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Poll
Is pass blocking cool?
Yes
68%
 68%  [ 30 ]
No
4%
 4%  [ 2 ]
As cool as bow ties
18%
 18%  [ 8 ]
Macavity for U.S. president 2016! (hey, if Cruz can run, why not Mac?)
9%
 9%  [ 4 ]
Total Votes : 44


awambawamb



Joined: Feb 17, 2008

Post   Posted: Mar 11, 2016 - 13:10 Reply with quote Back to top

I'm going to
1) set up a test game with a Ag1 player
2) add pass block askill
3) rig the bloody thing
4) post results

_________________
"la virtù sta nel cielo e nella terra, ma anche nelle nuvole e nelle stelle"

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awambawamb



Joined: Feb 17, 2008

Post   Posted: Mar 11, 2016 - 13:27 Reply with quote Back to top

Code:
Pornosonic start turn 3.
Stratocaster starts a Pass Action.
Mud Pillar starts a Move Action.
Dodge Roll [ 1 ]
Mud Pillar trips while dodging.
Roll a 5+ to succeed (AG 1 + 1 Dodge + Roll > 6).
Armour Roll [ 2 ][ 5 ]
Rolled Total of 7
Mud Pillar has been saved by his armour.
Stratocaster passes the ball to Sandy Bridge:
Stratocaster is using Nerves of Steel to pass the ball.
Pass Roll [ 5 ]
Stratocaster passes the ball.
Succeeded on a roll of 3+ (AG4 + 0 Short Pass + Roll > 6).
Sandy Bridge tries to catch the ball:
Sandy Bridge is using Nerves of Steel to catch the ball.
Catch Roll [ 5 ]
Sandy Bridge catches the ball.
Succeeded on a roll of 2+ (AG 5 + 1 Accurate Pass + Roll > 6).
Sandy Bridge starts a Move Action.
Go For It Roll [ 1 ]
Sandy Bridge trips while going for it.
Roll a 2+ to succeed (Roll > 1).
Re-Roll using LEADER
Go For It Roll [ 5 ]
Sandy Bridge goes for it!


in a rigged test game you can control the roll result with the command

Code:

/rolls {a} {b} {c}


but as you can see, failing the didge didn't froze the game

_________________
"la virtù sta nel cielo e nella terra, ma anche nelle nuvole e nelle stelle"

Image
awambawamb



Joined: Feb 17, 2008

Post   Posted: Mar 11, 2016 - 13:30 Reply with quote Back to top

also with a non-rigged result, the client did not froze:

Code:
Pornosonic start turn 5.
Centrino starts a Pass Action.
Mud Pillar starts a Move Action.
Dodge Roll [ 2 ]
Mud Pillar trips while dodging.
Roll a 5+ to succeed (AG 1 + 1 Dodge + Roll > 6).
Armour Roll [ 5 ][ 6 ]
Rolled Total of 11
The armour of Mud Pillar has been broken.
Injury Roll [ 4 ][ 1 ]
Rolled Total of 5
Mud Pillar has been stunned.
Centrino passes the ball to Stratocaster:
Centrino is using Nerves of Steel to pass the ball.
Pass Roll [ 4 ]
Centrino passes the ball.
Succeeded on a roll of 3+ (AG4 + 0 Short Pass + Roll > 6).
Stratocaster tries to catch the ball:
Stratocaster is using Nerves of Steel to catch the ball.
Catch Roll [ 3 ]
Stratocaster catches the ball.
Succeeded on a roll of 2+ (AG 4 + 1 Accurate Pass + Roll > 6).
Stratocaster starts a Move Action.
Stratocaster scores a touchdown.


man, I had to do that TWICE.
the saurus thought to be an elf.

_________________
"la virtù sta nel cielo e nella terra, ma anche nelle nuvole e nelle stelle"

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Rags



Joined: Nov 09, 2008

Post   Posted: Mar 11, 2016 - 13:54 Reply with quote Back to top

Personally, I not for these 'just take it out, it's rubbish anyway' solutions.

BB is a game of great variety and not everyone tries to play 'optimally' - obviously since the races are so uneven, but all have their followings. For those of us who prefer a high risk style with vulnerable players, nothing is better than taking control with a good acrobatic ball sacking or... a pass block. It doesn't happen that often, but when it does it's great.

To use a corny metaphor, it's one of the cherries on top of the blood bowl cake. Don't take away our pass block!

(Yes I know none of my teams have pass blockers. They're all dead/retired, but a new generation will arise - once a new generation of high-priority players with greater longevity is established)
JellyBelly



Joined: Jul 08, 2009

Post   Posted: Mar 12, 2016 - 05:02 Reply with quote Back to top

Rawlf, I've tested it again and I don't see the same behaviour that you describe. For me, the pass action always continues automatically, whether the armour breaks on the trip or not. There is no continue button. Also, it makes no difference if the pass-blocker ends up on a legal square - either way, the PB fails and the pass continues.

I've tried quite a few things and so far I haven't yet been able to duplicate this freezing bug with a pass block. I've also tried it on both a PC (Windows 8 ) and an Apple Powerbook.

_________________
"Opinions are like arseholes, everybody's got them and they all stink." - The protagonist, Fallout 2

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mrt1212



Joined: Feb 26, 2013

Post   Posted: Mar 12, 2016 - 05:13 Reply with quote Back to top

Rawlf wrote:
Ok, forget what I posted before, I was far off the mark.

When you fail a dodge during a pass block turn and your armour holds, a 'continue' button appears which does just what it says when you use it. If your armour breaks, the game continues automatically.

BUT when you fail a dodge during your pass block turn and end up prone in a square that is outside of the pass block area, you get the following message upon clicking the continue botton: 'End turn not possible. You cannot end the turn before the acting player has reached a valid destination.'
Which he obviously can't, because he is prone and you can't even select him any more.
edited to answer the questions in the OP: it makes no difference if the failed dodge is your 1st or 2nd step. The 3rd will always put you in a valid square. No GFIs possible during pass block.

So to prevent the game from locking, a rule should say something like 'You are not allowed to dodge into a tile that is not a valid destination for a pass block during a pass block turn.'


I thought that WAS the rule

Quote:
A Player with this skill is allowed to move up to three squares when the opposing coach announces that one of his players is going to pass the ball (but not a bomb). The opposing coach may not change his mind about passing once Pass Block's use is declared. The move is made out of sequence after the range has been measured but before any interception attempts have been made. A player may not make the move unless able to reach a legal destination and may not follow a route that would not allow them to reach a legal destination. A legal destination puts the player in a position to attempt an interception, an empty square that is the target of the pass, or with his tackle zone on the thrower or catcher. The player may not stop moving until he has reached a legal destination, has been held fast by Tentacle or has been Knocked Down. The special move is free, and in no way affects the player's ability to move in a subsequent action. The move is made using all of the normal rules and skills (for example, having to dodge in order to leave an opposing players' tackle zones.) Players with Pass Block may use this skill against a Dump Off Pass. If a player performing a Pass Block in their own turn is Knocked Down then this is a turnover, no other players may perform Pass Block moves, and your turn ends as soon as the results of the pass and the block are resolved.
BubbaDave



Joined: May 19, 2008

Post   Posted: Mar 12, 2016 - 05:22 Reply with quote Back to top

But the player is allowed to move through an invalid square on his way to a valid square. Rawlf is saying that the player shouldn't be allowed to move into an invalid square on his way to a valid square if there's a chance the player might fail the dodge and fall down in the invalid square. But the rules clearly state that being knocked down is one option for how the player can end his move, so....
mrt1212



Joined: Feb 26, 2013

Post   Posted: Mar 12, 2016 - 05:38 Reply with quote Back to top

I'm too dense to conjure the scenario in my mind.
Rawlf



Joined: Jul 15, 2007

Post   Posted: Mar 13, 2016 - 21:25 Reply with quote Back to top

JellyBelly wrote:
Rawlf, I've tested it again and I don't see the same behaviour that you describe. For me, the pass action always continues automatically, whether the armour breaks on the trip or not. There is no continue button. Also, it makes no difference if the pass-blocker ends up on a legal square - either way, the PB fails and the pass continues.

I've tried quite a few things and so far I haven't yet been able to duplicate this freezing bug with a pass block. I've also tried it on both a PC (Windows 8 ) and an Apple Powerbook.


No continue button? Hmm. I tested with Eldril, and most reports seem to refer to Eldril pass blocking, too.
It might have to do with that, or more precisely, hypno gaze. I can't test right now, but maybe you can check again with hypno gaze on your passblocker. You can simply write /skill add hypnotic_gaze <playernumber> in the client chat for that.
JellyBelly



Joined: Jul 08, 2009

Post   Posted: Mar 13, 2016 - 22:01 Reply with quote Back to top

Yes, the issue is with Pass Block + Hypnotic Gaze. I get the bug with Eldril and also any other player that has those two skills. I tried it with Dolfar and he was fine. The continue button seems to pop up if the hypno-pass-blocker falls prone, whether armour beaks or not. If he falls in a legal square, the game can continue, but if he falls in a non-legal square then it won't let you proceed.

Looks like we've found it - good work Rawlf! Smile

So, coaches should probably be wary of using Pass Block with Eldril, if there is a risk that he can trip in a non-legal pass-blocking square.

_________________
"Opinions are like arseholes, everybody's got them and they all stink." - The protagonist, Fallout 2

"Go for the eyes, Boo! Go for the eyes!!" Razz
JellyBelly



Joined: Jul 08, 2009

Post   Posted: Mar 13, 2016 - 22:25 Reply with quote Back to top

As well as Eldril Sidewinder, the bug could also possibly affect pass-blocking vampires or stunty players that have both skills (both are probably pretty rare).

_________________
"Opinions are like arseholes, everybody's got them and they all stink." - The protagonist, Fallout 2

"Go for the eyes, Boo! Go for the eyes!!" Razz
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