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Catch22
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Originally posted by Brutus Buckeye
Bort & Catch, I posted below a Q & & from the March 10th session. Just wanting to know if any progress or further thought has went into this? OC's and DC's are dropping like flies from this game and I know that this would be one step that would help to slow some of that bleeding due to the massive time required to either transfer or re-create the wheel for multiple teams.

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OC/DC PLAYBOOK OWNERSHIP
Q: Brutus Buckeye- Is there ever going to be a way for OC's/DC's to have playbooks that belong to them so it is easier to work from team to team without having to transfer, rebuild AI's all the time? I think if the playbooks belonged to the coordinators and could be loaded to each team it might help to keep more in the game.
A: Catch22- It's on my list of things that I want Bort to implement - I think it's something we should do in the future, just a matter of taking the time to code it by Bort.
A: Bort- I was thinking about this recently based on somebody's suggestion, and the ONLY way I think it could work is if all AI and plays, etc, became owned by the agent account, instead of by the team. That's the only way we can ensure continuity of play ids and other unique ids, and to not have invalid duplicate data. Obviously, that's a big undertaking. Not so much for us as far as programming goes, but for the team owners and OCs and DCs out there to change the way they work and think of things. There are also other obvious disadvantages of the system. Not sure if those are a problem or not.
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Nothing right now. That'll be something that will tie in to our next major project.
 
Catch22
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Originally posted by David Stern
Owning Two regular teams. is this going to be done this offseason or?


Not this off season.
 
Stray Doug
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[Note: This question has been submitted a couple times to questions@goallineblitz.com per request, so if this is going to be addressed later, feel free to ignore for now]

Based upon the SA description, I understand Lower The Shoulder is a “always-on” bonus to breaking tackles… with the exact amount of the bonus depending how many levels of LTS you have, and then perhaps other factors like the angle of tackling defender… but the point is, NOT in the sense of more levels = greater chance of it activating. This is unlike Power Through (or Stiff Arm, Dive 4 Yards, Trash Talk, Glare, Shed Block, Swat Ball, Big Sack, Stiff Arm, and on and on), where for all of those the SA description DOES indicate that more levels = greater chance of it activating. Is this a correct understanding, or is the LTS SA description simply lacking similar language to all the other SAs where increased level = greater chance of it activating?

If it is indeed an always-on bonus as the current SA text implies, the assumption would be that we see the LTS text in the pbp when the bonus it is providing is the “difference maker” that allowed the tackle to be broken… is this correct?
 
zmj44
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Do you have a screenshot of the new training system? Will you be able to train SAs?

Also, can you summarize what, "Unlocking" atrributes means.
 
beenlurken
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Its been awhile since we have heard anything from the top in the "plateau/accelerating build cycle" thread... what is the current stance from Bort and Co on that topic?
 
JHIK
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Can we do something about the uneven leagues in the lower levels in reagards to slow build/cap build teams? Really knowing who your league winners are on day 1 just sucks. Competitive balance in 100-0 playoff game, when one team has over 950 yds(total offense) and the other - ydg really not good for the morale of new players.

Maybe creating a league for slow build teams, lord knows there is enough to go around....
 
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Originally posted by Daveyjones
Any chance for a Hockey sim?
rollerball...?!!?
roller derby? ( don't laugh, my wife would play and I'd be in heaven that she was gaming )


this lol
 
Catch22
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Some of the questions were answered already in the Q & A thread:

http://goallineblitz.com/game/forum_thread.pl?thread_id=4006348

1. How does QB pass priority work? Specifically:

a) What are the bonuses/penalties it generates ? Will it affect the QB check-downs speed?
b) Does it affect specific routes, or a certain portion of all routes ? Here are two possibility raised by the forum participants:
(1) where the player is within the particular route they are running on that play (i.e., if it's a 5 yard in, once they make the break at 5 yards they have effectively reached the proper "route distance"... or if it's a 13 yard curl they don't reach proper "route distance" until they are downfield and either at or near the point where they will make their break back towards the QB)
(2) whether the player's route is the right overall distance for that play... so if it's a long passing play with 2 WRs going deep up field and the 3rd read is to the HB in the flat, then the HB is not the right route distance for that play... or similarly a WR running a streak on what's otherwise a short passing play is not running the right "route distance" for that play.
c) How does it integrate with custom progressions ?


Assuming you're referring to "open man" vs "route distance" here. Think of 100% open man as not caring about how far the player is at all, and instead only calculating risk based on coverage. Think of 100% route distance as requiring a certain distance traveled before a player is considered to pass to, and scaling risk the closer the player gets to that distance. Spots in the middle are in between the two extremes, combining the risk calculations on a sliding scale. The QB will throw the ball when the calculated risk is below a certain threshold.

a) No bonuses/penalties. No, it doesn't affect checkdown speed.
b) Depends on the play. Streak type routes generally just look at how far down the field they are. Ins and hooks and such have a "sweet spot" after which the player is determined to be far enough, no matter where he is on the field. 100% route distance will wait until those conditions are satisfied, unless pressure really pushes the QB to throw early. 100% open man will ignore those things entirely.
c) There's no effect; the progressions just tell which order to look through. Risk calcs are the same.


2. If a player has a higher number in Lower the Shoulder and Surge does this increase the likelihood that the SA activates? If yes, the description should be updated to indicate this.

Sorta...it increases the power/duration of the skill. Lower the shoulder can activate and still not break a tackle, in which case you'd not know it was used. Surge requires you to be untouched, and more levels of it make it last longer. You're probably right that the descriptions could be updated, though, since more levels do sort of improve the chance of them "working."

 
Uncle Si
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What are the new rules and suspension rules that are being rolled out?
 
Catch22
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Originally posted by beenlurken
Its been awhile since we have heard anything from the top in the "plateau/accelerating build cycle" thread... what is the current stance from Bort and Co on that topic?


Still in discussion - nothing happening this off season.
 
P@nda
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Originally posted by JHIK
Can we do something about the uneven leagues in the lower levels in reagards to slow build/cap build teams? Really knowing who your league winners are on day 1 just sucks. Competitive balance in 100-0 playoff game, when one team has over 950 yds(total offense) and the other - ydg really not good for the morale of new players.

Maybe creating a league for slow build teams, lord knows there is enough to go around....


Not sure why this keeps coming up. I am not Catch or Bort, but if every team pretty much builds their dots in some way or another that will make them better in the long run, how do tactics not play a role in the lower levels? I have been a part of some very, very good teams very early on in dot development and they have ALL been strict Cap Building teams.

Cap Building and Slow Building =/= Bad Dots in the LOLminors
 
pottsman
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Originally posted by zmj44
Will you be able to train SAs?
No.Originally posted by

Also, can you summarize what, "Unlocking" atrributes means.


You can train two attributes at once, but to do that you need to pay BTs. You pay them to unlock an attribute, such as "confidence", which can then be trained with anything else.
 
Uncle Si
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What is the estimated time frame for 2 pt conversions
 
pottsman
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Originally posted by Godisgreat
What are the new rules and suspension rules that are being rolled out?


Tomorrow, unless there is a last minute hold up.
 
Dpride59
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Go to guy can this work on a wr and a hb/te?

bort says whoever is 1st in the progression for hb/te. Does this mean if we have go to guy on a hb and a te whoever is 1st in the custom progression will get the bonus if both have it?

Also can a wr and a te have it? Whoever is the 1st progression would get bonus?

Posession wr says it only gives KL protection to a wr or te, does it still give a bonus to catching passes when inside 8 yards to a hb?

Also mr reliable says 5% chance to avoid fumble on 1/2nd down, which is also Anti kl protection, is this working as intended or a bug to reliable?

A follow up to posession, is that kl protection supposed to be activating beyond 8 yards like it currently does?
 
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