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Forum > Goal Line Blitz > Q&A Archives > January 25th Q & A Discussion Thread
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TxSteve
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For those who missed last week's - it is a great read and extremely informative:

summary:
http://goallineblitz.com/game/forum_thread.pl?thread_id=3676498
 
Catch22
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Originally posted by MarkTaylorTSax
Are FG blocks and punt blocks likely to be implemented in the next couple of seasons?


No - not in the near future. Again, maybe well down the line.
 
Catch22
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Originally posted by Dub J
I don't know much about coding. That being said, has player pathing reached it's limits or can pathing be improved?


It can be improved, especially in certain areas (blocking pathing and elusive pathing). Much of that is being worked on a continual basis.
 
Catch22
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Originally posted by CMON
Any news on when Bort will announce Sim changes for S 14 and when the season rollover will be?


Sometime soon.
 
Catch22
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Originally posted by StinkCheese
is any kind of offensive play creator in the future plans?


Answered last week - will be additional plays added and maybe some options, but there will be no OPC.
 
Bort
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Originally posted by CMON
Any news on when Bort will announce Sim changes for S 14 and when the season rollover will be?


I'm hoping we can get things going by Thurs. I have a few things to discuss with testers and Catch, but we did make some good progress on several things before offseason started.
 
Longhornfan1024
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Originally posted by Mat McBriar
Originally posted by CMON

1. Does jumping play directly into the PD score or is it just used to get into a better position?


It definitely plays directly into the PD score.

Mat4Admin.

Originally posted by Bort

Jumping helps quite a few positions in various things. It won't help you block somebody or something like that doesn't make any sense, but it helps with catching, swatting balls, diving tackles, avoiding those low leg tackles, diving for yards, punting, etc.


I've seen the quote, what I'm concerned about is that it could be interpreted to mean either: (1) jumping plays directly into the swat score, or (2) jumping helps to get the CB into position, thereby causing less of a penalty to the CBs swat score. I'd just like to get it clarified.
 
reddogrw
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http://goallineblitz.com/game/team.pl?team_id=8231

how come this team didn't get moved to level 4 after submitting a support ticket to re-set?
 
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Any plans for a VA reset this season by any chance?
 
CanadianBacon
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Bort, are you handing out the rest of the lvl 4 teams tonight?
 
Catch22
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Originally posted by reddogrw
http://goallineblitz.com/game/team.pl?team_id=8231

how come this team didn't get moved to level 4 after submitting a support ticket to re-set?


They submitted a support ticket at midnight. It's been 18 hours. Off season support tickets can take 3-4 days.
 
Dpride59
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Why aren't va resets a continuous +5 for every 10 levels? if level 40 =15, level 60 should = 25, and level 70= 30. Those players have lots of va's, and I think they should be +5 for every 10 levels.

edit: I know bort doesn't want va resets to be new every season, but allowing people more than 15 adds a lot to the game, especially since its still in beta, and so much changes from season to season
Edited by David Stern on Jan 25, 2010 19:31:55
Edited by David Stern on Jan 25, 2010 19:30:53
 
Catch22
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Originally posted by MarkTaylorTSax
Any plans for a VA reset this season by any chance?


There will likely just be a normal 15/10/5 reset (depending on level) and maybe a few VA specific resets if any are changed. No full resets or anything like we did last season.
 
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Do you think that the new level 4 teams might increase slow builders?
 
Bort
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Originally posted by tautology

Follow up on jumping:

I occasionally see O-line seeming to "reach" for blocks (often failing and falling down), and we often see WRs "shooting forward" to make downfield blocks (which usulayy result in just pushing a CB significantly closer to the runner fwiw).

So...does jumping play a role *at all* in these sorts of blocks?



No, but blocking does.

Originally posted by tautology


Pre-game rolls and "big game" factors:

Are there many/any rolls made before the sim begins that represent a player being "up for the game?" Can we influence these rolls through our builds (presumably through confidence?)

We have learned that the sim for the playoffs is the same as the sim for regular games...but is there any capacity for the sim to account for "big games" in any way? Does the sim know if the #1 and #2 seeds are facing off, for instance? And does stamina become weighted more heavily towards the end of the season to represent the effect of a long season on players?

Are there in fact any macro-scopic effects of league or seasonal play, or is every game simply a one-off sim?

Thanks


No, the sim is the same for every game, and every game is self contained outside of VA's like streaky, or the seasonal morale bar, and of course token boosts.

I think there may be some great ideas related to drifter's excellent rivalry points idea that might help push some of those things forward. A big rival may make both teams play better, for instance.
 
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