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Xars
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- Fixed Catch in Traffic skill not being included in Superstar SP discounts. A script will adjust SP with extra points for those who need it.

Bort


Good luck trying to stop S* TEs and WRs, like Philip Fry and Belgarion.

Oh and if it's fixed on Slow Built as well, then no one is going to stop http://glb2.warriorgeneral.com/game/player/78455 with +20 to Catch in Traffic. No one.

Rob, the red carpet has been laid out for more 600+ yard games.

This should be fun/crazy/drama/bitching/etc.

Edited by Xars on Jan 16, 2015 06:14:28
 
peeti
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Do we know if it was affected by Early bloomer as well?
 
peeti
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And no...if we start bitching about a fixed bug, then we are all stupid
 
peeti
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Also: Do players who had Slow Built get negative SPs now? They definitely should
 
AirMcMVP
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Originally posted by peeti
Do we know if it was affected by Early bloomer as well?


Based on what was posted, this probably affected Early Bloomer, too. Meaning the caps for Early Bloomer are too high and need to be adjusted down but SP need to be refunded.

Originally posted by Xars
Oh and if it's fixed on Slow Built as well, then no one is going to stop http://glb2.warriorgeneral.com/game/player/78455 with +20 to Catch in Traffic. No one.


Well, just like Early Bloomer there would need to be a SP adjustment. In this case you'd have players go negative SP if they had invested anything in CiT.

I wish there was more info on the fix.
 
Xars
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I'll throw some stats in for my LogZilla Boys from Stobie's GLB2scout.com:

I throw 3 Long Passes, which make up 72% of my Pass plays on the season, and the "Favorite Target" on 2 of them is my WR3 - Belgarion.

Here's the data from the first 24 games:

Attempts: 1420
Unable to Secure: 233 (16.4%)
Completion% to date: 59% (includes sack plays)

On those three plays, I average 8.3, 8.5 and 8.2 yards per attempt (this includes sacks which I like) with a yards per catch at 14.2, 14.2 and 14.2; yes equivalent, amazingly.

Completion rates are going up.
 
Xars
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Originally posted by peeti
And no...if we start bitching about a fixed bug, then we are all stupid


Not bitching about the bug fix; bitching about how Passing is OP now.

Sedita and other S* WRs that also have Slow Built will get a 15% bonus rather than 20%, but will get +20 to cap.

If you only have Slow Built, then yes you should have an SP reduction.

Finally, I don't think Early Bloomer is effected. I thought this was only a Slow Built/Superstar issue in the JSON.

Perhaps kaiijy can confirm?

Edited by Xars on Jan 16, 2015 06:47:43
 
peeti
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Originally posted by AirMcMVP
Well, just like Early Bloomer there would need to be a SP adjustment. In this case you'd have players go negative SP if they had invested anything in CiT.

I wish there was more info on the fix.


This...


-Do players get negative SPs?
-Do players with EB get -10 on it
-Do players with EB get points they invested in the too much CiT AND the points that were too much until that Cap?

I am glad they fixed the bug for new players finally, but the script needed some serious thoughts and now good explanation of it.

Would be cool, but we will see.
 
chronic23
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Very interesting
 
peeti
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Originally posted by Xars
I'll throw some stats in for my LogZilla Boys from Stobie's GLB2scout.com:

I throw 3 Long Passes, which make up 72% of my Pass plays on the season, and the "Favorite Target" on 2 of them is my WR3 - Belgarion.

Here's the data from the first 24 games:

Attempts: 1420
Unable to Secure: 233 (16.4%)
Completion% to date: 59% (includes sack plays)

On those three plays, I average 8.3, 8.5 and 8.2 yards per attempt (this includes sacks which I like) with a yards per catch at 14.2, 14.2 and 14.2; yes equivalent, amazingly.

Completion rates are going up.


Not as dramatically as you want to show. Why do we need to rage now? Lets just see how things change. Also...there has always been talk about how OP passing is as well as how OP running it. This will not change anything^^

 
Xars
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Originally posted by peeti
Not as dramatically as you want to show. Why do we need to rage now? Lets just see how things change. Also...there has always been talk about how OP passing is as well as how OP running it. This will not change anything^^



Doesn't have to be a dramatic effect to have a very noticeable effect.

Offensive success can be judged by fail rates.

I've converted 787 First Downs on 1089 total First Down Plays. If you add First Downs achieved and TDs scored (173), you get an Offensive efficiency metric. Mine is (787+100)/1089 = 88.15%. I move the chains with an 88.15% success rate. That's high, but the real way to analyze it is with fail rates; the (1-success rate) calculation. I fail only 11.85% of the time.

Defenders fight off my WRs 16.4% of plays where my WR3 is the primary target. If my success rate goes up only a little bit, my fail rate will collapse.
 
Stobie
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Based on JSON prior to today, here are the effects that should have happened.

Superstar players should get a +10 boost to CiT max and a 20% cost reduction for points (to which Bort has addressed the cost, haven't confirmed the cap yet)
Slow Built players should get a 10 boost to CiT max and a 5% cost increase for points (not sure if Bord has adjusted for this)
Early Bloomer players should get a 10 reduction to CiT max and a 5% cost reduction for points (not sure if Bord has adjusted for this) ** NOTE not sure how you account if players have hit or within 10 points of their max and don't have the SP to take away from.
Edited by Stobie on Jan 16, 2015 07:21:32
 
peeti
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Originally posted by Stobie
Based on JSON prior to today, here are the effects that should have happened.

Superstar players should get a +10 boost to CiT max and a 20% cost reduction for points (to which Bort has addressed the cost, haven't confirmed the cap yet)
Slow Built players should get a +10 boost to CiT max and a 5% cost increase for points (not sure if Bord has adjusted for this)
Early Bloomer players should get a -10 reduction to CiT max and a 5% cost reduction for points (not sure if Bord has adjusted for this) ** NOTE not sure how you account if players have hit or within 10 points of their max and don't have the SP to take away from.


fixed that for you
 
TxSteve
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That's interesting.

I get that bugs need to be fixed -- but seriously? A potentially major bug fix that buffs passing on day 38?



I don't know the mechanics of it though -- Xars - did you just basically get a boost to your max? Or did you get a boost to your max and a chunk of SP to fill it?


Maybe the extra 10 points isn't as valuable and game changing as we would guess - otherwise surely they'd wait a week and fix it in the offseason?
 
Parab00n
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Originally posted by Xars
- Fixed Catch in Traffic skill not being included in Superstar SP discounts. A script will adjust SP with extra points for those who need it.

Bort


Good luck trying to stop S* TEs and WRs, like Philip Fry and Belgarion.

Oh and if it's fixed on Slow Built as well, then no one is going to stop http://glb2.warriorgeneral.com/game/player/78455 with +20 to Catch in Traffic. No one.

Rob, the red carpet has been laid out for more 600+ yard games.

This should be fun/crazy/drama/bitching/etc.



All his big games were from Screen plays where CiT had nothing to do with it. You guard that one play vs him and he is just another SS WR. I played him 3 times this season and had no trouble with him. And the last thing we should be doing is complaining about a bug that was fixed. As far as passing being OP, I agree but so is offense in general.
Edited by Parab00n on Jan 16, 2015 07:18:26
 
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