When it ws 29-27, I thought we were going to see a nice late game FG and give us the 30-29 win. But you guys turned it on and ran away with it. We could not stop your blitz or your passing game, and that was the difference. I don't agree much with how you guys act in the forums, but your team is solid.
serialced
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im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
nthomas
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Originally posted by serialced
im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
No flaming at all--I am too depressed for that anyway. The sim changes have killed us. What were our strengths last year, and led to 15 wins, are gone. We don't have the cash to re-equip everyone, so we are doing our best to try and recover. But who knows what is coming next, so you can only change so much. Still, we will do what we can to try and right the ship.
im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
No flaming at all--I am too depressed for that anyway. The sim changes have killed us. What were our strengths last year, and led to 15 wins, are gone. We don't have the cash to re-equip everyone, so we are doing our best to try and recover. But who knows what is coming next, so you can only change so much. Still, we will do what we can to try and right the ship.
serialced
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Originally posted by nthomas
Originally posted by serialced
im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
No flaming at all--I am too depressed for that anyway. The sim changes have killed us. What were our strengths last year, and led to 15 wins, are gone. We don't have the cash to re-equip everyone, so we are doing our best to try and recover. But who knows what is coming next, so you can only change so much. Still, we will do what we can to try and right the ship.
same thing here, our rushing game which was our strength last year is nonexistent this year.
Originally posted by serialced
im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
No flaming at all--I am too depressed for that anyway. The sim changes have killed us. What were our strengths last year, and led to 15 wins, are gone. We don't have the cash to re-equip everyone, so we are doing our best to try and recover. But who knows what is coming next, so you can only change so much. Still, we will do what we can to try and right the ship.
same thing here, our rushing game which was our strength last year is nonexistent this year.
greg420
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Originally posted by serialced
im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
lol neither did the cowboys giving up back to back 77 and 82 yard td runs... shit happens when teams are behind.
im going to give a serious reply here since i dont see you flaming us either.
to be honest, i think bort really messed up the sim last year.
those 2 last minute int ret TD's we got were ridiculous.
although we were already ahead at that time so they didnt matter but stuff like that just doesnt make sense.
lol neither did the cowboys giving up back to back 77 and 82 yard td runs... shit happens when teams are behind.
greg420
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and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
serialced
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Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
greg420
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Originally posted by serialced
Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
im not talking shit...
Stats - where do you want them? and yea I know about that poll, I was the first to post about it.
Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
im not talking shit...
Stats - where do you want them? and yea I know about that poll, I was the first to post about it.
Last edited Jan 9, 2009 11:32:08
NotRippedYet
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Originally posted by greg420
Originally posted by serialced
Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
im not talking shit...
Stats - where do you want them? and yea I know about that poll, I was the first to post about it.
Yep, nothing different with the sim this year.
http://goallineblitz.com/changelog.html
Dec 27, 2008
- Ball Z axis now added for next season's replays, with a shrinking/growing ball graphic
- Ball velocity knocked back a bit in general, for kicking, punting, and passing - I noted with the z axis update that some QB's were able to throw 40 yard passes with too shallow of an angle, like 10-15 degrees.
- I've redone the method in which zones are defined in zone defense to be more flexible for the various plays, and redefined every single zone play to make sure zones are properly placed and overlapped in the right spots
- Fixed a major bug in zone defense that would not allow players to remain in their zone properly once latched on to a receiver
- General updates to AI in zone coverage, mostly pertaining to "look ahead" logic to see when to leave the zone and when to release a player, and how over the top coverage plays the deepest/widest man
- QB targeting logic updated to allow the QB to pass the ball early, even if the play's set distance hasn't been met, especially if one man is wide open compared to everyone else being blanketed
- Per-route (instead of per play) set distances also added in various plays for QB targeting logic, to allow short routes more of a chance to get hit instead of waiting for a longer route to complete. This could be a real problem if the long route was run by a guy who's very slow.
- Pass quality and accuracy penalty increased on long (like 25+ yd) passes - with a tendancy to throw short or long (as opposed to left/right) more often on deep streak type routes
- QB can throw the ball away, as long as it wouldn't be an intentional grounding penalty (there's gotta be a player near enough to the sidelines to throw it away near, or he's gotta be out of the pocket)
- Penalty to kicker accuracy on super long kicks (51+ yds) increased, and goes it up exponentially the farther out you are. You really shouldn't even bother trying kicks past about 62/63 yards.
- KR/PR vision radius increased to allow more juking and avoidance. The size of the radius depends on running style, which ends up being multiplied by the player's agility, since low agility guys would end up dancing around alot and slowing down to much otherwise
- Weight factor on speed/acceleration increased a bit
- Monster Hit/Big Hit now show up on the pbp when they happen, since I figured it should be obvious to anyone when a guy gets his clock cleaned. It will say something like [Big Hit tackle: so and so].
- Monster Hit/Big Hit adjusted a bit to effect the "quality" of the tackle instead of just being a straight up force fumble bonus. This means they will help you stop a player from fighting out extra yards more, as well as +FF ability.
- Power Through, Stiff Arm, and other "break tackle" SA's show up on the pbp, since these would be easy for any fan to pick out too. It will say something like [Missed tackle: so and so (Power Through)].
- Power Through, Stiff Arm, etc, are now bonuses added to break tackle ability AFTER it's randomized, instead of added before being randomized. This ends up making tackle breaking slightly more likely when they activate.
- Reverse pancake more likely when breaking blocks - this was a big problem with run blocking, especially on screens with CBs, etc. When the defender broke a block, it would end up just re-engaging the very next tick because the blocker didn't get knocked down or pushed back much. High strength vs low strength = more likely knockdown now (along with the heavyweight VA). This seems to allow DT's to get in the play more on run plays too.
- Defender "make tackle" path calculation updated to react a bit differently when there are blockers close by as opposed to open field, and be willing to make wider turns (if he can!) to avoid the blockers. Should help quite a bit on those "CB blocks 3 guys" plays.
- "Run through the pile" slowdown increased to what I've been using in testing since I set it up, instead of the 65% I used in production last season
- Make tackle while being blocked penalty reduced a bit
- Vision check added to check if a defender can turn around and chase the tackler after the ball is passed, if they are pass rushing. Should cut down on those short passes being immediately stopped by a DE who's kinda nearby, and make short drag routes much more useful.
- There is now a reaction time penalty for a LB covering a WR man to man, since he's essentially playing out of position. CB's should cover WR's, and LB's should cover TE's and backs.
- LB "dropback run away effect" reduced - LB's now take a very slow drop step early in the play, and then drop into zones at normal speed if needed.
- LB pre-snap read reaction changed - they now sort of "shadow" the HB before he gets the handoff, which gets them in better position to fill the hole. If you want them to all out attack on the play instead, have them blitz.
- Pitch plays improved - I noticed that pitches were incurring the same "slow down because your catching sucks" penalty as normal passes. This has been removed, so pitches develop much faster, without the HB having to stop or slow down nearly as much.
- Receivers have the ability to "improvise" a bit early in their routes to try and do jukes, etc. to get past or around a defender. New tactic to be uploaded soon to turn this on/off (off for bad agility guys)
- Veteran abilities, obviously
- I've been trying to improve various animations to show what's going on more, with various things. You might notice players "shimmying" or doing "stutter step" type animations when being shock blocked or when head faking. It can be kinda hard to notice in the midst of a quick replay with guys moving everywhere, but if you slow it down you might see some stuff.
- Offensive formations now have the G's and OT's back a step from the center, instead of a straight line
- You cannot kneel or spike unless it's in the final 2 minutes of the half or 4th quarter.
- The final tick of the play is now rendered properly in the replay, showing the correct positions of players.
- QB throw away tendency (how much pressure to allow)
- Spike ball play
- Route Running style - "follow the play" or "improvise"
- Running style is now a slider. -100 is the old "Power" while 100 is the old "elusive" and 0 is the old combo. Various spots in between will end up adjusting how likely the player is to try and avoid tacklers.
Originally posted by serialced
Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
im not talking shit...
Stats - where do you want them? and yea I know about that poll, I was the first to post about it.
Yep, nothing different with the sim this year.
http://goallineblitz.com/changelog.html
Dec 27, 2008
- Ball Z axis now added for next season's replays, with a shrinking/growing ball graphic
- Ball velocity knocked back a bit in general, for kicking, punting, and passing - I noted with the z axis update that some QB's were able to throw 40 yard passes with too shallow of an angle, like 10-15 degrees.
- I've redone the method in which zones are defined in zone defense to be more flexible for the various plays, and redefined every single zone play to make sure zones are properly placed and overlapped in the right spots
- Fixed a major bug in zone defense that would not allow players to remain in their zone properly once latched on to a receiver
- General updates to AI in zone coverage, mostly pertaining to "look ahead" logic to see when to leave the zone and when to release a player, and how over the top coverage plays the deepest/widest man
- QB targeting logic updated to allow the QB to pass the ball early, even if the play's set distance hasn't been met, especially if one man is wide open compared to everyone else being blanketed
- Per-route (instead of per play) set distances also added in various plays for QB targeting logic, to allow short routes more of a chance to get hit instead of waiting for a longer route to complete. This could be a real problem if the long route was run by a guy who's very slow.
- Pass quality and accuracy penalty increased on long (like 25+ yd) passes - with a tendancy to throw short or long (as opposed to left/right) more often on deep streak type routes
- QB can throw the ball away, as long as it wouldn't be an intentional grounding penalty (there's gotta be a player near enough to the sidelines to throw it away near, or he's gotta be out of the pocket)
- Penalty to kicker accuracy on super long kicks (51+ yds) increased, and goes it up exponentially the farther out you are. You really shouldn't even bother trying kicks past about 62/63 yards.
- KR/PR vision radius increased to allow more juking and avoidance. The size of the radius depends on running style, which ends up being multiplied by the player's agility, since low agility guys would end up dancing around alot and slowing down to much otherwise
- Weight factor on speed/acceleration increased a bit
- Monster Hit/Big Hit now show up on the pbp when they happen, since I figured it should be obvious to anyone when a guy gets his clock cleaned. It will say something like [Big Hit tackle: so and so].
- Monster Hit/Big Hit adjusted a bit to effect the "quality" of the tackle instead of just being a straight up force fumble bonus. This means they will help you stop a player from fighting out extra yards more, as well as +FF ability.
- Power Through, Stiff Arm, and other "break tackle" SA's show up on the pbp, since these would be easy for any fan to pick out too. It will say something like [Missed tackle: so and so (Power Through)].
- Power Through, Stiff Arm, etc, are now bonuses added to break tackle ability AFTER it's randomized, instead of added before being randomized. This ends up making tackle breaking slightly more likely when they activate.
- Reverse pancake more likely when breaking blocks - this was a big problem with run blocking, especially on screens with CBs, etc. When the defender broke a block, it would end up just re-engaging the very next tick because the blocker didn't get knocked down or pushed back much. High strength vs low strength = more likely knockdown now (along with the heavyweight VA). This seems to allow DT's to get in the play more on run plays too.
- Defender "make tackle" path calculation updated to react a bit differently when there are blockers close by as opposed to open field, and be willing to make wider turns (if he can!) to avoid the blockers. Should help quite a bit on those "CB blocks 3 guys" plays.
- "Run through the pile" slowdown increased to what I've been using in testing since I set it up, instead of the 65% I used in production last season
- Make tackle while being blocked penalty reduced a bit
- Vision check added to check if a defender can turn around and chase the tackler after the ball is passed, if they are pass rushing. Should cut down on those short passes being immediately stopped by a DE who's kinda nearby, and make short drag routes much more useful.
- There is now a reaction time penalty for a LB covering a WR man to man, since he's essentially playing out of position. CB's should cover WR's, and LB's should cover TE's and backs.
- LB "dropback run away effect" reduced - LB's now take a very slow drop step early in the play, and then drop into zones at normal speed if needed.
- LB pre-snap read reaction changed - they now sort of "shadow" the HB before he gets the handoff, which gets them in better position to fill the hole. If you want them to all out attack on the play instead, have them blitz.
- Pitch plays improved - I noticed that pitches were incurring the same "slow down because your catching sucks" penalty as normal passes. This has been removed, so pitches develop much faster, without the HB having to stop or slow down nearly as much.
- Receivers have the ability to "improvise" a bit early in their routes to try and do jukes, etc. to get past or around a defender. New tactic to be uploaded soon to turn this on/off (off for bad agility guys)
- Veteran abilities, obviously
- I've been trying to improve various animations to show what's going on more, with various things. You might notice players "shimmying" or doing "stutter step" type animations when being shock blocked or when head faking. It can be kinda hard to notice in the midst of a quick replay with guys moving everywhere, but if you slow it down you might see some stuff.
- Offensive formations now have the G's and OT's back a step from the center, instead of a straight line
- You cannot kneel or spike unless it's in the final 2 minutes of the half or 4th quarter.
- The final tick of the play is now rendered properly in the replay, showing the correct positions of players.
- QB throw away tendency (how much pressure to allow)
- Spike ball play
- Route Running style - "follow the play" or "improvise"
- Running style is now a slider. -100 is the old "Power" while 100 is the old "elusive" and 0 is the old combo. Various spots in between will end up adjusting how likely the player is to try and avoid tacklers.
NotRippedYet
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Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
Last edited Jan 9, 2009 11:37:58
greg420
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Originally posted by NotRippedYet
Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
says the person who has no clue.
Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
says the person who has no clue.
serialced
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offline
Originally posted by greg420
Originally posted by serialced
Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
im not talking shit...
Stats - where do you want them? and yea I know about that poll, I was the first to post about it.
i said "talking about shit"
And seriously, read the announcements before talking about sim changes you have no clue about.
Originally posted by serialced
Originally posted by greg420
and it could be all the va's and all the competition costing yall, not the sim changes. which we dont even know happened yet.
please refrain from talking about shit you have no clue about.
im not even going to explain what the hell i mean, just look at the announcements before talking again.
im not talking shit...
Stats - where do you want them? and yea I know about that poll, I was the first to post about it.
i said "talking about shit"
And seriously, read the announcements before talking about sim changes you have no clue about.
nthomas
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Originally posted by greg420
Originally posted by NotRippedYet
Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
says the person who has no clue.
Once again Greg, you are clueless about anything, except signing your one player to the top team in the league, and trying to decide if today you will train your guy on normal or intense. That probably takes you 2 hours to decide, and then your day is done.
Originally posted by NotRippedYet
Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
says the person who has no clue.
Once again Greg, you are clueless about anything, except signing your one player to the top team in the league, and trying to decide if today you will train your guy on normal or intense. That probably takes you 2 hours to decide, and then your day is done.
BigCountry
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Originally posted by nthomas
Originally posted by greg420
Originally posted by NotRippedYet
Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
says the person who has no clue.
Once again Greg, you are clueless about anything, except signing your one player to the top team in the league, and trying to decide if today you will train your guy on normal or intense. That probably takes you 2 hours to decide, and then your day is done.
SHIT JUST GOT REAL
Originally posted by greg420
Originally posted by NotRippedYet
Originally posted by greg420
those look more like improvements than changes.
Originally posted by serialced
please refrain from talking about shit you have no clue about.
says the person who has no clue.
Once again Greg, you are clueless about anything, except signing your one player to the top team in the league, and trying to decide if today you will train your guy on normal or intense. That probably takes you 2 hours to decide, and then your day is done.
SHIT JUST GOT REAL
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