BORT said:I'm shooting for starting the season 4 preseason (assuming nothing crazy happens) on Monday the 28th. It will count as day -4. Season ticket sales for season 4 will get processed at the end of that day, while section construction will happen at the beginning of that day, so you'll have a chance to set prices and possibly build some new seats.
That means the last possible moment for s3 boosting, building stadium sections, etc. will be Sunday the 27th at 11:59:59pm MST. The first day to boost or do anything else that counts for season 4 will be Monday.
Training and salaries will not resume until day 1 of the new season.
I'll be generating the season and preseason schedules on Sunday sometime, so you can see who you're facing and make plans.
Note: The 3-home-game-Canada-A-teams will get their makeup cash tomorrow. It's been very hectic and I haven't had a chance to write the script yet, but it'll be first on my list for Saturday.
BIG FYI:
Bort
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Aug 1, 2008 01:09:21
- New advanced player tactic for D players added: pass rush type. In response to this thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=725497&page=1
This isn't live in sims as of this moment, but it's very close to being ready. I'm doing some tests with "donated" test players to make sure certain DE's don't just get a sack every single time with the new pathing. Will update here when I put it live; should be soon, when I'm satisified with testing.
"Evasive" makes your guy try to rush around the edge and generally avoid the blockers.
"Power" makes your guy bull-rush at them, basically what it's doing now.
"Combo" will choose randomly between the two to mix it up if you're both strong and agile.
BORT said:- WR/CB/QB passing and coverage updates uploaded tonight:
Ok, I've been testing, tweaking, and adding using live data for the last couple days and it seems everything is looking good with this, so it's going in tonight for tomorrow's games. If you're not aware of what I'm talking about, there's been some discussion in the bug forum about it.
Here's what I'm updating:
Fast CB's back up too fast compared to slow WR's on streak routes, due to the fact their their acceleration is a constant. I've made them match acceleration in this case and it seems to work so far. I've put a 20 speed 20 agility guy against a 70 speed 50 agility CB and the CB is all over him in general.
Agile WR's don't have a way to fake out equally agile CB's and get open. I'm increasing the effect of the head fake and juke SA's, and adding some reduced reaction time for defenders based on vision and agility and coverage distance. The result is that on some plays the CB will stay with the WR and on others he will not make the turn with the receiver until a split second too late. This effect also comes into play when receivers make quick cuts.
CB's were basically getting an immediate jump on the ball when thrown. I'm adding a delay on the jump based on vision agility and coverage distance. The result is that sometimes the CB gets a great jump on the ball and knocks it down while other times he waits a split second too long and doesn't get there in time. Combined with the above = botched coverage, basically.
Fast CB's with poor agility playing on close vs Fast WR's often dash forward at the snap to get within the "close" cushion and are then unable to turn around quick enough to keep up with the speedy WR. I've made them back up a little at the snap instead and wait for the WR to make his move.
QB's with good vision (50+) hardly ever miss an open man on a checkdown, which means they will ALWAYS take advantage of the situation and basically never make a mistake at all. I'm making them slightly more likely to miss the open guy, since everybody's human even if you have 100 vision.
Risk calculations did not take the catching ability of the receiver into account as a very big part of the calculation. Being open is the major part. I'm tweaking that a little to be willing to pass to a guy if he's just way better than his defender, even if he's not wide open.
Also going into effect in all leagues with this update:
- The latest version of the pass rushing update, since I've been working on refining that too. High strength guys should have a little easier time bowling over bad linemen, and pathing should be a bit better for cutting off agility guys when you're an OT.
- Some modifications to run blocking: Blockers were holding blocks way too long, like sometimes 10 or more seconds, which caused big problems on kickoffs and pitch plays. I've increased the chance of breaking a block the longer you're held in it, and reduced run blocking push back slightly. Agility guys can also use some swim moves to try and get around their blockers more than they could before.
As always, I'll be monitoring what's going on and making adjustments as necessary.
Bort has said that decimals do count in the sim.
Is this in effect? Would be nice to upgrade equipment before the playoffs.
Not till next season at best.
Jkf296 already has $2.5 mil. off the books toward construction.
I don't know what he has planned with the remaining $3.9 mil.....
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Nixx said:Clarification on the new 'training bar': http://goallineblitz.com/game/forum_thread.pl?thread_id=1004564#7882077
Bort said:Meatdawg said:Main part I would like some clarification on is how you spend your "training bar"
Does it have to be 100% to use it? can you use a bar that is only at 50% to get .5 points in a attribute? What happens when I after one night of training my bar fills up 40%, 2nd night 40% more to 80%, third night 40% more to 100%, but what happens to the last 20%? Does it carry over and start a new bar? If not you are wasting training points...
carryover. get to 120% and you get +1 attribute and 20% in the bar.
Nixx said:Compilation of all of Borts useful responses in this thread, up to page 24.
Bort said:So suggest some new exercises with combinations you would like to see.
Suggestion thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=1020873
Bort said:Voltron said:Bort, is there any way to figure out how much using training points raises the amount in your training bar for higher skills?
'Bout the same as it did before in fractional points. There is some randomness involved as well, along with the chance for a "big gain," so it's kinda "see how it goes" when you choose it.
Bort said:tjking82 said:What happens if you are training two skills, one a skill at like 15 and another a skill at like 45?
15 goes up more than the 45
Bort said:tjking82 said:Bort said:nuk said:I'd suggest just having two pull-downs, one for each attribute you wish to train.
We did them in certain combos for a reason.
Might I ask why, or would I be out of order?
Both realism, and to encourage the training of certain attributes.
Does it really make sense to train say...kicking and throwing at the same time?
Bort said:hork said:It's gonna suck hardcore for thsoe who have 40+ players.
You can use the quick training editor to do all your guys at once, and it saves whatever you did last time.
Bort said:weather999 said:What are the little black bars beneath your attribute stats?
Mouseover them.
Bort said:Bigmoose said:explain to me the black bars. So lets say i do a 2point training in strength. What does the bar say and when? overnight, instantly when i select training? i dont get that bar part.
As soon as you click "train" it will fill up with some percentage of a green bar. When it gets to 100%, you get a +1 to that attribute, right then and there.
Think of it as along the same lines as spending your SP's.
Bort said:RTJakarta said:So if a full bar = 1 stat point, is gaining 0.xx in a stat like...impossible now?
Level up partial points still get assigned directly to your stats.
Bort said:LordEvil said:What happens when we boost 3 times at the beginning of season 5? Is it like it used to be?
Exactly the same.
Bort said:hoshdude7 said:
Not enough points or cash to do a normal training
Bort said:dpell said:So it's safe to say that we bank training points, so if someone with 20 players weren't to update training for a day or two they wouldn't lose anything, they'd just bank their training points right? We've gone away from the "training happens nightly" model to one where you can train a bunch at once just like spending SP.
Will there be ways to earn extra training points?
Yes, and maybe
Bort said:j10er said:We're pretty much forced to train on intense because of the bonus tokens. But, now, we can't choose our intense training combo, meaning that, depending on what we're trying to train, the more effective training is Normal. But then we don't get the bonus token. Which means we have to make tough choices...
Naw, that couldn't be anything like it...
turnit643 said:Cherry-picked some Bort responses through the first 59 pages. Tried not to include discussion as much as actual answers …
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EQUIPMENT
>>> bort I'm a bit lost will teams be paying for gear like we do now AND be expected to put aside shopping trip money? are we raising ticket prices to handle the expense? cause there are going to be loads of mid lev teams that are in big $$ trouble here if not
That's up to you as to how you want to run your team...the new advanced gear will probably be better than the normal gear in many cases, so I imagine you'll want to have some.
>>> … what happened to the gear we currently own? Are we going to have to sell it and upgrade the new gear we get from going shopping? Or are we just going to be able to add the new gear to our current gear?
Custom is the same. The new gear takes the same slots as the old gear, so it's up to you if you want to replace them or not. We may be adding a couple new slots, though, for some training modifier type gear (like weight set, etc).
>>> But you can upgrade the new gear? Doesn't make sense that we've wasted money on it and now have to sell it back...
You have to use bonus tokens to upgrade the new gear, so you really have to plan for it and can only do it every so often.
We also had the idea of allowing players to use bonus tokens to upgrade their normal gear as well (instead of cash) but not sure if we'll put that in or not. It would save a ton of cash at high levels.
>>> Since there is going to be a new equipment rule set, all existing equipment should be automatically removed from every player in the game and returned for a full refund. That way every player can have a fresh start with the new equipment. This is fair because if the new equipment system was in place from the beginning, all of the existing players would have spent their money according the new equipment ruleset.
I don't know if this should apply to custom equipment as well, since it is paid for by FP instead of $$$.
Hmm...what if you can't find any new equipment that you like to replace it with, though? It might very well be worse than your +4 items unless you upgrade it with tokens, which takes a while.
>>> How about allowing for, say, the first few days of the season, non-custom eq to be sold back for 100% game money, so that if we do find a replacement we don't have to pay essentially 150% of the price for that level of eq? After that, the regular sell-back price (or I think it should be 70% even though it's not FP's) could apply again.
That could definitely work.
>>>Since everyone gets a full refund for the current/existing equipment, you'll have the money to buy back what you had before, at the very least.
And get very annoyed by having to rebuy everything at the same time. 2 sides to that one.
>>> Just wondering, if we buy the new equipment, can we leave it to the side while we make it better and keep our old equipment on until the new stuff is better?
Yes you can, just like any other equipment.
>>> So if I have gloves that are +2 strength/blocking and I want to get a pair of gloves that have +3 strength and +2 blocking I have to hit refresh on the store over and over instead of just using a drop down. Please someone tell me this is not what is going to happen.
You can still buy the basic gear as well.
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TRAINING
>>> Will automatic increases when leveling up still be exactly as they are now?
Yep.
>>> Wait, how do you gain training points? It says you get 2 points a night and it costs 2 for normal training. How are we supposed to save up? Can we elect not to train some nights?
You can just not spend the points for a couple days and let them pile up.
>>> So bort does this mean that you can train intense 16 times a season for a total of 4 free SP. Are these SP permanent? 2 training points a day and intense costs 5. So you can train intense 16 times a season. that will give you 16 tokens that will you can turn in 4 time,4x4=16, for 1 free permanent SP each time 4 a season.
Is this correct or am I misreading something.
Yep, that's it
>>> I think the most asked question is about stamina...I know some people have tried to explain it but it would be best to hear it from Bort...how is it changed? Is it not as important? etc etc....
It still works the same as it always has in game with substitutions and such. It just doesn't affect how you can train any more.
>>> Quick question on the actual results from intense training... You said intense training works 2 attributes for 25% higher results.
Is this 1.25% applied to each attribute trained meaning 1 intense training will yield the same training gain as 2.5 normal trainings (hence, 2.5 times the cost)?
Or is the 1.25% split between the 2 attributes making intense training half as good for attributes, but necessary for the bonus token?
First one. 2.5 normal trainings basically.
>>> Is the speed at which attributes are trained going to be very similar to the old training system, faster, or slower? Just wondering how newer players will end up comparing to those that spent a lot of time training on the older system.
’Bout the same.
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INJURIES
>>> Bort i dont really like the training stuff either. That just seems to make slow building extremly hard
Maybe we are not big fans of slow building ...we could have put a cap on SP's you can stockpile, but we didn't. Also, injuries will never be season enders - just one offs that reduce your energy or something similar.
>>> I understand injuries are a one-game thing.
So, can you be injured while training, or only in-game?
My player gets injured on the opening kick-off. Does he miss the remaining 59 minutes and 45 seconds, and return for the next game, or does he miss that one, too?
How are injuries decided?
We don't know how they will work yet, hence the "figure out how to make it work" part.
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FINANCES
>>> Is there going to be any change toward playoff revenue sharing this year? Honestly, I'd like it if all playoff bound teams could be more flexible toward these new updates and the future.
I would like to address that as well, should have mentioned it. The bottom rung teams could use some help to fell less helpless I agree. The idea of a "good CPU draft" for losing teams was interesting to me as well.
>>>I'm just hoping these changes aren't being put in just to encourage activity with little or no foresight to what MOST teams have to go through to stay competitive especially when they are new and coming out of the gate. Monetary changes need to take place so everyone can keep up with the market's increasing demands. Player build is God in GLB. This is gonna water down GLB's competitiveness because only the good teams will be able to afford the changes/good players. It's gonna neuter player acquisition scouting and take luck and a gift from God to sign good players on an up and coming team as opposed to an already there team.
LOL, you kept getting buried one page back when I was responding. I was talking about that earlier - I'd like to figure out some sort of rev share thing or something, especially for playoffs for the lower tier teams, since they have needed help for a while. I'll have to search through the suggestions forum because I know there's been stuff brought up. I do understand the feeling of hopefulness that can come from being a losing team.
>>> So are there any plans to actually hold people accountable for going in to the negative with cash?
The "no pay players" stuff will be turned on at start of season.
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OTHER
>>> Anyone else confused?
It will make plenty of sense when you see the interface. Click a link and you're training your guy, choose options, click update, watch the attribute bars move, etc.
>>> Any timeline on the new training layout? This offseason or season 5 day -4?
Will be ready to go before season starts, so you can all check it out and poke at it.
>>> … I can see where a lot of people will do all of this stuff to a T, but at some point you're going to hit a wall where people just won't be able to keep up with this.
It's not as complicated as it looks by the wall of text. Just as simple as spending your skill points, or buying your gear, really.
>>> what are the "minor" gameplay changes and tweaks?
Mostly random bugfixes like players getting thrown to out of bounds, some of the pitch play wonkyness, etc.
>>> (Although they could be exploited) Any plans to ever implement ONSIDE KICKS?
And penalties besides offsides / encroachment?
For sure holding and pass interference, since there are SA's for them. I had them in at the start of last season but I couldn't get the frequency of them right so I held them out. Not sure if I'll get a chance to re-tweak and reenable for start of season 5 though.
Nixx said:Information about the new advanced equipment: http://goallineblitz.com/game/forum_thread.pl?thread_id=1032053&page=10#8069017
Bort said:ANYWAY...the new gear can be better than the old gear once you upgrade it, but it can also be worse. It all depends on how you use it. You're not going to get a +5 or +6 item like you can at lv 32 or lv 40 through cash upgrades. You might be able to find a +3 when you're high enough level and then upgrade it over a couple seasons to +5. The new stuff is focused more on getting you +1 SA's or +%'s to do stuff than raw stats.
Nixx said:Eh. You're doing OK for me. The first page doesn't have to be updated all the time, people can see the most recent additions by coming to the last page.
Regarding SAs going over 10, and a bit about advanced equipment: http://goallineblitz.com/game/forum_thread.pl?thread_id=1035869&page=1#8092628
Bort said:SA at 11 works fine. It's currently just impossible to get it higher, since you can only get a natural 10, and a +1 from your custom equipment.
The new equipment stuff will allow you to get some more +1's, though, so you could theoretically get up to 15.
Nixx said:More on SAs over 10: http://goallineblitz.com/game/forum_thread.pl?thread_id=1035869&page=2#8094769
Bort said:Nixx said:Bort said:Yeah they'd be pretty good, but not a huge ton better than 11 really, based on the way that most of them work. Yes it would take a while to get something to lv 15, not to mention all the SP's you have to spend to get to lv 10 naturally!
Interesting. Kind of diminishing returns, logarithmic scale or whatever? Going from 9 to 10 gives more than going from 10 to 11?
Sorta; there's just some special stuff in there for stuff greater than 10 to keep things from getting horribly broken (like autofake every time or something LOL)
Deathblade said:Carrying effects dropped passes: http://goallineblitz.com/game/forum_thread.pl?thread_id=1040354&page=2#8116475
Bort said:Mobius said:Wouldn't it make sense that the sim would have some sort of transition phase from catching to carry for YAC? If the defender hits the receiver anytime during this short phase the ball could get dislodged causing a drop or incomplete?
If you watch enough replays you will see WR's dropping the ball from getting touched right after catching it, so you're right on the money.
Without knowing anything...I would say yes...Bort added extra modifiers in the training part (regular and intense)...so we'll be guessing a bit.I guess I'll have to read this. The question I have is is training value determined by attribute total? IE. my blocking is 70 and old training would add like .07 on normal, compared to .45 on speed. This new way doesn't give those values.
I guess I'll have to read this. The question I have is is training value determined by attribute total? IE. my blocking is 70 and old training would add like .07 on normal, compared to .45 on speed. This new way doesn't give those values.
Originally posted by Bort
Originally posted by Voltron
Bort, is there any way to figure out how much using training points raises the amount in your training bar for higher skills?
'Bout the same as it did before in fractional points. There is some randomness involved as well, along with the chance for a "big gain," so it's kinda "see how it goes" when you choose it.
...I think we will need more $$$, training on intense will be WAY more beneficial than last.