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tpaterniti
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Just added.

5-8-09

Originally posted by Bort
- FG range option added to basic tactics


5-11-09

Originally posted by Bort
- Coverage distance slider


 
Deathblade
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Originally posted by Bort
I've uploaded a new version to test out that only allows one fake every other tick (as opposed to faking everyone on every tick). It seems to still work ok to fake people, but I don't know if it's enough to slow down the Dooleys of the world enough, really.


 
Deathblade
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Uploaded to test server to test...
Originally posted by Bort
The Fake/Juke idea and tackle idea discussed on the live site earlier today:

- Vision cone in front of ball carrier, harder to fake the further from center the defender is (one per tick thing removed)

- Tackling from the front requires more strength, while tackling from behind requires more tackling, and a gradation between depending on angle. Interesting idea; I want to see how it works.
Edited by Deathblade on Jul 10, 2009 02:34:30
Edited by Deathblade on Jul 10, 2009 02:34:24
 
tpaterniti
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Originally posted by Deathblade
A question about Outside Blocker...

What is classed as "outside"? Outside the tackles? Outside the hashmarks? Also, is it only for pitches and screens, and not normal handoff sweeps?

Kind of big information for OT's, because it could either be an amazing VA, or completely worthless, depending on the meaning of the vagueness.


Originally posted by Bort

Outside the normal position an OT lines up, plus a little bit.


Originally posted by Deathblade
So, an LOT blocking an RDE does not get the bonus?


Originally posted by Bort

No, unless he heads outside on a screen or something.
Edited by tpaterniti on Jul 12, 2009 22:23:36
 
DrkSandman
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A new "ranked" match has been added. When sending a friendly challenege, there is a check box that states you intend to take the match seriously.

There is no ranking system, points or anything like that. Just simply a marking of (R) on the team's scrimmage list to denote it is not for testing and such.

FYI - a few matches have been ran to test that this works. There is not an abaility for us to make notes on friendly challenges like there is when we run a regular test - so you may see some games on the test server without notes. We're looking to fix that.
 
tpaterniti
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On the test server re: DEs still teleporting

Originally posted by Deathblade
http://goallineblitz.com/game/replay.pl?game_id=589149&pbp_id=16536057
http://goallineblitz.com/game/replay.pl?game_id=589149&pbp_id=16538169

Was the last fix supposed to fix it?


Originally posted by Bort
No, I left out that portion of the update until next season, after the hubbub over just updating the order of deciding blocking.


The hubbub was me. I argued that fundamentally changing the blocking code 1 game before the playoffs was a bad idea. It affects the RDE sometimes blowing past the G, but would impact GL defenses and especially any defense with 4 D-linemen smushed close together. Instead of the DT shooting through and shutting down the pitch play this alignment would result in all of them getting blocked and the pitch going for huge yards. My argument was not that the changes were not a good idea, but that changing something that may force most teams to change many of their defensive plays right before the playoffs and with no chance to see what works and what doesn't would be a bad idea, and that it would be better to wait until next season to add that section of the code. I know it's in the changelog. It's not a habit of bort to add something there and not put it in, but he changed his mind at the last minute and hasn't changed the changelog.
 
DrkSandman
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A new replay design has been uploaded.

You can see it by viewing any replay, such as: http://test.goallineblitz.com/game/replay.pl?game_id=1290&pbp_id=283417

You can also share a replay via Facebook or Twitter.
Edited by DrkSandman on Jul 23, 2009 19:50:12
Edited by DrkSandman on Jul 23, 2009 18:46:47
 
Deathblade
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Originally posted by Bort
I've added some code to allow blitzing DEs and LB's to make vision checks during HB screen plays, which when passed makes them go into man coverage on the HB. We had talked about this idea earlier, and possibly adding a pass rush aggressiveness option of some sort to go with it. Be on the lookout for that if/when you check out the new plays, make any suggestions, etc.

http://test.goallineblitz.com/game/replay.pl?game_id=1310&pbp_id=286676
http://test.goallineblitz.com/game/replay.pl?game_id=1310&pbp_id=286677

Originally posted by Bort
Ok, I've got an updated version loaded up with a harder check, the OT must be doing something other than pass blocking, a delay before checks can happen, and the opposite side DE doesn't get a chance to make a check.

Late reaction
http://test.goallineblitz.com/game/replay.pl?game_id=1312&pbp_id=287163

Failing coverage vision checks?
http://test.goallineblitz.com/game/replay.pl?game_id=1312&pbp_id=287165

Successful rolls
http://test.goallineblitz.com/game/replay.pl?game_id=1312&pbp_id=287169
Edited by Deathblade on Jul 29, 2009 17:52:31
Edited by Deathblade on Jul 29, 2009 17:51:11
 
tpaterniti
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Originally posted by Bort
I actually reduced CPU power last night by a bit (it now scales differently based on level) because I've looked at a couple of these games. I've been playing with it to try and find the right balance


 
DrkSandman
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XP Conversion has been uploaded and is being tested.

After players begin decline and no longer gain XP, you can convert remaining XP to skill points, bonus tokens, shopping tokens, training points or cold hard cash!

Screen Shot:
http://i29.tinypic.com/2l8vxw1.jpg
 
Deathblade
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New changes to some individual tactics. Should make it more fluid and less "pick your poison".

Originally posted by Bort
We could add a CB coverage distance to the AI options, perhaps? The CB distance slider could then modify that value up/down a bit for the individual CB in case he's slow or whatever.


Originally posted by Deathblade
It would be awesome if you could do the same for pass/rush focus. Selectable in the AI...if Player A is set to Run Focus, and the AI is set to Pass Focus, it would adjust the player to somewhere close to balanced focus, and vice versa. Maybe if they both match up, give a slight bonus?


Originally posted by Bort
Good idea on the pass/rush focus.

More stuff for the plate and yet another reason for me to disappear for a day getting it working. I just added them to my TODO list so I won't forget (like I had with the DE flats thing forever). I think I will start with the CB coverage option first, though, since that's more important than focus IMO.


 
Deathblade
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Also, Bort adjusted the way pass blocking works. Now it seems pass blocking "slows down" the player being blocked, all the way up to the player actually stopping.

http://test.goallineblitz.com/game/replay.pl?game_id=1415&pbp_id=307196
 
Deathblade
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Bort finished the AI coverage distance...seems to be pretty nice. No more being stuck with one coverage distance.

Originally posted by Deathblade
All CB's were set to +1 yards.

Weak I = 3 yards...
http://test.goallineblitz.com/game/replay.pl?game_id=1424&pbp_id=309358

Strong I = 1 yard...
http://test.goallineblitz.com/game/replay.pl?game_id=1424&pbp_id=309359

I = 5 yards
http://test.goallineblitz.com/game/replay.pl?game_id=1424&pbp_id=309361


 
DrkSandman
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Expanded options for sharing your build:

http://i36.tinypic.com/zuiow1.png

Notes:

- Selecting "Team owner/coord can view" includes head coach and assistants.
- "Team owner can view" has been updated to work as intended.
 
Deathblade
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DE in gaps fixed...at least sort of
Originally posted by Bort
BTW, I just reverted the angle stuff mid-day today. Figured I might as well get it in. Check out some later day games and let me know if it's as much of a problem.


Knocked loose was apparently adjusted
Originally posted by Bort
Originally posted by Deathblade
And did you turn knocked loose down? People are reporting less of them...which would make sense after the QB morale thing.


Yes, definitely.


 
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