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Catch22
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Originally posted by TrevJo
Q: How do you decide what Suggestions get put up for a vote?


Moderators or Admins move them to the voting area. It's important to note that just because a suggestion receives a lot of support does it mean it will get added to the game. We are using this merely as a tool to help us see which suggestions are receiving support and directs us to them rather then wasting our time going through hundreds of suggestion threads to find the ones that merit discussion. Once an item has been moved to the voting area and we see it has received ample support, we will then evaluate the suggestion to determine whether it makes sense to add to GLB or not.
 
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Originally posted by sunder B
Is it possible to define the "slight" penalty amounts for the penalty SA's? Is it a percentage?


It is a percentage reduction (or bonus in case of the bonus SA's). Not possible to define. It's substantial but does not render the SA meaningless.
 
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Originally posted by seb0280
I find the suggestion of "IronMan League (915 votes for, 691 Against)" very interesting do you do it for the next season?
and if we could have a little more informations about your point of views of this league that'll be nice
thank you


I know Bort has in the past say he supports Iron Man Leagues but it's not a project that is high on our list of priorities. Also it's not receiving overwhelming support so it might be something we have to evaluate.

Myself, I think they would probably be fun leagues to be a part of but it's not something I feel we have to add to GLB.
 
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Originally posted by an_old_dude
How and how much does Team Chemistry affect the sim?


1% per 10 points, so 10 chem = 9% (penalty)
 
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Originally posted by o The Boss x
Will my player:
http://goallineblitz.com/game/player.pl?player_id=2195682

That is now 40 days old instead of 39 (like the rest of his team) have to play a cap up or force them to play a cap up or will he be okay?


Still waiting to hear back from Bort on modifying the minimum age requirements but he'd have to play on a team where his age was > then the minimum age and < then the maximum age. There will of course be combinations as a result that would not be possible.
 
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Originally posted by Mordaloch
Aura of Intimidation & Other Morale SA's do they really work or are some of us wasting a lot of SA points. I know I read in another thread someone did some testing and it didn't seem to be working well at all according to them. Can we get something official on this?

Thanks


All SA's and VA's work. People like to make assumptions because the SA's/VA's aren't responding as they think they should be. Every time some one has done some "testing" on a SA/VA and claimed it to be broken, I've taken it to Bort, he's looked at the code and database fields in depth and each time has found that there are no errors in the code or database fields.
 
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Originally posted by dmfa41
Are you looking at having any overlap in between age caps?

How will teams be sorted in each age cap, by level, age, or effective level?

My apologies if they've already been asked/answered


No, there will not be overlap as far as the maximum age goes. As stated previously and several times elsewhere, I am waiting to hear back from Bort on possibly lowering the minimum age.

For the initial sort, we will look at the oldest player on a team roster and assign that age to the team. We will then use performance and effective level to determine placement of those teams within their age cap.

After the initial sort it will be done via performance, rivalry points, and effective level with performance being the ultimate determining factor and the other two being secondary factor.
 
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Originally posted by charwh
What will happen to the Clever Instincts VA when we switch to age based leagues?



Those VA's are still viable in the uncapped leagues.
 
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Originally posted by Nazarac
OC question - Is Spike the Ball option working correctly? From what I have experienced, it doesn't seem to save any time and burns a down. Typically it looks like a does the following:

0:51 2nd & 4.5 OPP 7 HB rush up the middle (4.5 yd gain) [tackle: LB]
0:31 1st & G OPP 2 QB spikes ball
0:29 2nd & G OPP 2 HB rush [TD] up the middle (2 yd gain)

First plays takes like 20 seconds regardless if it spiked or not on the following play - then the spike, which only takes 2 secs and loss of down. Maybe I am missing something that it is doing but it doesn't seem to cause a time saving in spiking the ball. Does the length of the previous play affect the amount of clock that is used up? Or other factors? Could you explain them a bit? I would like to know if Spiking the ball helps and how to use it correctly. Thanks


Looks like it works to me. First play runs, team gets up to the line of scrimmage and sets itself with 31 seconds left. Center snaps the ball, QB spikes it, 2 more seconds are run off the clock. I'm not sure what you are expecting it to do... magically remove time off of the clock?

I'll run a few tests and see if there is a problem with it and if there is, I'll see about possibly either reducing the time in between plays for spike.

Edit to add:

Ran a quick test and posted the following for Bort to look at...

--spike ball logic - a few people have made a good point that there is literally no benefit to spiking the ball. After running a quick test game, I can see their point.

1:45 2nd & 4 OPP 40.5 Level 72 QB1 pass to Level 72 WR1 over the middle, caught (12.5 yd gain) [diving tackle: Level 72 LB5] Replay
0:54 1st & 10 OPP 28 Level 72 QB1 spikes ball Replay
0:52 2nd & 10 OPP 28 Level 72 QB1 pass to Level 72 WR2, hurried by Level 72 DT2, up the left side, caught (9.5 yd gain) [tackle: Level 72 FS2] Replay
0:02 3rd & 0.5 OPP 18.5 Level 72 QB1 spikes ball

It took 51 seconds for a 12.5 yard play to run off and the QB to get up and spike the ball. The team would have been better off just getting up and snapping the ball with 54 seconds left and running a play. I think there needs to be a reduction in the time ran off the clock when a team runs a spike play. Perhaps 10 seconds. Also at the end of the game it will never take a team 50 seconds to run a 10 yard pass play and then get up and spike the ball. It might at most take 10 seconds to run the play and another 10 to spike the ball.
Edited by Catch22 on Nov 6, 2010 13:13:44
Edited by Catch22 on Nov 6, 2010 13:10:08
Edited by Catch22 on Nov 6, 2010 12:55:56
 
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Originally posted by nexill


Does force fumble % eq add to a player's knocked loose % chance?

Does catch % add to a player's interception chance? If so, Is it in any way different from the interception % equipment?

Does pass distance % equipment simply make the throw calculate as being that % shorter? So a 25% piece of pass distance makes 20 yard throws be the difficulty of 15 yard throws? Or is there *already* an equation in place that makes throws seem longer or shorter based on strength, and the pass distance % equipment enhances that variable by 25%?

Does the Aura of Intimidation SA permanently decrease opponent's morale, or does their morale jump back up when they leave the aura? (obviously it can be regenerated in all the standard ways)

Does the Break Thru SA help in breaking 1-on-1 blocks as well, but just not as much?

Can the Lead Block SA function on non-pulling OL? If a back is running behind a guard and at the start of the play the guard picks up the DT right across from him, could that ever be considered a 'Lead Block'? What if the guard immediately took 2 steps and engaged a linebacker, any difference?

Can the Snarl SA fire on missed tackles, and impact RB morale?

Does the Strong Arm SA have any impact on running plays? On Kick/Punt Returns?

Can the Shock Block SA fire on running plays? On Kick/Punt returns?

Do SAs and VAs that only work on one side of the ball, or work better on one side of the ball (Shed
Block, Bull Rusher, Technique Man) have any impact on Kick and Punt Returns? Do the Returns count as rushing plays or do they have their own designation?

Are the Morale-reducing SAs (TT, Glare, Snarl, Growl, Aura) totally resisted by a certain level of confidence? If not, then what exactly does the 'Intimidating' VA do? it says it makes the amount of confidence required to resist go up, but does it actually just effectively lower the opposing player's confidence for the purposes of the resist roll? What about Big Hit, Monster Hit, and Big Sack?

Can Trash Talk and Glare fire on non-passing plays?

Do bonuses to deflecting passes from deflect % eq, the Swat Ball SA, an dthe Shutdown Coverage SA affect the swat check after a failed interception check?

On a successful swat check, does the amount a swat was successful by have any impact on how hard the deflected ball will be to catch?

Are the ability bonuses given by SAs such as Tunnel Vision, Shutdown Coverage, and Route Run static, or are they in any way based on the player's attributes?

Not counting the 'Streaky' VA or Home-field advnatage, do players have natural good and bad games? Is there any small random variable that makes them play better some weeks and not as well on other weeks?

Can you confirm that jumping is included in the punt equation? If so, is it also beneficial for kickers?

Does the Blitz SA work for Defensive Linemen?

Does the Jump Catch SA aid defenders going for an interception, assuming the ball was thrown over them?

I'll leave it at that for now.


A bit much to ask in one post. Most of these questions have been answered previously so I'll ask that you go to http://www.glbwiki.com/qa/search.php and search for your answers there. If you do not find the answers to your questions, then repost them next time we have this thread.

Ones that I can answer off the top of my head quickly that I don't believe will be in the searchable QA database:

Does the Break Thru SA help in breaking 1-on-1 blocks as well, but just not as much? No, it only helps when being double teamed.

Can the Lead Block SA function on non-pulling OL? If a back is running behind a guard and at the start of the play the guard picks up the DT right across from him, could that ever be considered a 'Lead Block'? What if the guard immediately took 2 steps and engaged a linebacker, any difference? No, it only works when the blocker is doing some form of designed Lead Block via the play definition (pulling line or back).

Are the Morale-reducing SAs (TT, Glare, Snarl, Growl, Aura) totally resisted by a certain level of confidence? Never totally resisted but definitely makes the chances of resisting much higher the higher your confidence is.

If not, then what exactly does the 'Intimidating' VA do? it says it makes the amount of confidence required to resist go up, but does it actually just effectively lower the opposing player's confidence for the purposes of the resist roll? In a way yes, that is correct. Say 80 confidence gives you a 90% chance to resist Growl. Intimidating VA (and this is a hypothetical example) would make it to where 80 confidence would only give you a 85% chance to resist Growl or would need 85 confidence in order to have a 90% chance to resist.

Not counting the 'Streaky' VA or Home-field advnatage, do players have natural good and bad games? Is there any small random variable that makes them play better some weeks and not as well on other weeks?No, there are no small random variables that affect a players performance
Edited by Catch22 on Nov 6, 2010 12:36:46
 
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Originally posted by Charlie Wooters
I have a couple questions,
1)how effective is the SA Protect compared to the 5% block piece?
2) if you have a cb and put a catch eq on does it work the same as the intercept piece?


1) They are completely different. Protect gives a bonus to a OT's speed, agility, and blocking attributes. +% hold block does just that... improves the possibility of the OT to keep the defender engaged in a block (making it harder for them to break it)>

2) Catch ball is going to help you catch tipped/missed catches better. Intercept is going to help you catch passes where you're the man in the middle better.
 
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Originally posted by beenlurken
Can we get an "anatomy of secure catch rolls"?


Not sure what you mean by this - please pm me with exactly what you are looking for.
 
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Originally posted by BP
1) are the mechanics of spin going to be altered? I like what you've done as far as reducing the frequency of 6 spin runs (although 3-4 spin runs are not uncommon) my issue with spin has always been that it doesn't slow the dot down enough...often there is only a 2-3 click hesistation vs. a 4-8 click hesistation for powerthru. It's still overpowered as far as the mechanics go.

2) Are you guys going to be adding more VA's? Getting new ones was pretty exciting back in the day and I know you all were compiling a list of suggestions for new ones at some point.

3) Rushing QB's...they very very rarely break tackles behind the line when following the play diagram..when they break from it they start doing stuff. I've seen a 130 speed QB with everything that is required to spin maxed and a 33% break tackle piece be totally unable to break a single tackle from a CB with 50 tackle and no +% tackle gear multiple times. Can you confirm/deny that rushing QB's are nerfed when it comes to breaking tackles when staying on their designed rollout routes?

4) Is the HOF going to ever be more then just a list? maybe every season take the top X amount of players from each position on the list who retire and make an offical HOF and wipe them off of the compilation list..something like that. Question, is the current HOF list going to stay as is?

Thx

B


1. No plans right now to do anything with spin.

2. Only if they made sense and would not imbalance the game or would add to the balance of the game. It'd definitely be limited. If you have ideas, with the new suggestion system, I encourage you to make a suggestion or suggestions on possible ones to add.

3. Not sure I agree with you. I have a power rushing QB on my casual team that has averaged 40+ broken tackles 3 seasons straight now and almost all of those were on straight forward QB running plays. Perhaps the QB's build isn't what it should be to break tackles. Not saying I completely disagree with you, they definitely don't break tackles like a RB with similar attributes would but I'm not sure that's a bad thing.

4. I'm not sure. I know we are working on a player achievements thing that might be able to tie in with the HoF somehow but as of now there are no plans on changing it.
 
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Originally posted by yello1
Why do we allow players to shift some VA every season, but not the equivalent SAs, or even physical and skill attributes?

Isn't making a mistake bad enough, why lock us into it for the life of the player?

If Donovan McNabb can beef up his strength in one season and then come out lien and nimble the next, why cant Dot Boy?


Because what then would be the point of player development? If you don't force people to make choices when building their dot, then there would be no strategy behind it. Also you don't see a 300 pound lineman go from benching 400 and running a 5.0 40 one season to benching 200 and running a 4.5 40 the next. If you allow a shifting of SA's/attributes, this is precisely the type of thing you would see.

I'm pretty sure most MMORPG's don't let people reset their attributes. I'm sure there are probably a couple but those games probably suck.
 
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Originally posted by dbreeze
When was the last time you, Bort, DD, or any of the others running this zoo grabbed a football, went out in the yard/parking lot and played a little ball?
If not too personal, I'd love to know the football background/experience of all you guys. I only played some HS ball myself so this ain't a setup/judgment. But, it might help us understand where y'all are coming from at times.


I can't speak for others. I just tossed the ball with my 19 year old son the other day. I played high school ball (three year starter and was All County all three years and All State one year) and played competitively in adult leagues until I snapped my ankle in half when I was 30.

That being said, you don't have to have played football to understand or know the game.
 
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