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bhall43
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Originally posted by TheGreatAus
I think its not wise to remove the bad pass tag. How do you know if your line is doing well then?? Or if your QB should get rid of the ball sooner?? Please leave the bad pass tag visible, even if it is caught.


Not all bad passes are from hurries so it wouldn't even matter.
 
TheGreatAus
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Originally posted by Mike Rogers
Originally posted by TheGreatAus

I really dont want to read the fifty billion pointless posts at this point, but what exactly do you want people to look for or compare to the prior sim???

You say 'general purpose to game' but how does a team schedule a game for something other than to watch their dot play? Are teams supposed to load up on the pass? Are we supposed to be looking for better leading of WR's or something? What about break tackle stuff? What are frequencies of various builds break tackles versus prior seasons?

Having some info that is helpful would allow for better data collection, maybe you could put some of this in the OP? Or have links to it?

Otherwise...well, good luck with a lot of probably pointless PM's to you! I like the idea, but it seems like the execution could be slightly better.



The Changelog has been updated already with the new changes : http://goallineblitz.com/game/changelog.pl (May 8, 2012 apparently GLB nerfed June )
So thats a good place to start looking for what to test.

In terms of what you test, it is very much up to the teams/users if they prefer to look at individual issues by forcing Run/Pass or if they would rather run their typical AIs and comment on overall game balance and any specific issues that arise in those games.


The below is the criteria for the flex refund, and is intentionally open ended to allow for a wide range of feedback on all parts of the sim.

Originally posted by Catch22


Provide a user feedback report for each scrimmage they run by sending a private message to Catch22 with the following information:

-- link to game
-- general purpose of game (what you are testing/looking for/etc)
-- general observations of game
-- specific issues with play by play links showing issues and why you think this is an issue
-- specific recommendations to address issues


It sounds like you guys might know of something to look at. So what I am saying is, provide a little guidance. I stress a little...do you know what I am saying?? http://www.youtube.com/watch?v=XtLXGQu-OF4
 
TheGreatAus
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Originally posted by bhall43
Not all bad passes are from hurries so it wouldn't even matter.


Right, it could be from a flaw in the QB build. I dont see what taking out the bad pass tag accomplishes. Since when is more information, that is useful (even if questionably useful), a bad thing?
 
evileyez
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Originally posted by TheGreatAus
Right, it could be from a flaw in the QB build. I dont see what taking out the bad pass tag accomplishes. Since when is more information, that is useful (even if questionably useful), a bad thing?


i think i recall still seeing wobbling in the pass animation but no text on the PBP?
 
Mike Rogers
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Originally posted by TheGreatAus

It sounds like you guys might know of something to look at. So what I am saying is, provide a little guidance. I stress a little...do you know what I am saying?? http://www.youtube.com/watch?v=XtLXGQu-OF4


Anything in the recent changelog, for a start, which are themselves very specific.

As there were changes and fixes to almost every part of the sim, so its tough to say anything specific outside of the points mentioned there.
But no one thing in the changelog is in need of any more or less testing/feedback than anything else.

Some of it is more subjective, (like QB leads or VA changes, for example) while some is pretty straight forward (Like reduced bad pass on screen passes.) so that might effect what you want to look at.

But one the points of wider testing is that we dont just concentrate on small things and miss the overall picture and effect on game balance.
 
evileyez
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scrim server crashed or just running behind? over 20 min for one of mine
 
ronwboise
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I gotta tell you, I ran 2 scrims this a.m. and I didn't see much of anything different.
 
Mike Rogers
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Originally posted by TheGreatAus
Originally posted by bhall43

Not all bad passes are from hurries so it wouldn't even matter.


Right, it could be from a flaw in the QB build. I dont see what taking out the bad pass tag accomplishes. Since when is more information, that is useful (even if questionably useful), a bad thing?


There was a slight issue with what was being reported, basically, which is why we always though "Only Bad Passes can be lead well". Passes that were very catchable but not perfect were tagged as Bad, typically the harder passes to make.
Which made that info misleading.

It probably would be best to have multiple tags for pass quality and direction etc, and I have seen some excellent suggestions based around that.

But for right now, Bad Passes are reported if they are significantly Bad, which does give dot builders and Co-Ords the info they need based on what we saw on the Test Server. Previously at all levels the info gathered by dot Builders and OCs based on Bad Passes would also be slightly misleading.

And the PBP pass animation shows any Bad Pass caught, so that info is not gone completely.

Its a question of if you prefer Any Pass that isn't 100% perfect to be called a Bad Pass, or if you prefer it to reflect the actualy impact on making the catch.

And its something that will be looked at via the feedback of course.
 
mhardman
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This is the dumbest idea ever. They have 8 days between seasons to fix things but yet can't get it done in that time. What other things could be more important that take 4 extra days to fix things.
 
TheGreatAus
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Originally posted by mhardman
This is the dumbest idea ever. They have 8 days between seasons to fix things but yet can't get it done in that time. What other things could be more important that take 4 extra days to fix things.


The weekend. Duh. Monday is the workday. Saturday and Sunday is FOR PARTYING!!!!! Lets just pray they arent too hungover when they analyze the data and keep/implement more changes
 
bhall43
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Originally posted by mhardman
This is the dumbest idea ever. They have 8 days between seasons to fix things but yet can't get it done in that time. What other things could be more important that take 4 extra days to fix things.


10 or so people working on multiple different parts of the game can see a good amount of game footage, but there are a lot of build types we didn't play with that the live server has.
 
jakobnielsen
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Originally posted by mhardman
This is the dumbest idea ever. They have 8 days between seasons to fix things but yet can't get it done in that time. What other things could be more important that take 4 extra days to fix things.


After suffering through s28, they are welcome to take 6 days, if we end with a better sim
 
Mike Rogers
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Originally posted by evileyez
scrim server crashed or just running behind? over 20 min for one of mine


Should be fixed.

With exceptionally high numbers of scrims happening, expect some slight delays at times.
 
MadCow420
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Edited by MadCow DTD on Jun 9, 2012 10:58:10
Edited by MadCow DTD on Jun 9, 2012 10:56:01
 
ZephyrFox
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http://goallineblitz.com/game/replay.pl?game_id=2059137&pbp_id=10839469

Pass interference? It really looks like the FB blocks the FS before the pass is caught.
 
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