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Catch22
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New OL VA's (not usable on ST's, TE's, FB's and HB's can use):
Over Power = This blocker over powers the defender he is matched up against. For each level of Over Power, strength has 1% more of an effect on hold block rolls on rushing plays. REQ: Run Blocker Archetype
Max Protect = This blocker knows how to help protect the QB. For each level of Max Protect, agility and blocking each have .5% more of an effect on hold block rolls on passing plays. REQ: Pass Blocker Archetype
Power Blocker = This player can overpower his blocking assignment. Each level of Power Blocker gives a +2% bonus to pancaking his blocker when holding a block when using the Run Block Blocking Focus and a +1% boost when using No Blocking Focus.
Pocket Defender = This blocker knows how to create a QB safety zone. Each level of Pocket Defender gives a +2% boost to holding a block against a pass rusher when using the Pass Block Blocking Focus and a +1% boost when using No Blocking Focus.

New kick return code:
- dynamic path distances so the players won't stop randomly
- more consistent kick distances with less of a range of possible angles
- KR has more freedom to move when defenders are closing in

New blocking code:
- Went through, cleaned up, and reworked some of the formulas and interaction order of operations. It now better separates the hold block and pushing around events and skills, in more distinct code blocks for future updates. I doing these updates, I have put more focus on blocking in the methods for holding blocks, and strength for pushing.
- Pancake and revcake frequency seem fairly effected by the above changes as well, and I did some adjustments to formulas there to try and be more in line with expected results of more pancakes on rushing and less on passing, and more revcakes on passing and less on rushing.
- Reactivated a section of code that lets tacklers get "taken out" when they are running across the field at high speed with cut blocks. Don't recall why I removed it; perhaps it was experimental or just never got tested enough to go live, but I do like the concept.
- Added in the suggested blocking VA's for testing potential addition.

Break tackle/fake SA's:
- Added a better global SA cooldown tracking method, and added more cooldown time to break tackle skills.
- Added a cooldown where you can't fake right after breaking a tackle, especially spinning
- Made power through more consistent in its power (less random than spin) and made its effect up to 6 ticks, depending on its level. While activated, the runner will go in a straight line, gets a tiny speed boost, and gets the break tackle bonus the whole time. Cooldown afterward is much higher than before, though. This is more in line with my original idea for the skill.
- Weaker skill (LTS, stiff arm) cooldown time is very low, like 2 or 3 ticks

Force fumbles:
- Decreased chance a little bit, and made carrying worth even more in the anti-fumble score. TBH making carrying worth more might increase fumbles, since lots of people seem to think 60 carrying is plenty, and put no stock into cover up (which is actually worth a lot), even though it's first on the tree. Just not as sexy of a skill I guess. Guess we'll see.

Other random:
- Added a button on the JS replay to unhide the play popups after they fade away.

Updates made after the above initial post based upon testing:

---Upped cooldown on spin slightly
---Adjusted block balance on kickoffs
---Made Spin slow you down a bit more
---VA's updated as noted above (increase to match defensive counterparts)
---Changed tackle formula to have break score take into account tackle angle as far as attributes needed (more strength from front etc) and require more tackling to make in general.
---Adjusted fumble chance - combination of changes may make fumbles similar or way up/down but should be down. Try multiple games to see
---Defender likely to fall down on INT
---Blocking/Tackling reaction may require vision check now
-- reduced fumble chance (after previous tests had revealed the rate to be too high)
-- for long passes the following:
throw variance increased
WR's chance to react lower
lower pass quality
-- more likely for a big deflection when multi covered (so they don't get a chance for the bobble catch)
-- comeback kid only works when down 7+
--prioritize first down distance on 3rd/4th down
--fixed a couple of issues found with mistargeting or the WR reacting wrong

Most recent and pretty large/impacting update:

The main one, that I think addresses some of the "hindsight" disconnect I was discussing before, is that the QB can abort his windup now and move on to another target if his target becomes riskier during the throw animation. The upside to this is that he'll switch to an "I'm open" guy or potentially abort his throw when the player moves into double coverage. The downside to it is that he will now tend to be pickier and may get sacked more. Of course this all requires passing vision checks.

The QB is now pickier in general when there's no pressure, and since the pocket should tend to stick around longer, that means he may take a while to pick a target, which could potentially work into more sacks as well.

QB can only look out of progression order now for a wide open player, or now he can move on quickly if the next player in his progression has a very low risk score compared to the current progression. Requires vision checks of course to pass on. Quick read helps pass the checks.

QB takes into account over the help top specifically now as being riskier, as opposed to just "how many defenders nearby."

Fixed or adjusted for a few off-target targeting/reaction issues. There's still a few miscues here and there, but I've found that it often tends to be passes to players who cannot make a turn quickly enough to get to a pass behind them (fixurbuilds). Kinda realistic to have a few, though, tbh. Even Wes Welker screwed up catching a pass in the Superbowl.

Fixed a few issues with fades being thrown too far, out of bounds.

Adjusted PQ and catch chance values around a bit here and there.

Something I noticed: seems as though increased coverage penalties and an increased chance of a large deflection on a catch miss has increased the number of drops a bit, which definitely impacts completion pct. Good or bad I am not sure. Seems to mostly be the lower catching FB and such.

Comment from Bort after testers (myself included) about QB's seemingly throwing into double coverage too often. Thought it was worth sharing:

OK, so at least half of your guys comments are based on the position of players when the ball arrives, not when the QB starts his throwing motion. You can't base the programming on hindsight; only mathematical foresight. We have to have some allowance for defensive players to make great plays as well. A guy isn't double covered just because there ends up being 2 defenders there when the ball arrives. He's gotta be double covered when the QB throws the ball for the QB to be able to tell. Look at the frame when the ball first moves backward on the QB. That's when the calculation happens. Many times your open man is not really open until after the pass is on its way and only gets open because the defense is reacting to the receiver who is actually getting the ball. I bet part of the perception issue is the QB windup. He has already made his decision when he starts the windup and things may have changed in the meantime.


Still have a few bugs/issues we need to work out (one especially dealing with receivers getting "stuck" in the back of the end zone) but you can view the most recent test games to get a feel for where we are at.

http://test.goallineblitz.com/game/game.pl?game_id=4812
Edited by Catch22 on Feb 16, 2012 10:15:15
Edited by Catch22 on Feb 14, 2012 10:03:08
Edited by Catch22 on Feb 14, 2012 09:14:28
Edited by Catch22 on Feb 14, 2012 09:13:35
 
Robbnva
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Robbnva
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Originally posted by
---Defender likely to fall down on INT


Doesn't seem realistic IMO
 
Robbnva
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I like the idea of the OL VAs too but I see defense people complaing
 
jdbolick
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No consideration about my request to divorce morale from turnover chance? I've been begging for this since May 2009, and it's why we occasionally have those games where a quarterback throws 12 interceptions in one game.
 
Catch22
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Originally posted by Robbnva
Doesn't seem realistic IMO


Probably isn't but we were seeing way too many pick 6's. Last season in the WL there were 530 interceptions. 153 were returned for TD's. Way too high.
 
Catch22
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Originally posted by jdbolick
No consideration about my request to divorce morale from turnover chance? I've been begging for this since May 2009, and it's why we occasionally have those games where a quarterback throws 12 interceptions in one game.


We're not changing morale or how it works. There are things people can do if morale is impacting them negatively.
 
lardaddy
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alindyl
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Interesting, are these items being tested likely to be moved live for S27 or is this a future set of additions?
 
Robbnva
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Originally posted by Catch22
Probably isn't but we were seeing way too many pick 6's. Last season in the WL there were 530 interceptions. 153 were returned for TD's. Way too high.


Will it be adjusted by level? A lower level dot rarely gets an INT, let alone s pick 6, so when he does he should have the same level as a WL dot
 
lardaddy
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will TEs and FBs be eligible the new OL VAs?
 
Catch22
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Originally posted by alindyl
Interesting, are these items being tested likely to be moved live for S27 or is this a future set of additions?


We're doing what we can to roll these out for S27. Majority should be ready. Possible that a thing or two might not make it. I've personally spent a ton of time this past week testing (around 12 hours a day for 5 days) and I know testers like Mike Rogers, stizz, and tonnyrat have put in some time as well.
 
Catch22
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Originally posted by lardaddy
will TEs and FBs be eligible the new OL VAs?


No, just OL
 
evileyez
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Originally posted by Catch22
Probably isn't but we were seeing way too many pick 6's. Last season in the WL there were 530 interceptions. 153 were returned for TD's. Way too high.


is this adjusted by proximity of the receiver (to simulate them making a tackle)? there are pick 6s that happen cuz the defender gets a nice angle/jump on the ball - seems overkill to punish them.
Edited by evileyez on Feb 14, 2012 09:30:05
 
jdbolick
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Originally posted by Catch22
We're not changing morale or how it works. There are things people can do if morale is impacting them negatively.

Actually there are things you think people can do if morale is impacting them negatively, but I've already shown numerous examples that confidence and the morale bonuses from salary are completely overwhelmed and rendered irrelevant on those rare occasions when a short sequence of unlikely events produces the cascade. There's just no defense for making it possible to throw 12 interceptions in one game. It's a bad game mechanic that needs to be fixed, end of story.


As for interceptions, was there any thought to my suggestion that either catching them or just the recovery afterward should be influenced by the amount of catching the defender has? Basically, that 8 catching defenders would be either less likely to bring in the catch or else do this fall down thing you're talking about, but not penalize guys who took catching to 60+ on their defensive backs.
 
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