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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #8
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Originally posted by TrevJo
Does anything other than Quick Read SA, "I'm Open!" checks, and early dumpoffs to HB/FBs affect how fast a QB goes through his progressions?


Originally posted by Bort
Vision.
 
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Originally posted by fero
Why are there no play action plays? I think it would be a great addition to any offense and be a neat vision check for the LBers Would also make scrambling qb's more effective and force people to use SPY's in DPC


Originally posted by Bort
We've had our hands full adding all the other plays recently. I would like to add some play action plays at some point; the coding is actually already in there, but we have no active plays to use.
 
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Originally posted by MileHighShoes
In the DAI, if all of the outputs are 0%, will it skip that input and look for the next input that fits, or will it still react to that input?


Originally posted by Bort
It will still react to the input and end up calling a basic offense/defense.
 
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Originally posted by TJ Spikes
In this CB vs WR roll (step 4), does Jumping always come into play for the WR like it does for the CB (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs CB roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?



Originally posted by Bort
The interaction is still the same. It's pretty much that whoever has the highest "get the ball" roll gets to act first. This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts.

Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.

 
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Originally posted by Kotoll
Aura of Intimidation.

Is it more potent with higher confidence on the player using it? (ex 48 and 10 aura does less than 68 and 10 aura.)

Does Aura stack? (ex DT is blocked by center and guard that both have 10 aura)

On offense does Aura make the player harder to tackle or does it actually affect the moral of the defensive player over time?




Originally posted by Bort
The power is just based on the level of the skill. Yes, a player can be affected by more than one aura at once.

 
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Originally posted by Dr. Showtime
Since peeps will be able to boost to over Lvl 75 with the new system. Will the ELs recalculate?

I know they have to have an adequate amount of data to compare to, but what if 80% of the first 3-4 seasons of dots could boost over 75 would we see the EL for LVL 76 or even 77 be calculated?


Originally posted by Bort
As previously answered, yes. We'll have to recalculate them again probably a few times in the next several seasons.
 
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Originally posted by TheBear
Is a screen pass considered a pass or run in the sim? Lets say I want my LB to recognize a screen pass quicker...do I set him for run focus or pass focus?



Originally posted by Bort
pass.
 
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Originally posted by Novus
Here's a question about team promotions...

I've done an analysis of the National Semi Pro, National Minor, Regional Minor and Local Minor leagues and identified all of the teams that were in the Bottom tier last season that skipped Competitive and were promoted straight up to Elite #1 or Elite #2 this season -- 40 such teams total.

And how are these 40 teams doing after being promoted straight up from Bottom to Elite?
(EDIT: updated as of 7/28 at 7:30pm Eastern Time, after 10 games for all teams)

- Combined record: 72-328 (.180 winning percentage out of 400 games total).
- 206 of those 400 games -- over half -- resulted in triple-digit losses.
- Only 3 teams out of 40 -- less than 10% -- have a winning record.
- 31 teams out of 40 -- over three-fourths -- have lost at least one game by triple-digits.
- 26 teams out of 40 -- nearly two-thirds -- have either 0 wins or just 1 win.
- 8 teams have lost all of their games by triple-digits.

Can you please explain why these teams weren't promoted to Competitive instead of being pushed all the way up into Elite? Do you and Bort really believe that a Bottom-promotee that currently has 9 triple-digit losses is a better fit in Elite than, say, a team that finished #10 in the Elite standings last season and got demoted to Competitive to make room for the Bottom-promotee?


Originally posted by Bort
They are probably spillover teams needed to fill a league up to 32 teams. if there were insufficient competitive winners, we grab normal winners next. Maybe the demoting elite teams should be first pulls instead? Some of those teams might have ended up gutted or something too, though.

 
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Originally posted by rocomo
From Suggestions
Bort
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Jul 7, 2011 17:55:01

Hm, I'll at least try and do a "my survivor picks" page for now; I don't think that would be too hard.

I'll see what we can do on the other ideas. An alert when your pick has been played is probably not too hard to add well.


Is this a next season thing at best?


Originally posted by Bort
Yeah, it's high on my list but I need to make sure we can finish the accelerated stuff first, as that's far more important.

 
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Originally posted by Time Trial
WRs are getting a lot of targets (like 8-10 per game) in non-screen pass situations, but are getting like 1 or 2 catches, no drops, the rest are being deflected by defenders.

What would be the best way to increase the number of those targets that are getting converted to catches?

1) Increasing catching. Will this increase the range that the WR can make the catch, therefore getting the chance to catch before the deflection roll?
2) Sure hands VA. Will this reroll the catching score to make it large enough to get there before the defender?
3) Increasing jumping. Will this increase the catching range or allow the QB to throw the ball to a better spot?
4) Increasing vision. Will this make the WR run into a spot where only he can catch the ball, or how will this help?
5) Increasing speed. Already these are the fast WRs, but it seems that the QB isn't putting the ball in a place where these fast WRs can just outrun the defense.
6) Increasing strength. Will this allow the WR to create more space in order to catch the ball?

Or is this on the QB? Is this something that just increasing the pass quality will help? Why does the QB keep throwing the ball to WRs that never get the chance to make the catch?

WRs:

http://goallineblitz.com/game/player.pl?player_id=2092505
http://goallineblitz.com/game/player.pl?player_id=2092488

QBs:

http://goallineblitz.com/game/player.pl?player_id=2092213
http://goallineblitz.com/game/player.pl?player_id=2092266
http://goallineblitz.com/game/player.pl?player_id=2092237 (scrambling QB, not as concerned with these passes)


Originally posted by Bort
Depends on how you want to play it.

For the WR's you can increase speed/agility (and Quick Cut & Fake SA's) to try and get more separation. More Quick Cut would help separation ability a lot if you're doing drag or post routes. Alternatively, you can increase your catching/jumping to try and out-roll or out-jump the defenders. A combination of both could work as well.

For the QB's, increasing pass quality through more Tight Spiral SA or pass quality equipment will improve the WR's chances of catching the ball over his defender.

 
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Originally posted by tautology
Training and decimal values:


If you are training an attribute that has a decimal training value, it appears as though sometimes you will get the rounded-up value and sometimes you will get the rounded-down value (please confirm?) added to your training bar.

Assuming this is true....

Is there an underlying pool in the training-bar with more significant digits than we see, such that a train value of 1.6% adds 1.6% to the pool every time we train, and if the pool contains 90.4% we will appear to receive a 2% increase, whereas if the pool contains 90.3% we only gain 1% because the pool rounds down? Or does the pool round up/down by standard rounding rules for display purposes?

Or is there a different mechanism, such as a discrete integer training-bar pool and a RNG that generates a 60% probability that a 1.6% training value will yield a 2% gain, and a 40% chance that it will yield a 1% gain?

(all this is regardless of training breakthroughs, obviously).



Originally posted by Bort
The rounding should be the same all the time, unless there is a bug somewhere I am unaware of. 1.6 should always yield 2. Unless there's some additional percentages added or multiple calculations going on at once that you're not taking into account?

 
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Originally posted by foofighter24
Any word on Iron Man Leagues? And I ask, not out of a personal reason to join them, but because they shit up leagues by having to play in a league with regular teams, just to have their own underground league. Would seem like it would be better to accommodate them than have fewer competitive games because they must do it on their own.


Originally posted by Bort
I have to say that I have noticed them messing up some sims this season for sure, doing things like signing 20 CPU kickers. I'd have to see how many total teams there are to see if it would be worthwhile. It might be that we'd only need one league per tier or something.

 
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Originally posted by Sugar Kapaa
Mr. Bort,

If a dot was set to auto-train and this dot were to train and level on the same day rollover, what comes first, the level increase or the higher training %?

SK



Originally posted by Bort
He gets the level first.
 
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Originally posted by mohill
why does EL stop at 75?


Originally posted by Bort
Because there's no players (or very few) above level 75 to compare to.


 
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Originally posted by MileHighShoes
What order do the brk tackle SA's fire?
Does it change depending on the type of tackle?

For instance, in the diving tackle roll do your SA's roll Hurdle first?
Or is their a specific order that all of the SA's check down until you get one to fire?

So say I have 9 spin, 9 powerthrough, 9 stiff arm, 9 lower the shoulder, and 9 hurdle.
And a linebacker attempts a tackle.

Does my HB keep checking SA's until one fires and then uses that score?
If it works this way is their a specific order the SA's are rolled in?

Or does it work so that all SA's are rolled and the one with the highest brk tackle boost is added to the break tackle score?



Originally posted by Bort
It goes through each SA you have in order of the SA's strength until one works.
 
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