User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Q&A Archives > August 22nd Q & A Discussion Thread
Page:
 
Link
 
Originally posted by Deathblade
Sounds like something for the new programmer tbh


where is this announcement?
 
Bort
Admin
offline
Link
 
Originally posted by Deathblade
While I agree that AI interface is clunky at times...how do you make it better?

I've sat and tried to think of ways to make it better, but really can't. It's basically "heres a box, put what you want in it". More boxes wouldn't help, so I dunno.


Possibly pictures/sliders, etc. Easier to understand interface elements.
 
Link
 
What about a base OAI with very basic inputs (maybe a refresh AI button which would leave the OC with a bunch of inputs and no outputs)?
 
tautology
offline
Link
 
Originally posted by Bort
Originally posted by ijg

So does that mean you are comfortable with current scoring at the Pro/WL levels? DCs get very frustrated when "holding" a team to 40 points and 500 yards is considered a good outcome. Any plans to bring scoring down modestly?

I understand 17-14 won't be the norm but it would be nice if 34-28 was the norm not 54-51.


I think the main issue we're seeing is passing is a little too potent. Catch has given me some ideas recently to try; we'll do some testing to see.


Hopefully these ideas include bringing back the possibility of a fearsome zone defender? Given how much pump-fake and spin is going on out there, I would hope that the jackhammer-zone might become a viable strategy again.



 
Bort
Admin
offline
Link
 
Originally posted by ijg
Bort, are you happy with the way this season's morale system is working? From my observations, morale is now highly correlated with confidence and low correlation to actual game results (* with one important exception, noted below). Are plays having enough impact on morale in your opinion?

* the exception being there are now reverse morale spirals where the best way to win is almost to get behind big early than come roaring back since morale now mean reverts to help trailing teams and hurt the team who is ahead. Any plans to take a closer look at this? It's caused a lot of screwy results in WL this season.


I like it for the most part. Catch is saying he'd like to try a few tweaks, but the overall underlying system is pretty good iMO.
 
Deathblade
offline
Link
 
Originally posted by iGarf
What about a base OAI with very basic inputs (maybe a refresh AI button which would leave the OC with a bunch of inputs and no outputs)?


Isn't there already this?

I'm pretty sure defense has like 5-6 base-inputs that show up if you delete everything.
 
Catch22
offline
Link
 
Originally posted by The Avenger
<<< my serious question part deux was skipped?


What was it?
 
AngryDragon
offline
Link
 
Originally posted by Bort
I think the main issue we're seeing is passing is a little too potent. Catch has given me some ideas recently to try; we'll do some testing to see.


One thing I have noticed is that the passing game is kind of like home run derby. Not a lot of successful short passing games going on. I am sure the defenses play a role in this formula but I would really like to see more short routes completed and tackles made.
 
tautology
offline
Link
 
Originally posted by Bort
Originally posted by Deathblade

While I agree that AI interface is clunky at times...how do you make it better?

I've sat and tried to think of ways to make it better, but really can't. It's basically "heres a box, put what you want in it". More boxes wouldn't help, so I dunno.


Possibly pictures/sliders, etc. Easier to understand interface elements.



The interface could use a make-over, but what really kills me is the load time. It takes me over a minute to load on a pretty high speed connection and several minutes to load a complex AI over 3G.

This make game planning far more time-consuming that it ought to be.

 
The Avenger
Hulk Smash
offline
Link
 

Originally posted by Bort
Ok, now I get what you're looking for: What does long pass defense call, what does medium call, etc?

Maybe we can put together a FAQ, but in the mean time, the general rule is:

Long pass = cover 3
Med pass = cover 2
Short pass = cover 1

However, the play calling AI does make different calls in different situations. For obvious rushing situations, it's going to call more cover 1, for obvious deep pass situations, it's going to call more cover 2/3.




Ok, that's what I've figured. But, I also know there is some sort of "auto" adjust in the Basic sim, meaning the play calls are adjusted outside of pre-set team tactics no matter if its 100% set 1 way on O or D with auto adjust at 0.

What i don't understand on defense specifically is where these specific D formations are coming from when stopping the run for example.

I could link some examples of a ROLB actually lined up on WR #2 in man coverage while the CB #2 is in zone....What is that one? What does it look like on a playbook? I'm asking if we can we see these D plays, and what triggers the D Ai to call alot of these so randomly?

I've nailed the O tactics pretty good, and outside of a few head scratchers in the O play calling basic ai, there is ALOT more control in that casual game plan then people think when running a Casual Offense.....

Not so much on D though at all.....

Thanks.
 
Catch22
offline
Link
 
Originally posted by tautology

The interface could use a make-over, but what really kills me is the load time. It takes me over a minute to load on a pretty high speed connection and several minutes to load a complex AI over 3G.

This make game planning far more time-consuming that it ought to be.



Not disagreeing with you - we commented on that earlier. If you weren't such a slacker you would have seen it.
 
Link
 
What about OAI/DAI"s that are created by the user and stay with the user. That way when some owner gets mad and fires you then you get to keep your AI. I have seen this happen several times. Basically all the user has to do is up load his OAI/DAI to the team when he is brought in as a OC/DC. What i am getting at is the OAI/DAI is created in the user profile and stays with the user.
 
Thunder66
offline
Link
 
Originally posted by AngryDragon
One thing I have noticed is that the passing game is kind of like home run derby. Not a lot of successful short passing games going on. I am sure the defenses play a role in this formula but I would really like to see more short routes completed and tackles made.


+1, don't kill the passing game completely.
 
Catch22
offline
Link
 
Originally posted by The Avenger

Originally posted by Bort
Ok, now I get what you're looking for: What does long pass defense call, what does medium call, etc?

Maybe we can put together a FAQ, but in the mean time, the general rule is:

Long pass = cover 3
Med pass = cover 2
Short pass = cover 1

However, the play calling AI does make different calls in different situations. For obvious rushing situations, it's going to call more cover 1, for obvious deep pass situations, it's going to call more cover 2/3.




Ok, that's what I've figured. But, I also know there is some sort of "auto" adjust in the Basic sim, meaning the play calls are adjusted outside of pre-set team tactics no matter if its 100% set 1 way on O or D with auto adjust at 0.

What i don't understand on defense specifically is where these specific D formations are coming from when stopping the run for example.

I could link some examples of a ROLB actually lined up on WR #2 in man coverage while the CB #2 is in zone....What is that one? What does it look like on a playbook? I'm asking if we can we see these D plays, and what triggers the D Ai to call alot of these so randomly?

I've nailed the O tactics pretty good, and outside of a few head scratchers in the O play calling basic ai, there is ALOT more control in that casual game plan then people think when running a Casual Offense.....

Not so much on D though at all.....

Thanks.


tl ; dr - what's your question?
 
notthegint
offline
Link
 
Edit, saw that Catch answered several pages back... my bad.
Edited by notthegint on Aug 22, 2010 21:08:10
Edited by notthegint on Aug 22, 2010 20:58:20
 
Page:
 


You are not logged in. Please log in if you want to post a reply.