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Dr. E
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Originally posted by Mstr_October
I could post quite a few of these myself.

I could also post 100s of examples of how lead passing is non-existent. What happened to it? It looked beautiful on the test server, yet I only saw 2 or 3 plays where lead passing actually looked good. Receivers have to slow or stop to catch every pass. Every pass.


Could be the level/stage of QB builds?
 
TheBear
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Originally posted by Dr. E
Could be the level/stage of QB builds?


But I thought that was the whole point of the changes....was to make the game enjoyable for EVERYONE...not just the higher levels?

 
Westwind
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Originally posted by Vigilante
Will it matter what we set for game preferences when we send scrims, like private or ranked, playoff OT rules, etc...?


Did this get answered? I'm assuming it does not matter but curious none-the-less.
 
Dr. E
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Originally posted by TheBear
But I thought that was the whole point of the changes....was to make the game enjoyable for EVERYONE...not just the higher levels?



I can only guess at what Bort wants, can't read minds and have never swapped messages with him, but I'd say your point is probably what he wants. Puts more food on the table if you have more happy customers. Although, I've said it before, unless he creates enough "buffers" for lower level Dots to function the same as high level Dots, it wont happen. And if he does that might as well just change the format to all dots coming complete with enough end game BT, SP, VA and training points to build an end game Dot. Which is of course what I'd prefer to see. Then I could play the game without having to wait a year.
 
Mike Rogers
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Changelog Updates

Jun 9, 2012
- Reduced conservativeness of tackle intercept point math a bit
- Fixed/adjusted intercept point math for zone and man coverage to address some issues with not closing cushion gap and sticking with deepest receivers
- Added a sliding vision bonus to recognizing run plays for lower level players (decreases with age)
- Increased pass quality penalty for longer passes
- Increased resistance to pump fake for man coverage and catch fake for zone coverage defenders
- Fixed/adjusted intercept point calculations for pass defenders when ball is in the air to make sure they don't try to intercept the ball behind the receiver, etc
- Added a time based and agility/strength differential based bonus to pass rushers' spin/rip or power moves



The most recent Changelog additions reflect concerns voiced everyday during testing.

It was felt to be better to "release" the more offensively focussed version of the sim for wider testing and feedback from the userbase, and to err on the side of "Excitement" over balance/realism.

Open Testing and user feedback confirmed the original concerns, so some balance has been returned to Key parts of the sim for now, to gather more data and user feedback.

I have been assured that if the sim has now "Swung back too far" towards balance (or to put it bluntly its too boring) then it can and will be adjusted towards excitement and fun again.

So if you have a problem with how the new sim looks after the most recent changes, your feedback and input are most welcome ;

http://goallineblitz.com/game/forum_thread.pl?thread_id=4933487 : Game Changes Discussion and Feedback Thread

http://tinyurl.com/Send-Catch22-a-PM

(Or Send me a PM)
Edited by Mike Rogers on Jun 10, 2012 10:47:05
Edited by Mike Rogers on Jun 10, 2012 10:46:25
 
Dr. E
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SIM looked completely different today. 3-0 in an overtime game in what has already been called the season of the offense is sad. Looked like this - Increased pass quality penalty for longer passes was across the board and not just long passes. FF seemed way up too, although I guess a lot of people want that. And it seemed those outside CB/FS blitzes got a recharge, come through clean almost every time with no attempt by anyone to pick them up.
 
zz man
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all good by me cos I aint got a clue lol but thats feedback for you !
 
tragula
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Originally posted by Dr. E
SIM looked completely different today. 3-0 in an overtime game in what has already been called the season of the offense is sad. Looked like this - Increased pass quality penalty for longer passes was across the board and not just long passes. FF seemed way up too, although I guess a lot of people want that. And it seemed those outside CB/FS blitzes got a recharge, come through clean almost every time with no attempt by anyone to pick them up.


In one word : overreacting. (I cannot show the opposite since it is private)

The blitz is back, but picking it up is possible, and then hitting those 1on1 receivers for big gains is pretty reliable..
 
Dr. E
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Originally posted by tragula
In one word : overreacting. (I cannot show the opposite since it is private)

The blitz is back, but picking it up is possible, and then hitting those 1on1 receivers for big gains is pretty reliable..


Yea, I had no problem running a passing attack on the test server, passing could even be said to be over powered at the Pro/WL level.
 
JT_HOOD
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Originally posted by tragula
In one word : overreacting. (I cannot show the opposite since it is private)

The blitz is back, but picking it up is possible, and then hitting those 1on1 receivers for big gains is pretty reliable..


as it should be, and so far just about everything works but isn't over powered. It will work but won't happen every time. Just a few more tweaks and it's going to be epic sim
 
JT_HOOD
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Originally posted by Dr. E
Yea, I had no problem running a passing attack on the test server, passing could even be said to be over powered at the Pro/WL level.


that's how the NFL is, D line can't get pressure then the Offense always picks a part a D. It's been that way always in football.
 
Mike Rogers
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News just in...

Jun 10, 2012
- Increased lower level passing buff a bit more
 
dahman32
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Originally posted by Mike Rogers
News just in...

Jun 10, 2012
- Increased lower level passing buff a bit more


When does this go into effect?
 
Mike Rogers
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Jun 10, 2012
- Fixed/adjusted QB lead target math to fix a couple issues with passes thrown to bad or unintended spots
- Reduced long pass quality penalty back a little bit to approximately an uppper-middle-ground point
 
bhall43
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woofta...sounds like it was a good day to take off from GLB.
 
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