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Forum > Discuss GLB Issues With Catch22 > NOT A BUG - CLOSED > Preseason Games: Kinks / Bugs? Acknowledged
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There have been some problems/ kinks in the early sim games. Bort has come out and responded to many of the problems throughout the forums. Some of these issues include but are not limited to:

** QBs ignoring WRs on offense, WRs were being skipped over as targets.
(http://goallineblitz.com/game/forum_thread.pl?thread_id=704849 )
FIXED

** Negative time until game is simmed (Assumed pause to simulations until the bugs are fixed)

FIXED

** 3-4 defense is being used more than the base 4-3
Originally posted by Bort


Just figured it out - really dumb bug. It was loading the other team's "base" setting.

FIXED

** Abnormally high sack numbers
Originally posted by Bort
Originally posted by PinTBC

Bort,

Are the unusually high Sack numbers expected or something you are looking at?

PinTBC


Been looking at it.

Could also be too much time in the pocket since the QBs cant find the receivers,otherwise working as intended.
FIXED

** Penalties / Offsides are putting teams into the endzone
(http://goallineblitz.com/game/forum_thread.pl?thread_id=704949 )

FIXED

** Penalties are also adding up incorrectly / odd. Hard to understand at times (Down & Distance)
(http://goallineblitz.com/game/forum_thread.pl?thread_id=707222 )

FIXED

** Kickers are coming back down to Earth, some of those long long FGs are out the window, don't be surprised
(http://goallineblitz.com/game/forum_thread.pl?thread_id=706539 )

** Make sure you have a PUNT setting in your advanced AI, or you will go for it on 4th and XX, when your AI is forced to followed your settings exactly!
Originally posted by Bort
Make sure you actually have a "punt" setting at the top if you click "follow exactly." If you don't, you will never punt.

(http://goallineblitz.com/game/forum_thread.pl?thread_id=706463 )

** QBs are breaking tackles at an increasing rate, Strength doubles as an attribute for throwing distance, and run power. What is seems to mean at the moment, is that QBs are at the moment scrambling battle tanks. Watch out! RBs have also been making many many broken tackles, while the defense has missed quite a bit. This is a result of tackling changes, and is "working as intended" unless specified otherwise.

** KR/PR guys are stopping in the middle of their return and standing around. Could be because of lack of vision/confidence, or running style (elusive may cause returner to pause and evaluate his choices similar to a QB getting sacked because of no WRs open). This is getting looked at. Fumbles on kick returns are part of the new tackling changes as well. If you're going to build a return man, carrying is going to have to be addressed, be aware of this.

FIXED

** Blockers on KR/PR might also be blocking/running in their lanes without the ball being picked up yet. The same goes for the opposing defense. This is something that I've seen once so far, but it seems like a valid and somewhat major flaw in the return game.
(http://goallineblitz.com/game/replay.pl?game_id=81159&pbp_id=105903 )

FIXED

** Drops from passes seem to be up quite a bit as well.It seems as though Bort is working throughout the sims to fine tune this factor on both offense and defense. Don't panic guys, it is being looked at.

Originally posted by pat2007
Originally posted by Bort

I found what was most likely the culprit for a lot of drops a couple hours ago - I changed the way the ball behaves when you tip it. Before, it was much more likely to get tipped straight up or "bobbled" then just go flying off away from the receiver. This meant that the receiver basically got multiple chances to catch the ball, instead of just one.

I started thinking about it, though, and I think I kind of like the old "bobbling" for lower catching guys, so I changed it back. It's still harder for them to catch the ball, and it means they have to slow down or stop to reel it in, while the higher catching guys can just catch it in stride and keep going.


http://goallineblitz.com/game/forum_thread.pl?thread_id=717445

FIXED

** Penalties are affecting the clock a bit more than they should at the moment as well.
Originally posted by manx
add this one, for consolidations sake

Penalties eating the clock

Originally posted by manx

http://goallineblitz.com/game/replay.pl?game_id=83089&pbp_id=130732
and the next play
http://goallineblitz.com/game/replay.pl?game_id=83089&pbp_id=130736

should be an easy fix.




** Make sure you are entering values for the # of WRs on your defensive tactics, otherwise 0-0 will not trigger a defensive tactic unless 0 WR are on the field!
Originally posted by dfitzo53

If you don't enter numbers in the # of WRs fields on the Defense AI, it will fill in 0's for you when you click Update. This is likely the cause of defensive settings not triggering.

Thread here:
http://goallineblitz.com/game/forum_thread.pl?thread_id=711506

People need to check over all their defensive settings - Bort has fixed the bug, but it will not fix settings already entered.


** Linebackers in the nickel package: LOLB and MLB. It has been acknowledged by BORT that it should be the ROLB, and it might have just been a goof in the code. It is being looked at.

** Quarterbacks cannot set WRs as favorite targets right now if they do not have the WRs on the OLD depth chart. You shouldn't need to rely on favorite target all the time, but beware of this condition. To set a favorite target if you so choose, they must be added to the OLD depth chart.

** Linebackers have in some sims vectored out and left large running lanes. Bort has addressed this as well:

http://goallineblitz.com/game/forum_thread.pl?thread_id=717482

Originally posted by Bort

There was a problem with the max angle used to figure out when to stop to make a turn as opposed to just sorta heading in that direction and not slowing down, when the player's agility isn't very high. This is the same code as last season, though, so I'm guessing it just manifested itself with the new plays.

Originally posted by Bort


I uploaded a modification to it just a little while ago - the problem was that if the angle was too great for the player to make the turn on a dime, he's just head in the direction he was going and slightly adjust towards the ball carrier's position, resulting in a wide, sweeping turn, instead of a stop and make the turn situation. If you watch some replays you'll see what I'm talking about: the guy's taking a roundabout path to where he can intersect with the ball carrier.

Originally posted by Bort

Originally posted by MRIGUY


does this also mean on running plays the LB will not drop into deep coverage anymore?

He wasn't actually dropping into deep coverage - he's holding onto too much momentum and not slowing down to turn around when realizing it was a run. Basically he heads to cover a guy or a zone and then can't stop and turn around quickly, so he makes a big sweeping turn like a semi truck. That's what I'm trying to address.



FIXED


*** SNAZA Posted it here first, but TimHarper has an excellent explanation to get ample rotation and use out of the new depth charts. This way those owners who are seeing their players get 90 plays per game, or none at all, can adjust and work through it!

(http://goallineblitz.com/game/forum_thread.pl?thread_id=722454 )

** Certain receivers were getting a ton of looks in the early games, Bort has said that QBs were throwing to the open man, which sometimes meant over and over again (like the hb even if your pass-to-hb % was 0), he has now added several advanced QB tactics for this

Originally posted by Bort

- Yet another option for QB passing: Dump pass frequency. This controls how often the QB will throw to HB/FB on check downs.


** New manuevers for blitzing defenders, made particularly for DEs but carried over for all defensive players now

Originally posted by Bort

- New advanced player tactic for D players added: pass rush type. In response to this thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=725497&page=1

This isn't live in sims as of this moment, but it's very close to being ready. I'm doing some tests with "donated" test players to make sure certain DE's don't just get a sack every single time with the new pathing. Will update here when I put it live; should be soon, when I'm satisified with testing.

"Evasive" makes your guy try to rush around the edge and generally avoid the blockers.
"Power" makes your guy bull-rush at them, basically what it's doing now.
"Combo" will choose randomly between the two to mix it up if you're both strong and agile.


*****
*****
*****
***** When MLBs are set to blitz, they shift outside in the LOLBs position over the TE, while the LOLB lines up in the middle and blitzes. A fairly annoying bug that hasn't really gotten an answer yet, though I figured it to be important
(http://goallineblitz.com/game/forum_thread.pl?thread_id=770921&page=1 )


****
**** Pre-snap reads! A new feature defenders with higher vision can utilize, and change the assignment before the snap.
Originally posted by Bort
Originally posted by Troymk1

And the SS?

he blitzes...Blitz is at zero..

It's a bug unless theres something in the AI I am unaware of.

Seriously guys this is a bug forum, not dissect the play forum!! LOL


He made a pre-snap read that it was a run, based on his vision. It's now possible for the defenders to change their assignment based on if they read the play.




****
**** Don't count on resims guys. It hasn't been needed otherwise, and from what I've read it doesn't look like it will be implemented here. Bort planned the preseason for this sort of stuff so the sims will stand for the moment. If I read anything different from BORT or another Moderator I will change this immediately.


********
********
Not a bug, but some people need to stop shooting themselves in the foot. If you're a new team, or taking over for a gutted one, or even if you had a lousy year... Your fan support will be around 30/10/0. If you have not sold tickets, or only sold a few, you need to adjust your prices. Fans DO NOT like being overcharged for a bad team, or one that has not won yet. Set your prices to normal to try and recover. You have 3 days left of preseason to set yourself in a good position to open the season with a full stadium people.
Originally posted by Bort
Originally posted by Dj-Asian

I still haven't sold my tickets yet..
=\


Prices too high. You have 30/10/0 support as a new team - you cannot charge 2x prices until you have closer to 100's in fan support.


Other things to remember for this;

Win and Loss streaks are 3 games I believe.
fan support is modified as follows:
High = +.5 x win/loss streak
Med = +1 x win/loss streak
Low = +2 x win/loss streak

start winning and you can up the prices!

Also, when you do sell tickets, you will fill your sideline, then your corner sections, then your endzones. So you have to wait till they fill up before you will sell the next section of tickets. You want to sell the more expensive seats first, right?



==================================================================================

These are the common problems that many of the GLB posts are about at the moment. This is just here to try and reduce some of the clutter and confusion in the forums right now. I'm not really much of a FAQ writer or the like, so if you have any suggestions / help just throw it in here. Please be patient with Bort and the rest of the staff as they work on sorting the problems out. While many of you may be quick to point the finger at him and get frustrated, you should be thankful that there was the foresight to give us two preseason games to recognize these issues.

Thank you for the time guys.
Last edited Aug 6, 2008 16:32:23
 
Kutzy
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How about my punter never getting a punt, despite my kicker punting 14 times?
 
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Originally posted by Kutzy
How about my punter never getting a punt, despite my kicker punting 14 times?


That is a good question. I'll look at your stats, maybe I can find something. I'm not trying to pretend I have many answers. I'm just trying to give you guys a portal to some of the known conflicts right now so Bort can focus on new issues instead of combing through the same problem on ten different threads.

I see you have both of your punters on the KOS squad. I could be wrong but;

a) they may have both been two tired to punt

b) since the KOS and PS are about the same, the may default as "gunners" on the kick unit and therefore the CPU skips over them and goes to the next best kicker. In that instance i'd remove your punter from KOS, since he'll be tackling anyway as the "10th" man. It might not be a bug at all buddy.
Last edited Jul 29, 2008 11:21:22
 
Jethroz
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Originally posted by Kutzy
How about my punter never getting a punt, despite my kicker punting 14 times?


Your punter is on the KOS depth. Since the first 9 of KOS is used for punts, your punter was not available for punting, so the next default player is the kicker.
 
Kutzy
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Originally posted by jethroz
Originally posted by Kutzy

How about my punter never getting a punt, despite my kicker punting 14 times?


Your punter is on the KOS depth. Since the first 9 of KOS is used for punts, your punter was not available for punting, so the next default player is the kicker.


Then why did he not get a single play on the KOS team then? Either way he played zero plays and there is no given reason for it.
Last edited Jul 29, 2008 11:23:57
 
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Originally posted by Kutzy
Originally posted by jethroz

Originally posted by Kutzy


How about my punter never getting a punt, despite my kicker punting 14 times?


Your punter is on the KOS depth. Since the first 9 of KOS is used for punts, your punter was not available for punting, so the next default player is the kicker.


Then why did he not get a single play on the KOS team then? Either way he player zero plays and there is no given reason for it.


They did get plays. I don't know why it did not register as them getting plays, perhaps because they didn't make any tackles/punts it saw it as 0. If you look at this replay however, you can see they were on the STs and gunning for your team.

(http://goallineblitz.com/game/replay.pl?game_id=78657&pbp_id=24810 )
Last edited Jul 29, 2008 11:36:02
 
Nixx
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Twilightbeckoned you need to fix your links, they all have an extra ) at the end. Just add a space between the link and the ).
 
Marreidruss
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Yah we missed 40 frekin tackles today!
 
Modok
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Thanks for doing this Twilight.
 
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Originally posted by Nixx
Twilightbeckoned you need to fix your links, they all have an extra ) at the end. Just add a space between the link and the ).


thanks Nixx

 
Juan Fiddy
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Thanks for this.
 
Modok
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http://goallineblitz.com/game/game.pl?game_id=81215

There was an abnormal amount of drops in this game. My TE had 2 drops all of last season, one game today he had 3.

13 drops in all between the two teams.
 
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Originally posted by Modok
http://goallineblitz.com/game/game.pl?game_id=81215

There was an abnormal amount of drops in this game. My TE had 2 drops all of last season, one game today he had 3.

13 drops in all between the two teams.



Normally, I'd point to confidence, but since morale is at 100 to start, I'm not so sure. Catching might have been modified, or perhaps in game morale. Is your guys' confidence low Modok?
 
XUMuskie85
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I posted this in offensive AI also but maybe I'll consolidate it here:

I have a question about "special cirumstances." Did this provide problems for anyone?
I set my kicker's FG range at 50 yds and he still tried a 52 and 54 yarder, even though I had for FGs to happen only when "within FG range."

Also, in the 3rd quarter, we punted twice from the opponents 28.5 yard line. In my general settings, my 3rd input down (and 1st 4th down one) is a 4th and 3-15 yds between the opponent 30-3 yd line to kick a FG 100% of the time. But I also had the special circumstance set to "within FG range," which should have been 50 yds. yet we still punted.
I had no quarter specific settings for 4th down in the 3rd quarter either.

Anyone else have these problems/can provide any insight?

I assume the AI was on today because another team in our league said they went for it on every 4th down.
 
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If your AI isn't following your settings EXACTLY, it may have modified the FG range because the kicker was tired, or perhaps wasn't confident/ low vision. Though that is only a guess.
 
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