From...http://goallineblitz.com/game/forum_thread.pl?thread_id=4930111
I will update this periodically including observations/recommendations by testers and Bort's responses. We discussed whether to roll back the sim to season 24/25 but decided there were too many bug fixes and sim fixes that had been implemented that would cause issues. So we're moving forward addressing issues that are problematic in the sim and tweaking/fixing/adjusting to try and make the sim a more enjoyable one.
The following are the changes that have been uploaded to the test server by Bort that the testers are currently evaluating. I will post observations/feedback once the testers have compiled their reports for me:
- New throw targeting/catching math and algorithms imported as we discussed. It does some pre-caching and validation to make sure the landing spot that I actually get at the end of the throw is the landing spot I want, instead of potentially ending up being off due to rounding imprecision and whatnot. Also should have speedier calculations overall, since it only pre-calculates the ball flight path once instead of over and over each tick.
- Fixed a bug I found in the QB risk calculation where it was counting some defender distances wrong. Seems to have fixed a couple issues with open guys having too-high of a risk and not getting a throw. Also made single coverage risk lower based on how early in the progression the receiver is.
- Got some other new code imported to figure out whether a player can reach a point or not within a time limit more accurately. Added this to the lead pass function. Passes should now be able to be more reliably led to the extremes of a player's reach without overthrowing all the time. Before I had to limit the lead distance a bit more than I'd like due to complicated calculations with acceleration and turning speed, etc not always being right.
- Increased the tackle penalty for blocked players, and made it so their tackle radius is severely limited (it was unaffected before). Also made it so they don't get a chance to tackle if they're double+ teamed.
- Made the vision check on reacting to pitches quite a bit harder. Note this only affects pitches and not counters and handoffs. I dunno if we want to try and buff those at all.
- Removed cut blocking for non-line play (mainly affects ST). Also loosened the KR movement shackles a bit.
- Reduced the bad pass chance a smidge, and made it so it doesn't call it a bad pass if it's caught.
- Got my pathfinding snippet imported, and just based it on the current movement vector since we don't have a facing vector. Not much of a noticeable difference, really, since paths on GLB are averaged and smoothed out, but theoretically we should see more side-to-side avoidance movement as a player gets closer and closer to an obstacle, based on a tangential vector to his current movement vector.
- Reduced the fall down chance on int catches more.
- Uploaded a fix for a crossing route targeting math bug.
I will update this periodically including observations/recommendations by testers and Bort's responses. We discussed whether to roll back the sim to season 24/25 but decided there were too many bug fixes and sim fixes that had been implemented that would cause issues. So we're moving forward addressing issues that are problematic in the sim and tweaking/fixing/adjusting to try and make the sim a more enjoyable one.
The following are the changes that have been uploaded to the test server by Bort that the testers are currently evaluating. I will post observations/feedback once the testers have compiled their reports for me:
- New throw targeting/catching math and algorithms imported as we discussed. It does some pre-caching and validation to make sure the landing spot that I actually get at the end of the throw is the landing spot I want, instead of potentially ending up being off due to rounding imprecision and whatnot. Also should have speedier calculations overall, since it only pre-calculates the ball flight path once instead of over and over each tick.
- Fixed a bug I found in the QB risk calculation where it was counting some defender distances wrong. Seems to have fixed a couple issues with open guys having too-high of a risk and not getting a throw. Also made single coverage risk lower based on how early in the progression the receiver is.
- Got some other new code imported to figure out whether a player can reach a point or not within a time limit more accurately. Added this to the lead pass function. Passes should now be able to be more reliably led to the extremes of a player's reach without overthrowing all the time. Before I had to limit the lead distance a bit more than I'd like due to complicated calculations with acceleration and turning speed, etc not always being right.
- Increased the tackle penalty for blocked players, and made it so their tackle radius is severely limited (it was unaffected before). Also made it so they don't get a chance to tackle if they're double+ teamed.
- Made the vision check on reacting to pitches quite a bit harder. Note this only affects pitches and not counters and handoffs. I dunno if we want to try and buff those at all.
- Removed cut blocking for non-line play (mainly affects ST). Also loosened the KR movement shackles a bit.
- Reduced the bad pass chance a smidge, and made it so it doesn't call it a bad pass if it's caught.
- Got my pathfinding snippet imported, and just based it on the current movement vector since we don't have a facing vector. Not much of a noticeable difference, really, since paths on GLB are averaged and smoothed out, but theoretically we should see more side-to-side avoidance movement as a player gets closer and closer to an obstacle, based on a tangential vector to his current movement vector.
- Reduced the fall down chance on int catches more.
- Uploaded a fix for a crossing route targeting math bug.
Edited by Gerr on Jun 4, 2012 18:54:25






























