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- Yet another option for QB passing: Dump pass frequency. This controls how often the QB will throw to HB/FB on check downs.
 
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- I just added an Offense AI tester module so you can test your AI inputs/outputs against certain situations to avoid flying blind and do troubleshooting when stuff doesn't come out how you think it should. It has the most recent version of the FG distance and AI matching code that's in the sim.

Will do a defense one next.
 
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- WR/CB/QB passing and coverage updates uploaded tonight:

Ok, I've been testing, tweaking, and adding using live data for the last couple days and it seems everything is looking good with this, so it's going in tonight for tomorrow's games. If you're not aware of what I'm talking about, there's been some discussion in the bug forum about it.

Here's what I'm updating:

Fast CB's back up too fast compared to slow WR's on streak routes, due to the fact their their acceleration is a constant. I've made them match acceleration in this case and it seems to work so far. I've put a 20 speed 20 agility guy against a 70 speed 50 agility CB and the CB is all over him in general.

Agile WR's don't have a way to fake out equally agile CB's and get open. I'm increasing the effect of the head fake and juke SA's, and adding some reduced reaction time for defenders based on vision and agility and coverage distance. The result is that on some plays the CB will stay with the WR and on others he will not make the turn with the receiver until a split second too late. This effect also comes into play when receivers make quick cuts.

CB's were basically getting an immediate jump on the ball when thrown. I'm adding a delay on the jump based on vision agility and coverage distance. The result is that sometimes the CB gets a great jump on the ball and knocks it down while other times he waits a split second too long and doesn't get there in time. Combined with the above = botched coverage, basically.

Fast CB's with poor agility playing on close vs Fast WR's often dash forward at the snap to get within the "close" cushion and are then unable to turn around quick enough to keep up with the speedy WR. I've made them back up a little at the snap instead and wait for the WR to make his move.

QB's with good vision (50+) hardly ever miss an open man on a checkdown, which means they will ALWAYS take advantage of the situation and basically never make a mistake at all. I'm making them slightly more likely to miss the open guy, since everybody's human even if you have 100 vision.

Risk calculations did not take the catching ability of the receiver into account as a very big part of the calculation. Being open is the major part. I'm tweaking that a little to be willing to pass to a guy if he's just way better than his defender, even if he's not wide open.

Also going into effect in all leagues with this update:

- The latest version of the pass rushing update, since I've been working on refining that too. High strength guys should have a little easier time bowling over bad linemen, and pathing should be a bit better for cutting off agility guys when you're an OT.

- Some modifications to run blocking: Blockers were holding blocks way too long, like sometimes 10 or more seconds, which caused big problems on kickoffs and pitch plays. I've increased the chance of breaking a block the longer you're held in it, and reduced run blocking push back slightly. Agility guys can also use some swim moves to try and get around their blockers more than they could before.

As always, I'll be monitoring what's going on and making adjustments as necessary.
 
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- Defense AI tester is now available.
 
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- I will be uploading the discussed changes to login sessions tonight probably around day change. This means that when I do, your current session will die and you will have to log in again. We are moving to sessions that last for 30 minutes of inactivity, so make sure you remember your password, or use your browser's built-in password remembering features!
 
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- Extended timeout to 60 minutes since some people were having trouble with timing out during setting tactics, etc. Make sure to click "log out" when you're done for the day.
 
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- The option schedule friendly scrimmage matches has been uploaded. Just go to the team you want to challenge and click the "friendly challenge" link. You can only have 3 challenges out at a time, to make sure somebody doesn't flood the server with challenges.

Only team owners can use this option (GM's don't have access). I've gotten a request to have a setting to make the results private for only the teams involved, but that isn't available yet.
 
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- 13 cap leagues raised to 16.
 
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- Now that I've actually had time to be around during the start of the sim day, I've uploaded the updates to ball carrying pathfinding AI that I had been talking about. KR/PR should work better, and there should be a bit less stutter stepping stuff in general. There's still some with elusive, but it looks better to me so far.

Also included in this update is:

- Some minor tweaks to the ability of blockers to hold blocks for a ridiculous length of time

- QB can now use his vision to throw the ball away from the defenders instead of only along the receiver's defined route. I.E. if there are defenders to the left of the receiver, the QB can throw the ball off to the right of the receiver so he has a better chance of catching it.

- Decreased the pressure value required to register a "hurry" stat. Recorded hurries should go up a bit...they were kinda low. This isn't a change to the QB's stat modifiers from the pressure, but just a change to how the hurry stat is recorded.

- Random little tweaks to pass deflection likelihood, etc, to balance out the additions for the QB

- Deflections are more likely to get slammed to the ground or batted away from the receiver than they were before. Basically less Z axis and more X/Y axis. Should mean less caught tips.
Last edited Aug 24, 2008 06:46:30
 
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- I've gotten enough requests that I finally took some time to make private forums a reality. 100 FP each, one time fee. Invite whoever you like. No rules in general for private forums except no racial slurs, and don't use them to share other people's PM's or builds/strategy without consent.

- When the playoffs start, trading will be re-enabled for all teams who are not in the playoffs, but not for those in the playoffs. Cuts are not re-enabled, however. Pay your salaries!

- New trading rule - a player may not be traded for 3 days after being signed (not applied to renegotiations). This will soon extend to not allowing trades within 3 days of being traded as well (no turn around trades). This is needed to address some problems with some updates for season 5.

- CPL folks will hear from me shortly. I've got your script written but I need to run a couple tests to make sure it gets applied properly.
Last edited Aug 30, 2008 20:17:14
 
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- You should now be able to view (but not accept) received trades even after the trade deadline, so that you can reject/retract them and not be blindsided.
- Teams in the playoffs will not be able to sign FA's until they are eliminated or the playoffs are over. This is to combat some of the problems raised with players releasing themselves when not getting paid (which will be turned on shortly).
 
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Haven't used this recently due to the announcement thing, but I'll probably put minor stuff in here that doesn't affect much just as a minor feature changelog.

- Added "online" status to marketplace pages.
- Added current stats for each player to quick training editor
Last edited Sep 20, 2008 19:31:43
 
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I've made a small adjustment to the off-tackle play to address some things brought up in this thread:

http://goallineblitz.com/game/forum_thread.pl?thread_id=1051591

The QB will now hand the ball off a little to the right instead of going straight back to hand the ball off - helps get the HB going in the right direction towards the hole a bit quicker, and the delay at the start of the play is gone.

Examples:

Before
http://goallineblitz.com/game/replay.pl?game_id=188197&pbp_id=730064

After
http://goallineblitz.com/game/replay.pl?game_id=163768&pbp_id=1003784

Will continue working with the play, though, because the blocking assignments aren't always right, etc.

I'm also working on adjustments to coefficients and such to try and reduce some of the juking we've been seeing. I also think I have a pretty good idea to smooth out the path by averaging it with the player's current velocity vector, so I'll keep working with that.
Last edited Sep 21, 2008 08:17:18
 
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- There's now a training FAQ accessible from the training page.
 
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- PM's and related data are now on their own database server separate from forum stuff. Please let me know if you run into any errors or anything.
 
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