User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Nerf the "fall down after INT" for defensive players - really this time
Page:
 
Ken1
offline
Link
 
Originally posted by bedgood42
about this issue I agree it is stupid that the CBs fall down. I think a 1/2 speed process as if the CB is trying to regain balance would make sense. Possibly make it last between 0-8 ticks based on the CBs catching/vision(how clean the catch was made) and agility (how quickly he regains balance).

This way you would have different levels of performance actually directly based on the dots build. That would be refreshing.


Not a bad idea, but it shouldn't have the chance of 0 ticks, or we'd be back to "Pick Six City." Sometimes the interceptor should fall down (definitely less often than now, but it should happen), and when that doesn't happen it should take based on how cleanly the catch was made (which would be based on Catching, Agility, and Vision as well as the circumstances of the pick) 1-3 ticks to gather it in and then 3-7 ticks of running at somewhere around half speed.
 
merenoise
offline
Link
 
Originally posted by Janet Cooke
Originally posted by bedgood42

about this issue I agree it is stupid that the CBs fall down. I think a 1/2 speed process as if the CB is trying to regain balance would make sense. Possibly make it last between 0-8 ticks based on the CBs catching/vision(how clean the catch was made) and agility (how quickly he regains balance).

This way you would have different levels of performance actually directly based on the dots build. That would be refreshing.


Not a bad idea, but it shouldn't have the chance of 0 ticks, or we'd be back to "Pick Six City." Sometimes the interceptor should fall down (definitely less often than now, but it should happen), and when that doesn't happen it should take based on how cleanly the catch was made (which would be based on Catching, Agility, and Vision as well as the circumstances of the pick) 1-3 ticks to gather it in and then 3-7 ticks of running at somewhere around half speed.




Should absolutely be able to do it in 0 ticks as interceptions are sometimes caught in stride and those are actually the most likely to be returned for a TD.

As it stands now a WL championship game could never be decided this way:
http://www.youtube.com/watch?v=Y79ZGUIs0_k
Edited by merenoise on Apr 5, 2012 14:14:26
 
Ken1
offline
Link
 
Originally posted by merenoise


Should absolutely be able to do it in 0 ticks as interceptions are sometimes caught in stride and those are actually the most likely to be returned for a TD.

As it stands now a WL championship game could never be decided this way:
http://www.youtube.com/watch?v=Y79ZGUIs0_k




I know you've said you'd like to see more Pick Sixes than in real life, so it doesn't surprise me that you'd like it to work in a way that would cause that. I'm interested in keeping them to a realistic level (which is definitely more than S27 but definitely much less than S24-26).
 
merenoise
offline
Link
 
Originally posted by Janet Cooke
Originally posted by merenoise



Should absolutely be able to do it in 0 ticks as interceptions are sometimes caught in stride and those are actually the most likely to be returned for a TD.

As it stands now a WL championship game could never be decided this way:
http://www.youtube.com/watch?v=Y79ZGUIs0_k


I know you've said you'd like to see more Pick Sixes than in real life, so it doesn't surprise me that you'd like it to work in a way that would cause that. I'm interested in keeping them to a realistic level (which is definitely more than S27 but definitely much less than S24-26).


So you want realism delivered in a way that is completely unrealistic? Kinda like the stats you like to make up? Makes sense.
 
Ken1
offline
Link
 
Originally posted by merenoise
So you want realism delivered in a way that is completely unrealistic? Kinda like the stats you like to make up? Makes sense.


You mean the ones you like to lie and misquote me about making up? By all means, everyone wants you to hijack the thread and get personal. You use the techniques Goebbels admitted about "The Big Lie." If you repeat a lie often enough many people will come to think it's true. But as before, you're lying. Please don't hijack threads anymore with lies about me.

As far as realistic outcomes through unrealistic means, I have to admit that I'd take that over unrealistic outcomes even if the means seem realistic. If unrealistic outcomes are being generated, something is unrealistic there (even in the means), whether that something can be identified or not.
 
Link
 
I really think the 0-8 ticks makes sense. I will say 3-8 should be the norm and it should require a very elite build and a random luck required roll to get into the 0-2 range but they should happen very rarely.
 
Ken1
offline
Link
 
Originally posted by bedgood42
I really think the 0-8 ticks makes sense. I will say 3-8 should be the norm and it should require a very elite build and a random luck required roll to get into the 0-2 range but they should happen very rarely.


I would say under those circumstances that would be reasonable. There also needs to be a tick or two (sometimes three, if the build isn't good for picks) to tuck the ball away to run before running with it at all.

There also should sometimes be contested interceptions that result in falling down-- not nearly as often as now, but sometimes.
 
Link
 
Originally posted by Ken1
I would say under those circumstances that would be reasonable. There also needs to be a tick or two (sometimes three, if the build isn't good for picks) to tuck the ball away to run before running with it at all.

There also should sometimes be contested interceptions that result in falling down-- not nearly as often as now, but sometimes.


I agree if the CB makes a good read and gets the INT not contested. - the CB should not fall down and get a roll to get into the 0-2 ticks. If that roll is failed based on build the CB should get 3-8 ticks. The 0-2 tick roll should be very difficult to win based on both a great build and some sort of luck. maybe the build gets you into the 0-2 ticks and the luck decides 0,1,or 2.

If the INT is contested and the CB wins and gets the INT. there should then be roll to see if the CB falls down, If he does not fall down he should go to the 3-8 ticks based on build. - a contested INT should never get 0-2 ticks of 1/2 speed.
Edited by bedgood42 on Apr 5, 2012 15:31:38
Edited by bedgood42 on Apr 5, 2012 15:28:20
 
DTRAIN
offline
Link
 
what kills me is the number of you guys that actually approve of a dot insta falling down after a pick. this code was created to mask the fact that Mr GLB cant code a more realistic intercept to TD ratio.

just the thought of this is ridiculous for football, but whats worst is someone spending time coding it. how can they ignore the fooball gods screaming in their head saying....THIS ISNT FUKING FOOTBALL!!!!

 
MileHighShoes
offline
Link
 
So much fail in this thread.

Any dot should be able to return an interception without any slowdown whatsoever.
HOWEVER, the chance for a dot to do so should scale with attributes depending on how easy the ball was to catch.

If someone throws a perfect spiral right at your chest, nearly everyone can catch that AND keep moving in the direction they are going.

However, there is a certain skill involved in catching a ball that isn't right at you, especially if the ball is wobbly.
So a dot with high 70+ catching may have a 80% chance to intercept a ball that hits him right in the numbers. A dot with 8 catching may have a 40% chance of catching a perfect pass that hits him right in the numbers.

Then from this point there should be a difficulty rating of how hard the ball is to intercept, and will require a higher and higher roll for the defender to pass the threshold of intercepting the ball.
Then from there the dot should proceed to another roll if he intercepts it, this roll will be a "Does this dot fall down?" roll. It will have inputs from the previous roll, so if our Defender really dominates the intercept roll he'll get a bonus to staying on his feet. This roll will also be based on defenders balance at time of catch, it will either be a 0 modifier, meaning it has no affect, or a negative modifier if the defender is off balance. Then there should also be a modifier based on how far the defender has to reach for the ball. A ball hitting the defender in the numbers should give a positive modifier to interception chance. While the farther towards the edge of the defenders catch radius the ball is the more of a negative modifier it becomes.

So the roll will include modifiers from the dot's interception roll, his balance at time of catch, and how far away from the center of his catch radius the ball was. The dot would then fight this with his catching, agility, strength, confidence, carrying, sticky hands, jump catch (if jump catch required), diving catch (if diving catch required).

If it isn't turned into a roll it shouldn't be part of the game. This is an MMORPG, everything should be a roll based in reality.
 
Link
 
would have liked one pick for td this season--why do we over do it each time.
 
cjericho
offline
Link
 
+1

Why should interceptions be more realistic in GLB, not much of the rest of it is. If GLB was going for more realism than there would be far more penalties, there would be players getting injured and one teams offense wouldn't score over 100 points by themselves in one game. This is not the NFL this GLB and for this to be like the NFL you would have to change more than the number of pick six's. How many people would want to have a scenario where there player gets injured, because that's realistic right.

 
Ken1
offline
Link
 
Originally posted by cjericho
Why should interceptions be more realistic in GLB, not much of the rest of it is. If GLB was going for more realism than there would be far more penalties, there would be players getting injured and one teams offense wouldn't score over 100 points by themselves in one game. This is not the NFL this GLB and for this to be like the NFL you would have to change more than the number of pick six's. How many people would want to have a scenario where there player gets injured, because that's realistic right.



Several things:

1) If the NFL could get rid of all injuries without becoming flag football or something, they undoubtedly would. I think they'd also get rid of the commission of penalties if they could. They have penalties because that's the only way to deter players from committing them.

2) Originally posted by tpaterniti
The people pointing out that "it's not the NFL" are usually the ones who like to stat whore. The people appealing to the NFL are the one's who look for a realistic sim. They are most definitely not the same people.


3) My view (that I realize I cannot force anyone else to hold) is that if someone wants something different from realism, they have the burden of proof that it makes the sim a more fun and playable game. IMO, the lack of injuries meets that burden, whereas arcade-style Pick Sixes doesn't.

4) In game play in this PvP game (and not by having no injuries and few penalties), anything that is given to one player is taken from another. If you have an unrealistically high number of Pick Sixes, then you aren't being fair to the offenses, just as the unrealistically low number in S27 was unfair to defenses.

Edited by Ken1 on Apr 5, 2012 17:55:51
 
cjericho
offline
Link
 
Originally posted by Ken1
3) My view (that I realize I cannot force anyone else to hold) is that if someone wants something different from realism, they have the burden of proof that it makes the sim a more fun and playable game. IMO, the lack of injuries meets that burden, whereas arcade-style Pick Sixes doesn't.

4) In game play in this PvP game (and not by having no injuries and few penalties), anything that is given to one player is taken from another. If you have an unrealistically high number of Pick Sixes, then you aren't being fair to the offenses, just as the unrealistically low number in S27 was unfair to defenses.



I understand what you are getting at but the basic point is that GLB is a video game. All the stats are rediculosly high, like I pointed out with the points that offenses can score in a single game. The arcade style pick six's counter balance the offensive output because if you really calculate the number of pick six's to amount of offensive and return td's there will still be fewer pick six's. So basically if we are going to allow an offense score 100 or more in a game then let's let the defense have some fun too.
 
Ken1
offline
Link
 
Originally posted by cjericho
I understand what you are getting at but the basic point is that GLB is a video game. All the stats are rediculosly high, like I pointed out with the points that offenses can score in a single game. The arcade style pick six's counter balance the offensive output because if you really calculate the number of pick six's to amount of offensive and return td's there will still be fewer pick six's. So basically if we are going to allow an offense score 100 or more in a game then let's let the defense have some fun too.


The offense doesn't score 100 points in an evenly matched game. In the games where the offense scores 100 or more, those are huge mismatches that may even be realistic for what would happen if, say, a major college team played an average high school team.

In evenly matched games, they got offensive stats about right this season in terms of yards per play, and scores were fairly realistic.

This isn't meant to be a game like a football version of NBA Jam. This is a simulation of football, and a simulation of football is what most people want: http://goallineblitz.com/game/poll.pl?poll_id=9 .
 
Page:
 


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