just dumb luck


Originally posted by Bort
KR is just the fastest guy.
PR is the guy with the best combined speed/carrying.
 
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Originally posted by J_Beck
Are FBs coded to reduce their speed when lead blocking so they don't get too far in front of the HB?



Originally posted by Bort
Not in general, though on certain plays (like screens, some outside runs) they have special instructions to try and let the play develop some before they go out and block. Usually it's the other problem - the HB is too fast for them.
 
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Originally posted by Fumanchuchu
Does the second digit in a players breath/energy matter or is it broken into chunks of 10? For example, is there a difference between 95 energy and 99 energy or does the penalty not show up until you drop below 90?


Originally posted by Bort
Energy is actually stored as a floating point and every little decimal counts. We just only display 1's.
 
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Originally posted by tragula
Audible to block
(previous discussion http://goallineblitz.com/game/forum_thread.pl?thread_id=4488804&page=3#40817760)

A bunch of question to complete the discussion:

1. Assuming all vision checked worked (and no constrains from the AI/ play type) what determines the numbers of players audible to block ?
- Head count of blitzing (non DL) players ?
- Unblocked rushing players (due to overload) ?
- Random process ? (please detail)
- Something else ? (please detail)

2. Can a missed pre-snap vision check by a blocker (the 'red eye') can effect who will stay in to block ?

3. Can a none blitzing defender "show blitz" and confuse the QB ?
- example 1: a MLB near the LOS that actually drops into zone.
- example 2 : the ROLB was set to cover man/blitz and failed the vision check to blitz but the QB "read" the blitz and audible in an additional blocker.

4. Do the QB take into consideration match-ups ? Ie if he thinks the RE will kill the LT can he call an audible to help ?

5. If the TE was audible to block, what determines in which side of the line he will stand ?

6. When a player is audible to block, does he need to pass a vision check to see the blitz ? or do he have a "discount" since the QB already so that for him ?

Thanks,



Originally posted by Bort

QB makes his pre-snap read. He either sees the blitz or doesn't.

The determination for needing to hold somebody back is the number of blitzers vs the number of blockers on each side of the line, so overloads will trigger a potential audible situation. TE will go left or right depending on which side has a bigger disadvantage as to blockers vs blitzers.

If a player gets held back by the QB, he might still screw up and not pick up the right guy (the red eye icon). The QB is entirely responsible for who gets held back though; the blockers do not make that determination themselves.

Non blitzers do not "show blitz" to try and confuse the QB, but "disguise blitz" ability may make him miss them and not audible his blockers. There's probably a suggestion in there somewhere.


 
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Originally posted by Brett Snyder
I may be a season or so off but, in season 21(or 20) there was a big change in the way the defensive line interacted with the offensive line (Referring to the DT's bouncing off the block) Since then its been widely refined, and imo looks alot better from a replay view, from even before the changes. Are there anymore changes that you are looking at to ultimately finish the house cleaning of the line interactions?

My second question has to do with blitz pick up.

I've been testing alot of different blitz packages to where I will put a ton of blitzers on the LOS to then only blitz a select few. I've been doing this to maybe keep a blocker staring at a certain blitzer and miss one whose actually blitzing. Instead, I've gotten alot of fortune teller blitz picker uppers. Have you guys acknowledged this, and if so, what kind of fixes do you have in mind?

Edit for link - http://goallineblitz.com/game/replay.pl?game_id=1654253&pbp_id=1699156
MLB on the LOS, but the offensive line already knows hes not coming (hence the RG pulls out to block the LDE)

http://goallineblitz.com/game/replay.pl?game_id=1654253&pbp_id=1699498
Here same alignment, only this the MLB blitzs. The RG, who blocked the LDE in the previous replay, quickly picks up on the MLB instead of prior shuffle out to block the LDE)

Thanks


Originally posted by Bort
We haven't worked on that in a little while, but we do go back to it every now and then where there are ideas. As to blockers being a little too "fortune teller:" because this is a sim game where adjustments on the fly are not possible, and people will try and spam anything that works really well, it's really a necessary evil to have the blockers better than they would be in real life in picking up some of those blitzes. Otherwise, we have games with 80 sacks because of a particular play call combination.

 
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Originally posted by kuaggie
At what second mark will the clock be counted down to 1 sec before you attempt a field goal? In other words, for our field goal AI at the end of the first and second half at how many seconds left should we set to kick a field goal?


Originally posted by Bort
45 seconds - a full play clock.
 
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Originally posted by Redster
Aura of Intimidation - The description states "This defender is so mean, etc..."

So my question is, does this SA not work for offensive players?

Part 2: Same SA states "This skill will put fear in your opponents hearts, making it easier to tackle or avoid them." Does this mean it helps with tackle avoidance?



Originally posted by Bort
It works for anybody.
 
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Originally posted by dmfa41
Have you given any more thought to expanding special teams in this game to the point where STs would have its own AI and plays? It is one-third of football.

The suggestion and voting system doesn't quite appear to have had the effect we've wanted it to have from my own personal perspective. What about it catches your eye most, the votes an idea receives or the ideas themselves?

What is it that made you decide that players were getting up too quickly after being pancaked? What factors pushed you to decide how long they should stay down? What builds of players were you using to test the desired duration?

How are we going to manage "shrinking tiers?"

Will we be giving reward points to celebrate dmfa41's medical school graduation?


Originally posted by Bort
I don't think ST needs its own AI. Maybe some expanded kickoff return types and stuff, but I'd probably just want to do pct options or something.

For suggestions, the idea has to be decent (IMO) and actually feasible first of all. If it gets a lot of votes on top of that, I tend to like it more. If I think it's really cool, I'll probably work on it right away if I don't think it would take much time. Really, if the idea is still up there, and near the top, it's in consideration even if I don't mark it as such (you've probably noticed some get implemented without ever being marked). I have removed some of the ones that got tons of no votes or that just wouldn't work, etc. Overall, the suggestions list is supposed to be a way to get the actual good ones actually cataloged in an easier to deal with list. It's not a "demands list."

I ran some test games for pancaked guys and saw them get up really quick here and there. Then I looked at the code and facepalmed cuz there was an obvious math error making for possible 0-length fall down times.

We need to deal with the accelerated build process before we deal with league structure issues - that will change it in a big way.
 
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Originally posted by VenomCoach
May 6 - Improve play reading abilities and cutoff logic for defense vs counter runs

What was done here?

I am seeing unblocked players on the play side all funnel to the middle, flat to the LOS, running into OL and creating pancakes.



Originally posted by Bort
I added some tackler path waypoint functions (which can be used in future projects as well). Guys with very good vision can read the play and actually go right to the final waypoint of the RB's path, cutting it off cold (assuming they don't get blocked). They also wait a bit longer vs counter plays to move. Guys who fail the vision checks will end up getting bunched up and stuff. It's a pretty tough check though. A random 40-50 vision defender is probably going to fail most of the time.


 
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Originally posted by delain3
May have been asked and answered but I didn't see it anywhere. If so, I'm sorry for the repeat.

With the new cap on percentage being at 75%, most people are saying that getting slippery to 15 and YAC attack to 9 is the max necessary for any scat back.

My question is, is the bonus that is given from YAC attack in the second right after the catch somehow a "special" bonus, or is any BT% piece or VA going to give the same bonus even in the first few ticks after the catch?

In other words, is the bonus from Slippery to BT% the same as the bonus that YAC attack would give, only that Slippery's bonus is always active wheras YAC Attack is only active right after the catch?


Originally posted by Bort
Yes, the bonus "id" is the same: "break_tackle." Stackable VA's with the same bonus id's just get added together and culled if over 75%. The differences are in the timing of when they get added to the bonus stack.
 
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Originally posted by Time Trial
Smooth Operator:

Flat vision penalty or %? Does proximity matter? Do you need any attributes to make it fire or to make it fire more often? It seems like it is always active according to the description, around how big of a vision penalty are we talking? Does it work twice as well in double teams?

How big of a factor does vision play in making a catch: is it only when the ball is off target and the WR needs to adjust, or will vision play any factor at all in a normal throw? Does the WR need vision to make cuts without tipping off the defender as to where he is going?


Originally posted by Bort
You have to be within defending range for it to work. More levels make it work better; no attributes required. Yes, double teams can stack their penalties from it.

Vision is a factor in just catching the ball in general, along with adjusting to bad throws and such. The receiver has to make a vision check to not suffer penalties to catching the ball, and it's part of his catch roll.

 
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Originally posted by PLAYMAKERS
does a player have to be in man coverage for smooth operator to trigger? Does the player have to be close to the receiver he is covering or would it be a pre snap penalty to the receiver?


Originally posted by Bort
He has to be actively covering the receiver, in "man" mode, within at least a couple yards. A zone defender directly covering the receiver counts. A defender who just happens to be nearby but is not actively covering the receiver does not affect him, nor does one who has fallen way behind.
 
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Originally posted by Triathlon Dude
Dive for Yardage....


Does this only work for rushers? Will it work for WR's that need to get that extra yardage........




Originally posted by Bort
Works for anyone with the ball.

 
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Originally posted by TrevJo
Speaking of Suggestions that have been voted on, has Bort given consideration to the idea of combining the Marketplace and Players Looking For Teams forums? Probably not one of the easiest ideas to implement, but would have a huge impact for users in one of the truly painful aspects of the game (recruiting). Most of the objections in the voting (and in the thread) were people who didn't want to lose their ability to advertise their players in a forum, but it's a misunderstanding because the idea as presented would not take this away from them.


Originally posted by Bort
I like the idea in general, but it is not high priority. I'd rather finish up some other ones first, like the scrimmages on demand, and of course our build time shortening project.
 
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