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Forum > Suggestions > QB Passes - Velocity of the ball
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Skoll Wolfrun
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Does andone really uses Bullet Passing?
I remember a bunch of people using Bullet passing 6+ seasons back & they were constantly getting jumped by the LB/CB/S. Even if you set it to 0 (not bullet/not lofty) the passes were going from 1 extreme to another more than middle of the road.
 
We_Rule
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Originally posted by Deathblade
Originally posted by Enkidu98

Most of the issues like this come down to physics.

Bort system (which annoys me) is that there is a linear progression and physical attributes that go higher just add more and more. When you add in the ridiculous percentage based additives and the like (goal line stand, etc) You get players with absolutely retarded attribute values.

This is why I suggested (and periodically re-suggest) that Bort consider switching to an attribute system where there are absolute upper limits to physical things (like speed) and that attributes in excess of the amount to achieve the upper limit instead start providing bonuses to the rolls that involve the attribute.

This would stop ridiculous feats on the field where players are moving in excess of 30+ MPH.

This would help balance the game as well since the physics would be sound and not perpetually broken by people coming up with interesting exploits until bort re-tweaks the sim.

Or, he could just make the passes fly a lot faster.

...and lead receivers better.


You mean Bort didn't 100% emulate physics?

What the fuck man, this is a browser based dotball game, he could at least put a little effort into creating the most realistic simulation ever.


Here we go again with a cheeky dumb-ass response. There is a pretty huge grey area between absolute 100% realism, and the piece of shit sim we're playing in now right? I think most just want to hit somewhere in the grey area, and hopefully quite a bit closer to the realism side of the spectrum.

Or in your opinion, since these are not real people running around out there, all realism should just be thrown out the window....... it is a game after-all. Maybe the guy that had the "swords & shields" suggestion was more along the lines of what you might expect Deathblade?
Edited by We_Rule on Dec 8, 2011 14:30:02
 
tragula
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+1 to something, that will let WRs to get separation.
Edited by tragula on Dec 8, 2011 14:46:44
 
Outlaw Dogs
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+2
 
Carl Ellir
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+1 , but instead of making the ball faster, make all of the players slower. They are unrealistically fast at the pro level anyway
 
Deathblade
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Originally posted by We_Rule
Here we go again with a cheeky dumb-ass response. There is a pretty huge grey area between absolute 100% realism, and the piece of shit sim we're playing in now right? I think most just want to hit somewhere in the grey area, and hopefully quite a bit closer to the realism side of the spectrum.

Or in your opinion, since these are not real people running around out there, all realism should just be thrown out the window....... it is a game after-all. Maybe the guy that had the "swords & shields" suggestion was more along the lines of what you might expect Deathblade?


Didn't mean to hurt your butt so much.
 
Enkidu98
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Originally posted by tautology
Just watch this play and use some common sense: http://goallineblitz.com/game/replay.pl?game_id=1880979&pbp_id=9857306

How far does the ball travel? How far does the TE travel during the same period?


Problem here is that the passing code really doesn't lead the receiver so its always going to go to exactly where the reception point is. You can see the TE sheds a large amount of velocity before the catch.

Its watching the speed of the defenders reacting to the pass and the distance they travel in the time the ball is in the air. Yes, the ball is faster but the defenders are still too fast compared to ball speed. The SS for example on that linked play. In 20 clicks of the advance button the ss has turned and traveled more than 10 yards to the reception point.

Etc. Defenses reaction to the ball is often too quick and then their ability to get to the ball is too speedy. So I don't think anyone is saying that players are faster than passes, but they are saying players are faster then they should be _relative_ to the speed of passes.
 
Deathblade
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nerf speed
 
Enkidu98
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Originally posted by Deathblade
You mean Bort didn't 100% emulate physics?

What the fuck man, this is a browser based dotball game, he could at least put a little effort into creating the most realistic simulation ever.


You are still an ass DB.

Physics calculations are already in the sim. They just do not appear to be limited to closer to real world values and thus we get the crazyness we often see in the sim.

 
Deathblade
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Originally posted by Enkidu98
Physics calculations are already in the sim.


orly?

where?
 
Enkidu98
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I can't tell you because I have not seen the source code. I do recall Bort discussing various aspects of things though like how pass trajectory etc is calculated. From his description it sounded like it involved more than just a simple bit of trigonometry but maybe not.

If it doesn't then I am wrong. No big deal except that I over-estimated Bort's abilities.

 
geekor
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+1

oh and fix the algorithm for leading receivers.
 
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