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Forum > Goal Line Blitz > Please provide some clarification on the running style slider?
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Tpat alluded to the fact that the slider controls the number of ticks per recalculation of where to run. He said that super elusive corresponds to 1 tick, 99 elusive corresponds to 3 ticks, and -100 power corresponds to 7 ticks.

Would you be able to shed a little bit of light on the slider? Is 98 elusive (or 97, 96, 95, etc..) the exact same as 99 elusive?

Thanks.
Edited by Jed on Jul 21, 2009 12:41:40 (edited title not to be directed at Bort)
 
PLAYMAKERS
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why would it be the same?
 
tbray222
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I remember them saying there was really on like 7 spots you could have the slider where it would be different. So 7 different "tick times".. not sure which ones though
 
Hagalaz
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Can bort do it? Yes.
Will he do it? No.
 
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Originally posted by PLAYMAKERS
why would it be the same?

I'm making the assumption that the game does not do calculations in-between "ticks". So having recalculations every 3 ticks would be the same as having recalculations every 3.1 ticks (until tick #30 when it would recalculate at #31 instead of #30 and then go back to normal).
 
Jiddy78
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Gentlemen, do I have THREE numbers right?!?

*crosses fingers*
 
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I found the quote.

http://goallineblitz.com/game/forum_thread.pl?thread_id=2961425&page=2

Originally posted by tpaterniti
Originally posted by Mofo

Originally posted by tpaterniti


Running style only affects how often you recalculate threads and change directions accordingly. Super elusive is every tick. i think -100 Power is every 7 ticks.


So +60% is probably the same as +80% ?


Bort would have to answer this because I don't know. Can you recalculate between a tick?


 
Bort
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Originally posted by Ronnie Brown 23
Originally posted by PLAYMAKERS

why would it be the same?

I'm making the assumption that the game does not do calculations in-between "ticks". So having recalculations every 3 ticks would be the same as having recalculations every 3.1 ticks (until tick #30 when it would recalculate at #31 instead of #30 and then go back to normal).


This is true, there are cutoffs where the number of ticks per recalculate changes (I do not recall exactly where they are, but it's based on dividing the max ticks by your slider position and rounding).

However, the slider also affects the size of avoidance vectors used to try and go around defenders, as well as the size of the vector that pushes the player forward (which, when smaller, allows him more side to side movement potential). That setting is very granular.
 
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Very interesting. Thanks for the post.
 
Asheme
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We should start calling Bort The Developer.

Makes him sound like a character in 1984.
 
Joe Buck
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Do I get any royalties from it?
 
Firenze
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Originally posted by Darth Asheme
We should start calling Bort The Developer.

Makes him sound like a character in 1984.


Plus it's a way to get around the "No threads with Bort in the title" rule.
 
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Originally posted by Jiddy78
Gentlemen, do I have THREE numbers right?!?

*crosses fingers*


LOL

Nice!



DMP
 
Joe Buck
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Originally posted by Firenze
Originally posted by Darth Asheme

We should start calling Bort The Developer.

Makes him sound like a character in 1984.


Plus it's a way to get around the "No threads with Bort in the title" rule.


tbh that was my motivation. I wanted to ask "Bort, can you provide some clarification" but didn't want seth4444 to backseat-mod me.
 
Nuge20
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Originally posted by Bort
Originally posted by Ronnie Brown 23

Originally posted by PLAYMAKERS


why would it be the same?

I'm making the assumption that the game does not do calculations in-between "ticks". So having recalculations every 3 ticks would be the same as having recalculations every 3.1 ticks (until tick #30 when it would recalculate at #31 instead of #30 and then go back to normal).


This is true, there are cutoffs where the number of ticks per recalculate changes (I do not recall exactly where they are, but it's based on dividing the max ticks by your slider position and rounding).

However, the slider also affects the size of avoidance vectors used to try and go around defenders, as well as the size of the vector that pushes the player forward (which, when smaller, allows him more side to side movement potential). That setting is very granular.


0_0 plz simplify cuz tl;dr
 
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