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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #10
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Originally posted by jamz
Are we still going to see more mini games like pick 'em on the Matchup Page etc?

Also, League Survivor improvements thread: It is going to happen? What is corndong working on?


Originally posted by Bort
I'd like to, but I don't have any particular ones firmly in the plans. We did talk about trying to do a WL fantasy sort of thing; I don't think it would be very hard to set up if there was no draft and it was roto-style scoring. I don't know how much interest there is in that, though.

The remaining survivor additions are not high priority, but I'd like to get them done at some point. CD has some admin-side projects that need to get done first.
 
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Originally posted by rbfloyd
Hi,

Does Tunnel Vision work via a vision check in regards to locking on the QB?

If so, is a vision check fdone while the defensive player is engaged in a block?

Does confidence help with SAs?

Thanks!



Originally posted by Bort
Tunnel vision doesn't require a vision check. It's a check against the level of the skill at the start of the play.

Confidence helps mostly with the morale-related SA's.
 
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Originally posted by Ubasstards
any plans to train someone or give them access to fix certain issues that only Bort can fix? For example, loss of avatars today?

It seems crazy to not have a backup for these types of things.


Originally posted by Bort
I do need to get access to some servers for a couple folks for emergencies; DD has passwords if it's necessary. I'm generally the quickest on the case, though, especially as to figuring out where to go and what to look for.

 
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Originally posted by dvdatm
Bull Rusher question: Does Bull Rusher increase strength during the scenarios described, or does it alter the break block calculation (placing more importance on strength)?

EDIT: After a bit of research, I realize that this question has been answered. A follow-up question is: Does the break block calculation include a term that compares the strength of the blocker vs. the strength of the blockee? If this is the case, does Bull Rusher alter this term as a whole, or just the strength of the blockee?



Originally posted by Bort
Break block and block scores are a formula. The Bull Rusher skill just affects the strength portion of the formula.

 
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Originally posted by blazzinken
The comeback Kid VA works 15 yards down field.

How is the end zone treated? If you are 10 yards out and throw a Pass that is 7 yards deep in the end zone, does it fire?



Originally posted by Bort
Yes, it would work. It's just looking for LOS + 15 yards. Doesn't matter if it's in the endzone or not.


 
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Originally posted by tragula
Just curious about sim resolution :

What is the spatial and temporal sim resolution compared to the replays ?


Originally posted by Bort
I assume you mean granularity of the data?

The frames per second time granularity is the same. 10 ticks per second.

The position data in the replay is rounded to the nearest .5 for the browser's sake, but the sim deals with all non-integer values as floating point numbers.
 
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Originally posted by AngryDragon
Why do QBs roll into DEs when nobody is chasing them from the other side like in the example below?

http://goallineblitz.com/game/replay.pl?game_id=1839106&pbp_id=5032319


Originally posted by Bort
Huh, I was just working on that stuff, actually. I think I got a little over-zealous with trying to get scramblers to roll out more often, and the roll-out timing threshold is currently a bit too low for guys not set to scramble often.


 
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Originally posted by nexill
I know that it's been said before that when a pass arrives at a covered WR, the order of the roll is: CB deflect chance, WR catch chance, CB deflect chance (before any tackle attempts/knocked loose/whatever). But then I saw a post that intimated that the very first roll could actually be a contested roll where the WR might get the first crack at it.

Assuming that the WR and CB are in approximately the same position and one of them doesn't get a roll first based on positioning, does the CB always get priority? If not, what can the WR do, build wise, to be more competitive? Things like agility, strength, vision, and jumping seem to make sense...but it has seemed to me that WRs with high catch seem to be getting those catches more often.

Don't get me wrong, this makes sense, that WRs with higher catch have a better chance to make catches in coverage. But from the order we had always been given before...deflect chance - catch chance - deflect chance....the WR wouldn't enter into that first roll at all, it would be purely QB vs CB.

Of course, it might be that what I'm seeing is that the first deflect roll is extremely difficult and thus gets missed most of the time, allowing the WRs with higher catch to then make a better % of the catch rolls, and when those aren't made, the CBs second deflect chance kicks in. And all we see in the replay is a deflection.

thanks.


Originally posted by Bort
If the defender isn't getting a free chance at the ball because he's closer, he still gets first crack at deflecting the ball, but that is where the WR's "fight for the ball" chance comes into play. He gets an "anti-swat" roll to try and thwart the CB's deflect roll. It's essentially a penalty to the CB's deflect roll, making it harder for him to pass the check. Then if the CB fails the WR gets his catch chance (modified by the CB's coverage rolls), and then the CB gets a final free shot at it again if the WR fails his catch roll.

 
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Originally posted by Time Trial
Can a dot pass a vision check to decide NOT to speed up?

Examples:
1) if a FB is lead blocking for a slower dot, I notice that the FB is eight yards up the field and then reaches the end of its waypoints, turns around and tries to find someone to block.
2) if a WR sees that there is no one covering him, recognizes zone coverage, but sees that there are a lot of defenders further up field and that running faster only makes him more covered.
3) if a QB is doing a rollout, but realizes that the blockers aren't in place or aren't going to be in place, will that dot still try and run full speed?
4) if a CB is set to man coverage on a WR, but is set really deep, will he always run as fast as possible in the direction of that dot (+ his coverage distance) or at some point will he realize that he needs to slow down or the WR will overtake him and pass him?

Edit:

If they cannot, I will open a suggestion that they can in the right forum, but I need the response to this first.




Originally posted by Bort
Defenders will regulate their speed to keep pace with a slower offensive player, blockers slow down to try and block, and receivers slow down to catch passes if they must, but in most instances players just run full speed. I have played at times with some additional coding to make runners slow down to follow behind lead blockers better (with varying success; most folks would probably wonder why their guy was running so slow), but not really any of the other instances you outlined above.

Each of the above are really their own separate thing and would require specific coding for each, not just one "hey slow down you dolt" update. If you are interested in writing up a suggestion, I'd suggest trying to write out all the various instances where a player would need to regulate his speed better, so we could have a comprehensive list of ideas to work on.


 
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Originally posted by mrmaomao
does Mr First Down work at the Goalline? ie is a TD coded as a first down?


Originally posted by Bort
Just checked and yep, it would.


 
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Originally posted by Kaotik
How big is the Aura of Intimidation zone roughly? Is it possible to give us a general idea? I'm curious to know if at ~10 it encompasses an entire side of the ball, or if it is more encompassing just a line. Don't expect an exact answer, but I just want to get a general idea of how much it could really effect a team when it's close to it's maximum potential.


Originally posted by Bort
A center with 10 aura would have a radius that extends out to near the tight end, so it might have trouble hitting OLB's lined up outside, but it could probably hit most of the D line.
 
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Originally posted by Hagalaz
Can we get some clarification on the QB options regarding tucking & running and scrambling out? Like, the same type of clarification we got for the running style slider? I asked this one last Q&A but it got ignored.

The other question that didn't get answered last time is one we KIND OF have the answer already, but I want it from bort. Can break-tackle SAs (spin, power through, etc) work in QB pass plays before he tucks the ball? What about after he tucks, but still in QB pass plays?

EDIT: Also, just for confirmation, does break tackle% affect turn the shoulder at all?



Originally posted by Bort
Scramble often will tend to make the QB roll out of the pocket early and often (pretty much every time he has a chance). Run often will allow him to take off running earlier in the play, as long nobody's in front of the QB. "Sometimes" has a bit higher threshold of pressure required before the QB will roll out, and he will not opt to run as early in the play. "Never" will pretty much never scramble or run, as the pressure and time thresholds required are very high.

The only break tackle SA's that work during "pass mode" are spin, turn the shoulder, and stiff arm. Once the QB is running with the ball, the rushing break tacklers work instead (turn the shoulder no longer works). Break tackle % works with any break tackle ability.
 
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Originally posted by TheGreatAus
Two Questions about Sure Tackler and a follow up:

A: When Sure Tackler VA fires, does it force the ball carrier being tackled to re-roll any SA/VA that may have fired? I cant find anything on GLB wiki about this

B: When Sure Tackler VA fires, does the tackler make the second tackle attemptl in the same tick as the missed tackle attempt, or in consecutive ticks?

I ask because I have seen my SS make tackles before where it looks like he has missed, falls, but then holds on somehow and makes the tackle the next tick and Im not sure what was going on there...potentially a 'dragged tackle'? Dunno, but thanks!


Originally posted by Bort
Sure tackler re-rolls immediately on the same tick, and makes both players re-roll everything.

Your next-tick tackle is most definitely a dragged tackle.
 
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Originally posted by TheGreatAus
A couple of questions about clutch:

When clutch activates, is it a whole play activation, where clutch helps the success rate of everything the dot tries to do (i.e., is clutch 'On' for a play)? Or does it factor into every roll for a dot? Such as a WR on 3rd and 10 in creative route running in this example:

Tick 0: FS (@11) activating
Tick 2-5: gaining speed,
Tick 6:small head fake outside
Tick 7: cuts inside with catch fake
Tick 8-10: speed increasing, route development
Tick 9: sees pass coming
Tick 11: makes catch, but only because of Sticky Hands

In the above example, for FS activating, which might have a normal chance of say 60% firing, is that 60% chance multiplied by some 'clutch factor' to help FS fire? Does it make the FS firing more efficacious? Please dont forget the questions above! Thanks!



Originally posted by Bort
Clutch is active on the items it applies for during the whole play, and is generally applied as a multiplier to roll scores, to make them more likely to succeed, similar to having a SA favored by your archetype. It gives various bonuses to non-sa stuff as well, like pass catch rolls or deflection/interception rolls. It does not, however, apply a set pct bonus to all the player's attributes, or anything crazy OP like that.

 
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Originally posted by TheGreatAus
Head Hunter

Say we have two Free Safeties, all are equal in build, save one has 150 speed, one has 115 speed (yes I realize thats not entirely equal, just for example only!). That means, that strength, agility, First Step, Closing speed, weight, height, and Head Hunter values are equal (lets say HH is at 10 here), just speed is different. These are not Special Team archetypes, nor are they used on special teams. They only play on non-special teams defense plays.

Which dot will have Head hunter fire more often? Based off of the description of Head Hunter, 'this player has a higher chance of making fumbles when at, or near, top speed', it would seem like the dot with lower speed will have head hunter fire more often, simply because his top speed is MUCH LOWER than that of the other dot and his agility, FS, Closing speed will help him reach/maintain that top speed much more easily than the other dot. If that is the case, doesn't this seem like its not fair to the dot with higher speed? If so, can this be addressed in a timely fashion? If not, I retract the request and statement.

All things being equal, the dot with the higher speed, assuming he can access it before making the tackle, will have higher momentum than the other dot, and should have a higher chance of making the fumble. But the slower dot, due to being at 'top speed' gets an extra boost to making a fumble over the dot at higher speeds?? This doesnt make sense, and if this is the case, it really needs to be corrected in someway. Yes I realize this last part is somewhat suggestive, but the first part of this post has relevant questions, please help!

Thanks for any help!


Originally posted by Bort
I suppose the 115 speed guy theoretically has more chances to get HH working, but anybody with 150 speed is going to reach top speed pretty fast anyway, unless he has 10 agility or something, and as you said he's going to have more momentum so it probably evens out. I'm not sure how you would suggest "correcting" it in any case; make a suggestion perhaps.

 
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