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Forum > Goal Line Blitz > Q&A Archives > 7/6/2012 Live Q & A thread
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Mob-6
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Bort & Catch,

Thank you for all you do in shaping the game. The user base always appreciates it when you have some free time like this to answer questions. Keep up the good work fellas.
 
Bort
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Originally posted by LordEvil
Ever thought about having a user record for wins and losses for whatever they are coaching? You could have a coaches card like a players card that shows user was an OC x amount of wins and losses, DC, x amount of wins and losses etc etc. Could maybe break it down to league they won and lost in. The AI could be tagged for the user running the show since some owners do the offense and defense.


Yes, for a long time actually, have just never gotten around to it. It would be impossible to back-fill is part of the problem, And there'd probably be a lot of 0-2000 lolGMs out there lol.
 
Bort
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Originally posted by jamz
When you select users for the Skaggs Alpha Beta of the other new Warrior General games, do you have a plan to include some casual users with the power gamers so that when the rest of the users get there heballs and hays23 don't have the whole game broken mastered in a 20 tab spreadsheet?

Cliffs Notes Version;

1) Will non power gamers be part of the tests

2) Will any of the new games be foreward thinking enough to not be 100% math based (no ALGs)


1) We will be looking for a cross section of gamers who can provide good feedback.

2) We have learned many lessons from GLB and will focus more on casual aspects as the main part of all future games, leaving any super advanced stuff to a secondary "hardcore" mode or something of the like.
 
Catch22
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Originally posted by ken-in-rockwall
Have you thought about changing any of the presets so that they don't have the HUGE outputs per input? (ie: 30,45,125 outputs for some of the OAI inputs or 40, 65 outputs for some of the DAI inputs). Could this help agents that would like to learn to be an OC/DC?


Problem is presets don't work with packages (when I first made them I used packages but Bort couldn't work with those and expanded them) and if you limit the presets to like 5-10 plays per input they become too predictable and don't allow for enough adjustment. Obviously if I had to do it over again, I'd make them smaller but that's a pretty time intensive process and I'm not sure it's a priority for us right now to revise.
 
Bort
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Originally posted by Longhornfan1024
Who is your favorite dot of all time?

Which dot's performance do you subjectively think caused you to make the biggest sim change?


I will just say Tea Baggins for both because he's the obvious choice, but to be perfectly honest I have rarely looked at one particular player's performance and instead more at the performance of a position as a whole or certain plays, etc.
 
Bort
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Originally posted by yello1
Its been many seasons since that decision was made, and many agents objecting are long gone and many new ones since joined. As you recall alot of agents were for the idea, maybe things have changed. It was a good idea. Could you at least unlock the NGTH on this subject so it could be reviewed anew and perhaps other ways of approaching the subject be suggested and discussed?


I am not against the idea myself, but there are probably other things that are more important to work on first these days.
 
Catch22
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Originally posted by Wat
I have played since season one and will play GLB till it dies, but it seriously concerns me with the amount of unhappy users there are on this game. People have always bitched, but it's reached a new level...and sadly I have to agree with the majority of the complaints.

I think the biggest problem with GLB is the fact that the sim is just plain out inconsistent. I could have Team A play Team B 50 times over with never changing tactics, and would have 50 ridiculously different scores. Seeing this concerns me, and many others have noticed the lack of consistency with the sim. Bort/Catch have you seen this problem/thinking of ways to improve, or are you ok with as is?



I think the sim's been pretty good this season. Last season not so much. Also the amount of complaints are way down in comparison to last season, so we're making progress.
 
evileyez
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Originally posted by Catch22
I think the sim's been pretty good this season. Last season not so much. Also the amount of complaints are way down in comparison to last season, so we're making progress.


 
tautology
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Originally posted by Bort
1) The general ball carrier pathfinding was one of the more difficult things to come up with. The elusiveness slider and code surrounding how that works I remember thinking was pretty slick. Some of the newer QB targeting code works pretty good, too.

2) Assuming he was playing deep zone, I'd guess he was faling a lot, all throughout the latter part of the play. There's a check every tick until he passes, so he got a lot of chances.

3) Well that's not up to me!


1) I was actually thinking about the ballcarrier pathing after I wrote that...was a big improvement.

2) SS was in a Deep 4th, with the Medium setting...guess I should have specified that.

3) Catch told me you tweak the code to keep MPHD down...are you claiming that's not true?




One followup question:
Do deep zone defenders have any sort of awareness or evaluation of whether a nearby dot is currently "open" or "well-covered?" Or do they just respond to targets that they observe?



Edited by tautology on Jul 6, 2012 19:52:53
 
yello1
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Originally posted by Bort
1) The general ball carrier pathfinding was one of the more difficult things to come up with. The elusiveness slider and code surrounding how that works I remember thinking was pretty slick. Some of the newer QB targeting code works pretty good, too.

2) Assuming he was playing deep zone, I'd guess he was faling a lot, all throughout the latter part of the play. There's a check every tick until he passes, so he got a lot of chances.

3) Well that's not up to me!


Thanks, one more follow up. The collision circle is not the size of the dot is it? I can run past two people dancing pretty easily, they don't take up the nearly two yards a dot on the field is. Would it be possible to reduce that collision size even more given they are entangled with each other? It just seems to happen alot, far more than it ought. Not the best example but I cant see how the TE blocking the one defender here could really have gotten in the way of the other two or three defenders so much that they do not make a play.
http://goallineblitz.com/game/replay.pl?game_id=2070946&pbp_id=5465419
 
Catch22
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Originally posted by Wat
If that's the case and you're happy with where we are going, what are we waiting for to move out of Beta?


Achievements system.
 
Bort
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Originally posted by saintedix
1) Are onsides kicks on the horizon? Even my idea of having them w/o replay (similar to the way XPs and FGs) would be better than nothing...

2) Can users who helped with graphics (like, for instance, created all of the field graphics...) expect any kind of compensation?


1) Maybe; I guess they are part of the game, but I do worry about the potential for abuse ala Madden.

2) We've rewarded a lot of people; if you never got anything for those field graphics, contact Catch and get your dues man. You earned it.
 
Catch22
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Originally posted by tautology

3) Catch told me you tweak the code to keep MPHD down...are you claiming that's not true?







I said, we make sure you don't win so you keep buying flex until you do. Get it right.
 
rileyx4
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Best thread posted by management to date and my thanks as very helpful....my thanks to Bort & Catch.........please advise chance for another sport to be introduced to our game as so many of us want for sure
 
Catch22
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Originally posted by Tim26
same thing as 2 point conversions?


That's why we have limitations and forced plays on the 2 point conversions (to prevent abuse).
 
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