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TrevJo
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The changes in the OP so far sound good.

A few things, most of which I've mentioned before:
-It should be more difficult to tackle good elusive runners in space. That said elusive runners should have to slow down/detour to make people miss, unlike season 11 or so with full speed juke rays.
-Initial block roll for less agile and slower blockers should be more difficult, especially when an elusive rusher is barely in their blocking radius. Also the effect of a successful initial block should not always be to stop the defender in his tracks (again especially when it's not a straight-on block).
-Catch fakes and jukes during routes should not affect defenders covering other receivers man to man.
-the QB should not audible more blockers than there are rushers. For example, if I set the hb to block and the fb with a route but audibles enabled, if the defense brings 5 the qb should not hold in the fb for 7 blockers.
-QBs should fumble more when sacked. The high number of sacks and low number of QB fumbles compared to real football is alarming, especially since agents don't invest much carrying in their QBs. Likelier QB fumbles would make the passing game more of a risk thing where's currently it is mostly reward. It would also be nice if QBs had to build for more than just throwing and strength and SAs. 165+ throwing builds are part of the reason passing is overpowered.
-This route issue in Strong I is a pretty serious play bug and should be addressed before the season starts: http://goallineblitz.com/game/forum_thread.pl?thread_id=4917948
-Last but not least I will plead with you again: Offensive timeouts when trailing should not get called so early. You guys took my timeout logic and doubled the time amounts which maybe made sense for some of the <15 second ones but not for all. See the Alpine/Carthage playoff game as a prime example. Alpine used up all 3 timeouts and scored with 47 seconds left, allowing Carthage to drive and answer with a TD, and Alpine still got the ball back with 6 seconds left (too bad they didn't still have a timeout). The first offensive timeout should never be used before 1 minute left and the last offensive timeout should never be used before 30 seconds left.
Edited by TrevJo on Jun 5, 2012 10:43:47
Edited by TrevJo on Jun 5, 2012 10:42:31
Edited by TrevJo on Jun 5, 2012 10:40:47
Edited by TrevJo on Jun 5, 2012 10:37:46
 
MadCow420
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i refuse to watch this shit until there is a flash replay for it, its god awful to watch non flash replays
 
Dr. Showtime
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&flash=1

Just add that, madcow
 
MadCow420
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you use to not be able to do that? test server use to only be regular replay.... damnit now i have to watch this shit
 
Dr. Showtime
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29 bad throws on 46 hurries on 185 passes

http://test.goallineblitz.com/game/game.pl?game_id=5517

Also Originally posted by Catch22

- Reduced the bad pass chance a smidge, and made it so it doesn't call it a bad pass if it's caught.


It should still be called a bad pass, people (Megatron) catch bad passes all the time

Edit: cool we havea mobile test site but not main site?
Edited by Dr. Showtime on Jun 5, 2012 11:06:08
Edited by Dr. Showtime on Jun 5, 2012 11:05:42
 
TrevJo
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Originally posted by Dr. Showtime
29 bad throws on 46 hurries on 185 passes

http://test.goallineblitz.com/game/game.pl?game_id=5517


Do you think that's high? I don't.

Originally posted by Dr. Showtime
Also Originally posted by Catch22


- Reduced the bad pass chance a smidge, and made it so it doesn't call it a bad pass if it's caught.


It should still be called a bad pass, people (Megatron) catch bad passes all the time

Edit: cool we havea mobile test site but not main site?


I agree, if bad pass refers to the pass quality then it shouldn't matter whether the pass is caught or not.
It should be renamed, though, to something that is more intuitive to describe what it actually is: http://goallineblitz.com/game/forum_thread.pl?thread_id=4922988
Edited by TrevJo on Jun 5, 2012 11:12:28
Edited by TrevJo on Jun 5, 2012 11:12:04
 
DONKEIDIC
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Can we please test what the sim would be like with sound defaulted to off? It would be great for me to be able to watch games again at work.
 
Dr. Showtime
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Trev that was 25% hurries per pass

That is ok I suppose but only 13 sacks and 3 INTs on that many passes?
 
Dr. E
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Originally posted by Dr. Showtime
It should still be called a bad pass, people (Megatron) catch bad passes all the time

Edit: cool we havea mobile test site but not main site?


I just ran two games testing passes. 65/124 no int and 13 bad passes total with 18 hurries. This is with a tweaked code Bort loaded to the test server today. For build info, just go look at any open WL builds, that's what they emulated.
 
merenoise
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Originally posted by TrevJo
-QBs should fumble more when sacked. The high number of sacks and low number of QB fumbles compared to real football is alarming, especially since agents don't invest much carrying in their QBs. Likelier QB fumbles would make the passing game more of a risk thing where's currently it is mostly reward. It would also be nice if QBs had to build for more than just throwing and strength and SAs. 165+ throwing builds are part of the reason passing is overpowered.


This is definitely something I'd like looked at. Especially when the defender getting the sack has a lot more tackling than the QB has carrying. Pretty sure since QBs take strength fairly high that it is cancelling out the tackle score advantage created by a defender with much more tackling than the QB has carrying, would like to see that addressed.
 
MadCow420
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no people are building thier QBs with more carry. so they dont fumble.... and with the amount people blitz. do we really want 12 fumbles a game? i mean people blitz like every other down..
 
lardaddy
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Originally posted by TrevJo
The changes in the OP so far sound good.

A few things, most of which I've mentioned before:
-It should be more difficult to tackle good elusive runners in space. That said elusive runners should have to slow down/detour to make people miss, unlike season 11 or so with full speed juke rays.
-Initial block roll for less agile and slower blockers should be more difficult, especially when an elusive rusher is barely in their blocking radius. Also the effect of a successful initial block should not always be to stop the defender in his tracks (again especially when it's not a straight-on block).
-Catch fakes and jukes during routes should not affect defenders covering other receivers man to man.
-the QB should not audible more blockers than there are rushers. For example, if I set the hb to block and the fb with a route but audibles enabled, if the defense brings 5 the qb should not hold in the fb for 7 blockers.
-QBs should fumble more when sacked. The high number of sacks and low number of QB fumbles compared to real football is alarming, especially since agents don't invest much carrying in their QBs. Likelier QB fumbles would make the passing game more of a risk thing where's currently it is mostly reward. It would also be nice if QBs had to build for more than just throwing and strength and SAs. 165+ throwing builds are part of the reason passing is overpowered.
-This route issue in Strong I is a pretty serious play bug and should be addressed before the season starts: http://goallineblitz.com/game/forum_thread.pl?thread_id=4917948
-Last but not least I will plead with you again: Offensive timeouts when trailing should not get called so early. You guys took my timeout logic and doubled the time amounts which maybe made sense for some of the <15 second ones but not for all. See the Alpine/Carthage playoff game as a prime example. Alpine used up all 3 timeouts and scored with 47 seconds left, allowing Carthage to drive and answer with a TD, and Alpine still got the ball back with 6 seconds left (too bad they didn't still have a timeout). The first offensive timeout should never be used before 1 minute left and the last offensive timeout should never be used before 30 seconds left.


Trev for Admin
 
bhall43
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If the qb doesn't audible for blitzers on half the blitz's that are just 4 rushers then audible is useless.
 
merenoise
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Originally posted by MadCow DTD
no people are building thier QBs with more carry. so they dont fumble.... and with the amount people blitz. do we really want 12 fumbles a game? i mean people blitz like every other down..


QBs who add a fair amount of carrying should of course fumble less but a QB who has 60 carrying against a blitzer with 90 tackling should be coughing it up a lot. Even with your extreme example of 12 fumbles you have to take into account that around 9-10 of them would be recovered by the offense anyway so you'd be looking at 2-3 fumbles lost and a bunch of negative yardage plays which would help in a sim that looks to be weighted heavily towards the offense.

BTW I like that it is looking like scoring is going to go up, I hated the super low scoring games. Just want to see defensive dots make highlight plays as well as offenses.
 
MadCow420
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audibles are useless
 
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