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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #13
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Originally posted by yello1
In terms of how difficult a pass is to make, how much strength, vision, decrease in quality, chances of a short pass etc etc etc, all of the things that come from a pass's distance.

If one Wide out is near the sideline, and another wideout is directly midfield in front of the QB, and both are 3 yards down field from the line of scrimmage...

Is the pass to the Sideline WR a tougher pass to make and catch than one to the Midfield WR because of the direct actual distance between the QB and receiver?

Or are both passes just "3 yard passes" and the distance effect upon the pass the same to the Sideline and Midfield receiver due to their distance from the line of scrimmage?

Shorter version, is pass distance based upon a physical XY calculation between the QB and WRs locations, or is it solely based upon the receiver's distance from the line of scrimmage?




Originally posted by Bort
Quality calculations and the like are based on the physical X/Y distance from the QB. Special abilities and VA's that say "5 yard pass" etc are determined from the LOS.


 
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Originally posted by Mat McBriar
Are you comfortable with the way the running style slider operates?

Obviously fakes are determinant on the ball carrier making a cut. As much as the power RB is just a 'steam ahead' player, isn't it a bit too cookie cutter to never see him fake a defender? One would assume that the lower end of the bruiser VA spectrum (towards -50) and the lower end of the slippery spectrum (+50) should allow for more of a combo "break and fake" role. It seems like the running style slider is a bit too extreme on the power side whereas power SAs work fine on the elusive side.

As it stands, the only real way to make a "break and fake" ball carrier is to have him on the elusive end of the spectrum (w/ Spin), just because the guy on the power end never makes the cuts necessary for fake opportunities to occur. The "barrel straight ahead" mentality appears to be much too literal. Even the Brandon Jacobs sized guys who like to put a good lick on a defender have some sort of avoidance.

Within that same note, will we ever see the other end (elusive) opened up further? I know a while back Bort did some small testing with it and it was determined that the ball carriers were "too good". I remember them being borderline Mentergate-like, but is that something that may see some adjusting before we exit beta? Ideally to make the running style slider a true spectrum of choices with their own advantages/disadvantages?


Originally posted by Bort
I feel it's fairly good in its range right now; I've done lots of testing and adjusting with various endpoints of the spectrum over the years, and it's pretty dialed in at this point in time. I think perhaps what you're talking about is a guy set around zero on the slider, but nobody ever does that because they want the slippery or bruiser VA. Perhaps there could be a middle of the road VA with a smaller bonus to both fakes and power moves?


 
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Originally posted by oaklandraider
Head of Steam SA: "bonus to avoiding blocks and pancakes while blitzing"

What exactly is it adding a bonus to ?

SPD/AGL/VIS/break block% ?



Originally posted by Bort
It gives a bonus to the defender's rolls vs initial block engagement rolls (instant pancake chance and block engagement roll).


 
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Originally posted by gbororats
Does the QB passing slider bullet/lofty have a bonus/penalty based off of a QB's attributes.... would a QB with 160 throwing and 100 strength throw a better pass, in terms of quality, than a QB with 150 throwing and 80 strength on bullet?

Basically are there attributes that are required to NOT throw ducks/bad passes/bad throws on the bullet setting vs the lofty setting?


Originally posted by Bort
No, it does not affect quality scores.


 
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Originally posted by coreyls18
How much does Agility actually help/benefit a QB?



Originally posted by Bort
Agility improves arm speed (release time), ability to use "turn the shoulder," and of course ability to move around in and out of the pocket.


 
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Originally posted by dagwood13
is the receiving bar for payers a reflection of their catching score when they go up against another player for a ball


Originally posted by Bort
If you boil it down to a single number, for the most part, yes. That's the idea.


 
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Originally posted by tautology

Question for Bort:

How exactly does QB pass decision making work?

Specifically, what is it that we are not understanding about QB decision making that allows plays like this to occur?

http://goallineblitz.com/game/replay.pl?game_id=1956406&pbp_id=3346610
http://goallineblitz.com/game/replay.pl?game_id=1956406&pbp_id=3348818

Is there something we can do to with our builds to help with plays like this? (QB already has pretty decent vision and Quick read).

Is this a failed vision check, or some other parameter that prevents the earlier throw to wide open targets?

Is this a "Route hot spot" issue?

If so, can we get an option to turn off hot spots either as a QB tactic or (preferably) on a play by play basis in the AI?



Originally posted by Bort
I think there's currently a bit of an issue when more than one player becomes open at the same time, where they are sort of competing for attention. I did a few adjustments this season regarding that (trying to make him not move off of a guy with 0 risk, and only switch so many times), but if it's still a problem I guess it needs more work.


 
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Originally posted by saintedix
How exactly does the 1-Hand Catch SA fire? Does it give the WR a chance to make a catch before the deflect ball roll (if a pass is outside the CB's range but within the WR's 1-Hand Catch range, does the defender even roll)?

Basically, how/where does this SA factor in during the process of catching a pass?


Originally posted by Bort
If a defender is not close enough to the ball to make a roll on catching the ball, he doesn't get a roll, regardless of the receiver's catching range. He might, however, affect the receiver's catching ability just by being close by. 1-handed-catch is checked for when we check to see how far the ball is from the receiver, and whether it's in range, so it could preclude a defender roll.


 
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Originally posted by Dr. E
Does aura of intimidation effect only morale? Or does it somehow have a different effect on "rolls"?


Originally posted by Bort
Just morale.


 
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Originally posted by gbororats
This is for Bort Specifically: Does every change you make, every tweak to numbers, every adjustment to the code end up in the change log? As the owner of this website, the creator of the code, the be all end all of this game, do you feel it is or is not necessary to post every change made to the game? Is this something you would consider doing if you don't already. There is always speculation of stealth changes, stealth nerfs/boosts.

We are the bug testers... the beta testers... do you think it is good business practice to get us more involved in making the game stable, giving us something to look for and fix with things that you have adjusted or changed.

of course there are the major complainers, I myself complain, but like myself there are legitimate agents out there who are willing to go above and beyond and watch every play of our respective games to help this game evolve into a stable full version without a beta tag.


Originally posted by Bort
Every change we make (unless it's something not code-related like like upgrading server RAM or something) goes in the changelog. Everything ends up getting tested out at least a couple of times on the test server before going live as well.

 
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Originally posted by Guppy, Inc
is there any skills that influence whether a KO goes right, left or middle? seems like some teams kick more to 1 side than the other directions. i always thought it was 100% random, but now i'm not so sure since i know that punters can influence punting to the sidelines.



Originally posted by Bort
It's random.
 
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Originally posted by bhall43
When you are programming the sim and making changes. Do you have saved copies of prior sims in the event you would ever want to test out how the game would look with current builds if you hadn't made some changes? Like could you plug in the season 16 sim into a server if you wanted to and play with current builds to see how everything would look?



Originally posted by Bort
I do actually make a specific sim code backup at the beginning of each season. However, we use versioning software, so we can view all changes made, who they were made by, any why, and roll back to any previous version from version 1 on up.

 
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Originally posted by Longhornfan1024
Which VAs work for field goal blockers?




Originally posted by Bort
There are no VA's specifically for field goal blocking. Swat Ball SA does help, though.


 
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Originally posted by Kirghiz
Does the Intimidation VA work on offensive and ST's players using Aura Of Intimidation? It's listed as a defensive VA.


Originally posted by Bort
Yes, it works for anyone using AoI.


 
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Originally posted by regoob2
What goes into how often First Step fires. Is it just the # you have invested in the SA or do certain builds help it fire more often?


Originally posted by Bort
Just the amount in the SA.


 
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