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Forum > Goal Line Blitz > Q&A Archives > May 16th Q & A Discussion Thread
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Bort
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Originally posted by David Stern
Go to guy can this work on a wr and a hb/te?


Yes.

Originally posted by
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?


Yes..

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


Yes...

Originally posted by
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?


Only WR/TE

Originally posted by
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?


Works as intended.

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


Yes....
 
Bort
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Originally posted by Kayoh
When are leagues going to be determined by EFFECTIVE level and not actual level? 38 cap leagues still have a bunch of level 38 players who boost to 41 with an effective level of like 50-55.


Don't have any plans regarding that right now, so I can't really comment. We'd likely be better served just trying to come up with a league system that works better overall.
 
Bort
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Originally posted by Stray Doug
Thanks, I hadn't seen that other thread.

So... it sounds like the distance required based upon the route for the individual receiver, not the play.

Thus even if I select a long WR passing play, if I set the custom progression to TE as #1 read, and he's just doing a quick out, he'll pretty quickly determined to be the "right" route distance as far as this slider is concerned (i.e., a low contribution to the risk evaluation, etc.)... even though he's running a short route on a "long" play... correct?

In other words, the "short/med/long" labels in the playbook are just for organizational convenience, but have no bearing on the actual sim or route distance evaluation per se.


Yep; the short/med/long refers more to the default progressions and primary receiver on them. When you override the progressions, you can make a "long" play be more of a "short" play.
 
Catch22
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Thread unlocked by moderator.
 
Bort
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Originally posted by TrevJo
Regarding the bold, does this mean that even on 3rd & 10 with a long pass play, if the WR has a 5 yard in route, the WR will be determined to be far enough?

If so, that seems bad. Maybe he should be considered to have half fulfilled route distance, but not completely. (He ran his route, but he's not far enough.)


Yes, if he hits his "I am far enough" spot he will be determined to be ready to receive the pass. Thats often why those types of routes are further down the progression tree on long plays.
 
Skanker irl
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Bort,

I’m going to go back to circa Season 2 or 3 and ask a type of question that you were asked in an interview back when we were all noobs.

1) Is there any one attribute/veteran ability/special ability that you feel is underrated? (you know it is really valuable yet you don’t see people addressing it enough).

2) Is there any one attribute/veteran ability/special ability that you feel is overrated? (you see people loading up on it (overkill) when really they don’t need that much).

Thanks.
 
Bort
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Originally posted by Preschooler05
Do SAs that we cannot see in the replays fire at the same rate as the ones that we can see fire in the replays (I.E. Spin, Pump Fake, Monster Hit, etc..)?


They all have different rates, though most are similar-ish.
 
Dr. E
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Assume it's 1st & 10, if I want the receiver running a 5 yard out play would I need to have an input set at 1st and 5 to get the most points possible from the QB to consider throwing it too him?
 
Dpride59
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Currently players made on d40 don't age on rollover to d41, so d40 =41 from a player creation standoint!

Working as intended>?
 
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you've said that aura drain is permanent. a post game summary showed a wr that was covered by a cb with 6 in aura ended with 99 morale. was i interpreting permanent wrong when i assumed it was permanent through the game, and it's only permanent through the play?
 
AlaskanRaven
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Originally posted by Catch22
Removed. As stated several times, we might add things to do with player cash down the road but for now it will have no use and is being removed. The amount a player currently has will be stored in the database so if we ever do add something to do with player cash, that amount will be restored.


Will the players page still show amount of funds in his account, those now and those earned with player salary after new changes roll out?
 
JackBeQuick
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I have seen many people are selling back EQ. I want to re-do EQ anyhow, if i sell off all my regular EQ and wait to redo it until preseason will I be able to upgrade 2 full sets of EQ fully or just one?
 
The Avenger
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Originally posted by pottsman
Banked tokens can be used later to generate EQ, buying the EQ will cost Bonus Tokens.


Thats not what i'm asking.

I have 30 builds, ALL 30 have 10 shopping tokens RIGHT NOW! If i wait later to use any of these shopping token credits to purchase an AE it will cost my player a Bonus Token and in this case MANY bonus tokens to purchase ALL 10 shopping tokens i've hoarded.

If i do my shopping NOW (tonight), it will only cost my player his OWN cash on hand and a shopping token to receive his AE piece.

These 2 tranasactions are NOT equal and i believe that i need to go through 30 builds of mine shopping 10 times each for an AE piece or 2 so as not to waist BT's at a later time and instead use up my players lolcash?

Thats 300 shopping movements i have to make before rollover tonight! Was this suppose to happen, i wasn't prepared for Shopping token use to have a different value in purchasing AE without using player funds like we do it now?
 
j10er
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Originally posted by Bort
Cumulative, applied when it processes each player who has the AOI. Confidence to resist, the level of the skill to power it. AOI works for everybody.


Stacking auras has always proven to be overpowered in MMOs. This goes back all the way to bards in EQ.

Just a fair warning

Seriously, you need an MMO historian on your staff.
 
Bort
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Originally posted by Skanker_irl

Bort,

I’m going to go back to circa Season 2 or 3 and ask a type of question that you were asked in an interview back when we were all noobs.

1) Is there any one attribute/veteran ability/special ability that you feel is underrated? (you know it is really valuable yet you don’t see people addressing it enough).

2) Is there any one attribute/veteran ability/special ability that you feel is overrated? (you see people loading up on it (overkill) when really they don’t need that much).

Thanks.


1) Probably carrying for fake type running backs; I see a lot of agility and speed but not as much carrying.

2) The Cobra Kai and probably Superior Vision
 
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