yea but that still doesnt explain why catching increases catches but does NOT decrease drops, and jumping increases catches AND DOES decrease drops.
Djinnt
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None of this has really been proven though, so why would it require an explanation? lol
I get it... We all want to know more about how to build the perfect player.
I've pretty much resigned this logic though. I say try to build a player that fits your team, else you're left with something pretty typical that may or may not be good. Your success still heavily relies on your QB, O-line, and competition. A lot of these theories put a lot of trust in those other factors when I think it's fair to say they probably have more to do with it than a WR's stats.
Football is, after all, a team sport.
I get it... We all want to know more about how to build the perfect player.
I've pretty much resigned this logic though. I say try to build a player that fits your team, else you're left with something pretty typical that may or may not be good. Your success still heavily relies on your QB, O-line, and competition. A lot of these theories put a lot of trust in those other factors when I think it's fair to say they probably have more to do with it than a WR's stats.
Football is, after all, a team sport.
Last edited Aug 29, 2008 20:11:50
knudlen
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dude, its not proven WHY catching doesn't decrease drops but it is MOST DEFINITELY proven that it doesn't. It simply does not work that way, raising catching alone does not lower drops. But, according to this admittedly low sample size study, there is a very distinctive relationship between people with high jumping and low drops.
zollins5
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I think we lost track of what we talked about earlier in this thread. Catching increases a circle around you in all directions that you can attempt to catch a ball, according to what we came up with. We kind of also said that higher catching wouldn't decrease your drops because of this. So to answer what will decrease the drops, is kind of simple, but kind of overkill if you ask me. Someone posted about a formula early on, which is all this game is about...the math! So lets say your attempting to catch a ball that was thrown to high. This is going to be pretty generic of course, but you can get the general idea. First you would need vision to see that the ball was overthrown, then agility, to adjust your body accordingly to the bad pass, next your catching would come into play to let yourself know you can try for that one, and lastly prob. jumping to get you up in the air to get it. I guess if you wanted to be technical you could throw conf., speed, strength in there as well, but I believe a lot of the key stats for each position play off of each other. With that being said, having 60 catching isn't going to be any better, and 30 catching, if everything else isn't there. Just to visualize this for everyone, think of it like baking a cake. If you leave out one or 2 ingredients, it might turn out looking, and smelling like a cake, but without every ingredient, it will never taste like a cake. My suggestion is to start spreading those points around a little.
knudlen
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Yea i mean, i would never ever say 'spread your points out' as a good building plan, but if youre comfortable with where you are but want to decrease drops, id try raising vision jumping and catching up to the same level, which for most people would be bringing your jumping and vision up to catching. at this point i cant see raising catching past either of those 2 as a worthwhile endeavor.
DirtyMouse
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Originally posted by knudlen
yea but that still doesnt explain why catching increases catches but does NOT decrease drops, and jumping increases catches AND DOES decrease drops.
Catching increases the chances of catching the ball. Lots of factors play in the part of being able to actually catch it. Where is the defenders location? Did the QB throw the ball to the right spot at the right speed? etc etc etc (not sure of what Bort formulated though)... Jumping would increase catches because being able to move quickly ie jumping to a spot on the x,y,z axis. Thus allowing the receiver to get to that point faster than if by running. Drops are going to happen no WR in any type of league will/should catch every ball thrown to him. Shit happens. To be able to make a WR that can seems most likely improbable.
I personally do not like the theory of the circle expanding by catching alone because what that tells me is the WR has stretchy arms. If your WR can not run to a spot or adjust to the spot I guess it will be go go gadget arms with catching
. It is easy to know what stats help at certain positions because Bort made major & minor stats. Determining what type of player you want to be is the key!
I would not bank on keeping catching, jumping, & vision at the same level because of course catching will help you catch the most.
I posted my plans for my build in the team forum. So you can check it out knudlen. My WR did have a good game for once.
yea but that still doesnt explain why catching increases catches but does NOT decrease drops, and jumping increases catches AND DOES decrease drops.
Catching increases the chances of catching the ball. Lots of factors play in the part of being able to actually catch it. Where is the defenders location? Did the QB throw the ball to the right spot at the right speed? etc etc etc (not sure of what Bort formulated though)... Jumping would increase catches because being able to move quickly ie jumping to a spot on the x,y,z axis. Thus allowing the receiver to get to that point faster than if by running. Drops are going to happen no WR in any type of league will/should catch every ball thrown to him. Shit happens. To be able to make a WR that can seems most likely improbable.
I personally do not like the theory of the circle expanding by catching alone because what that tells me is the WR has stretchy arms. If your WR can not run to a spot or adjust to the spot I guess it will be go go gadget arms with catching
. It is easy to know what stats help at certain positions because Bort made major & minor stats. Determining what type of player you want to be is the key!I would not bank on keeping catching, jumping, & vision at the same level because of course catching will help you catch the most.
I posted my plans for my build in the team forum. So you can check it out knudlen. My WR did have a good game for once.
Last edited Aug 30, 2008 08:39:17
Okay boys, soft capped my agility, and 1 catch 1 Incomplete, no drops. Woo Hoo! 

jtoj
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Originally posted by DONKEIDIC
Okay boys, soft capped my agility, and 1 catch 1 Incomplete, no drops. Woo Hoo!
Soft capped catching from before. I'm level 11 and 50 in catching.
I plan on soft capping vision (instead of agility, DONKEIDIC) soon. I'll let you guys know.
Okay boys, soft capped my agility, and 1 catch 1 Incomplete, no drops. Woo Hoo!

Soft capped catching from before. I'm level 11 and 50 in catching.
I plan on soft capping vision (instead of agility, DONKEIDIC) soon. I'll let you guys know.
zollins5
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Originally posted by DONKEIDIC
Okay boys, soft capped my agility, and 1 catch 1 Incomplete, no drops. Woo Hoo!
Nice job lol. Keep it up and you will be up to par in no time.
Okay boys, soft capped my agility, and 1 catch 1 Incomplete, no drops. Woo Hoo!

Nice job lol. Keep it up and you will be up to par in no time.
Here is the theory I have come up with...Use the following diagram for reference.
http://i300.photobucket.com/albums/nn34/redwoodcarl/Catching.jpg
Catching increases the radius of "The Bubble"(Red), and Jumping increases "The Height" (Blue) of the "Possible Catching Area". Jumping also is used as a variable, along with agility, and speed, to determine if you can reach the furthest points of the "PCA". The better your vision the earlier you can react in time for the previous skills to join together for you to catch the ball.
http://i300.photobucket.com/albums/nn34/redwoodcarl/Catching.jpg
Catching increases the radius of "The Bubble"(Red), and Jumping increases "The Height" (Blue) of the "Possible Catching Area". Jumping also is used as a variable, along with agility, and speed, to determine if you can reach the furthest points of the "PCA". The better your vision the earlier you can react in time for the previous skills to join together for you to catch the ball.
PackMan97
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Donkeidic, excellent description. I to feel that is how catching and jumping work. With a few added ideas.
Catching: Increases the size of the red bubble.
Jumping: Can move the bubble horizontally (diving catch) or vertically (jumping catch)
Vision: Can move the bubble horizontally during the route run to adjust to a poor throw
I also think that catching, jumping, vision and agility are all used in determining if a catchable pass is caught, so they all act as a two pass filter.
can I catch the ball? yes or incomplete
do I catch the ball? yes or drop
Catching: Increases the size of the red bubble.
Jumping: Can move the bubble horizontally (diving catch) or vertically (jumping catch)
Vision: Can move the bubble horizontally during the route run to adjust to a poor throw
I also think that catching, jumping, vision and agility are all used in determining if a catchable pass is caught, so they all act as a two pass filter.
can I catch the ball? yes or incomplete
do I catch the ball? yes or drop
knudlen
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nice picture of the nuclear dude from Heroes.
catch the cheerleader, catch the ball!
catch the cheerleader, catch the ball!
Synovia
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Originally posted by knudlen
i mean its an interesting theory but when youre looking at this stuff, you gotta reverse engineer it. what makes more sense from a programing standpoint: a flat formula based on distance where the range away from the reciever is just 1 more constant, or a table that has 3-5 variables that have to be fetched and then applied to the formula?
like in overly simplistic form, (vision + jumping + agility) / (distance / catching)
vs
if distance = .01 - 2.0, then catching * .8, if distance = 2.01 - 3.00, then catching * .06
etc etc
just makes more sense to me for it to be linear rather than a series of levels.
Either one is TRIVIAL to program.
i mean its an interesting theory but when youre looking at this stuff, you gotta reverse engineer it. what makes more sense from a programing standpoint: a flat formula based on distance where the range away from the reciever is just 1 more constant, or a table that has 3-5 variables that have to be fetched and then applied to the formula?
like in overly simplistic form, (vision + jumping + agility) / (distance / catching)
vs
if distance = .01 - 2.0, then catching * .8, if distance = 2.01 - 3.00, then catching * .06
etc etc
just makes more sense to me for it to be linear rather than a series of levels.
Either one is TRIVIAL to program.
PackMan97
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^ CPUs these days perform 10-20 BILLION mathematical oprations a SECOND! Any type of calculations GLB is performing are really trivial.
Larry Roadgrader
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Originally posted by PackMan97
BTW - It's important to note that in GLB a "drop" is you touched the ball but didn't catch it. In the NFL a "drop" is you didn't catch a very catchable ball.
Example: Your guy is wide open and starts thinking about heading upfield and drops the pass.
GLB: Drop. NFL: Drop
Example: Your dives for a pass and it goes off his finger tips.
GLB: Drop. NFL: Incomplete
Hope that helps.
BTW - It's important to note that in GLB a "drop" is you touched the ball but didn't catch it. In the NFL a "drop" is you didn't catch a very catchable ball.
Example: Your guy is wide open and starts thinking about heading upfield and drops the pass.
GLB: Drop. NFL: Drop
Example: Your dives for a pass and it goes off his finger tips.
GLB: Drop. NFL: Incomplete
Hope that helps.
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