» News

Update 2.1 – Patch Notes

News, Patch Notes - By - July 6, 2010 - 4:52 pm -

New Features

QUICK CASH

  • As part our efforts to expand the Shop, QUICKHIT Football will now feature two primary currencies: Coaching Points and the all-new Quick Cash.
  • In addition to unlocking awards through gameplay, Coaches will now have the option to use Quick Cash to gain instant access to team enhancements.
  • Items sold for Quick Cash are noted in the Playbook Shop and the Free Agent wire by a green “Q”.
  • To purchase Quick Cash, head over to the Bank via the “Store” tab in the Top Nav.

FREE AGENT WIRE 2.0

  • Version 2.0 of the QUICKHIT Player Shop is now live!
  • Sign a new star player from the full selection of Legendary ballers, including Dan Fouts, Warren Moon, Eric Dickerson, Tony Dorsett, Joe Jacoby, Deacon Jones, Jessie Tuggle, Randy Cross, Andre Tippett and more!
  • Additionally, Coaches can finally change the focus of their initial team by purchasing standard “Joes” of all positions and player types!
  • All players can be signed instantly for Quick Cash, and many also unlocked for Coaching Points as you gain Coach Levels!
  • To visit the Free Agent wire, click the “Get New Players” link in the Store Tab of the Top Nav.

THE RETURN SPECIALIST POSITION

  • We’ve introduced a new special teamer, the Return Specialist, who will handle all kick and punt returning duties for your team.
  • The RS can be individually trained in the Roster, which means the end of juggling QR 5 & 6 to gain an edge on special teams!
  • New teams will start with a standard specialist, and we’ve also added a free specialist to all veteran teams.
  • Last but not least, we’ve added a handful of Legendary return men to the Free Agent wire, so be sure to check them out.

PLAYBOOK SHOP UPDATES

  • Quick Cash prices have been added for all plays and play sets.
  • Coaches can still choose to unlock Plays through Leveling and Challenges, but they can also opt to purchase them instantly via Quick Cash!
  • Additionally, CP prices have been adjusted across the boards as part of a larger balancing pass on the in-game economy.
  • To get a better look at the changes, click the “Get New Plays” link in the Store Tab of the Top Nav.

UNTRAINING ADJUSTMENTS

  • The Level 10 Cap for Player Untraining has now been adjusted to Level 1.
  • This means Coaches can now untrain any player above Level 1 and regain invested CP to reshape their teams as they see fit.
  • Additionally, we’ve adjusted the untraining Fee from 30% to 40% as part of a larger balancing pass on the in-game economy.
  • To untrain a player, click the “Roster” link in the My Team Tab of the Top Nav.

COACHING POINT SCALE INCREASE

  • Coaching Point Values are now 100x larger across the boards.
  • This means you’ll earn 100x more CP for Leveling and Daily Rewards, and that pricing on items has increased in the same fashion.
  • For example, Training has shifted from 10 CP to 1000 CP per Level.

COACHING POINT AWARD REVISIONS

  • Changes were also made to appropriately award Coaches for the number of games it takes to Level Up.
  • This means that Coaches will now earn more CP with each new 10-Level gap.
  • Rookie Coaches will now earn 2500 CP the first 9 Levels.
  • Past this, Coaches will now earn and Additional 2500 CP per Level as they hit each gap.
  • This means you’ll earn 2500 in Levels 1-10, 5000 in Levels 11-20, etc. for a maximum bonus of 2500 CP past Level 90.

COACH LEVEL EXPANSION

  • The Coach Level range has been expanded from 100 to 200.
  • The means that Coaches can continue to advance and earn free Coaching Points along the way.

COLOR COMMENTARY

  • QUICKHIT Football now features full Color Commentary from Legendary Coach Bill Cowher.
  • Fire up a game with audio on to give it a listen.

Gameplay

PLAYER TYPE ATTRIBUTE ADJUSTMENTS

  • Spread out the attribute differences for each of the three player types in a position to help make each type more distinct.
  • For instance, the pass and run block attributes for offensive linemen had started with a 1 point difference between power/balanced/finesse and stretched to a 5 point difference at Level 100.
  • They now start out with a 5 point difference at Level 1 and this now extends to a 10 point difference at Level 100.

MOVEMENT MOJO

  • Performed a tuning pass on speed for all positions to get them to a more realistic Level.
  • The speeds previously had guys running as slow as the equivalent of a 6.5 40 yard dash. The speeds are now closer and at a more authentic Level.

LESS OVERTHROWS

  • Tweaked down the overthrow pass match-up 3% and added this to the receiver catch outcomes. This should result in less erratic passing.

SLICKER SCREENS

  • Tuned down the % of time that a defender would read the screen pass and tweaked the screen plays to increase their effectiveness against blitzes.

HAND-OFF HAPPINESS

  • Many of you noticed that blitzes were a bit too effective against the run game in recent updates.
  • To help with this issues, we’ve sped up the handoff animation speed to help reduce the # of instances where the QB would get sacked before having a chance to make the handoff.

PASS-BLOCKING IMPROVEMENTS

  • Fixed some of the block selection bugs that were causing guys on the DL to be completely ignored by blockers.
  • This reduced the # of “automatic” sack outcomes from 582 out of the 22,049 possible run play combos to less than 10.

LINE PLAY ENHANCEMENTS

  • Increased the Normal & Big win/Loss outcomes for when OL or DL have advantages to try and get these matchups to matter more.

REACTION RADNESS

  • Added a separate perception delay on the snap for the defender’s based on their Football IQ. There used to be just one snap delay for both offense and defense, but this wasn’t realistic since the offense knows the snap count.
  • Reduced the delay in reacting to the run by defenders in man coverage.
  • Reduced the distance where the returner will call a fair catch so they’re not called nearly as much.

POSITIONAL ADJUSTMENTS

  • Moved in the DE’s in the 3-4 formation about a foot each so they’re outside shoulder instead of outside gap.
  • Moved the guys in the 46 defenses that were on top of each other apart.

Bug Fixes

  • The skills Stonewall, Lockdown, and Crisp Routes would often not fire off when they should have. This has been fixed.
  • Fake Punts are no longer obscenely effective against the AI.
  • The harder coaches in the Draft Challenge are no longer using an ‘easy’ version of their playbooks.
  • Fixed a problem that caused challenges issued by coaches using Chrome to fail.
  • feeling_swindled

    You guys are shwag turning to the “quick cash” to turn a buck. . .cant u just sell some add space. . .why are you tryin to gank dough from me? your loyal fan. . .i give you my time — talk about quick hit with my friends. . .and you make the other points worth less and try to get me to purchase a new form of currency? I call shenanigans!!

    get in touch with FORD — GMC — BUD/COORS/MILLER SOMEONE and get them to pay for this –

  • http://ohryankelley.com ohryankelley

    QUICKHIT is still commited to creating the best free-to-play online football game ever. Every online game nowadays has a dual currency system, unfortunately we were a little late to the party in getting it implemented.

  • bigdaddy6145

    how can i insert a signed player into the starting lineup?

  • Hek

    Quickhit is awesome but add flags and challenge flags.

  • Matt

    I think that you should be able to at least buy some quick cash with your coaching points. Those of us that don’t want to spend money on it should have a chance to buy some of the plays and players that are currently exclusive to quick cash.

  • Varuvarijant

    PLEASE HELP! If I push ”PLAY” button, the game loads until it’s time to load ”Team Logos”. Soo it loads until 80% and it shows that it is loading, but % don’t increase. What’s wrong and what should I do?

  • Zamond

    quickhit is a lot better but u should give out more quickcash for doing things like challenges instead of carghing people money for quickcash. like the only way your going to get chris johnson is if u make him less or if people spend money for quickcash. thats why im saying like if u level up u should get 15 to 25 quickcash and i would say everyone would ugrea with that or most of them any way. another thing is u should be able to control the players yourself with the arrow keys and u should do it like madden like have a hitstick or hit button and be able to shake and be able to jump over other players and when u do the seasons there should be like playoffs or if u didnt win enough games u shouldnt be able to make to playoffs and u should be able to do the season as much as u want and when you have friends you should be able to invite them to do playoffs with you or join agianst you in a season. and the graphics should be a little more better. now i know this is a computer game but i bet if u did this you would get over 2,000,000 more people playing quickhit.maybe even more. and you and i both know that. now im not tryin to sound selfish now but can you please please please please please only do what i said and you will get all those people playing quickhit like i already said. this is such a great idea so you really shouldnt pass it up. you could cacel quickhit for 2 weeks up to a month and a half but it be would be worth it.

  • Zamond

    ah im zamond and dont u agree with my comment its right above yours

  • T78i87456h4hhe

    what do you do with coaching points

  • Loren

    My stash of Quick Cash has disappeared! Needless to say, I am pretty upset about it!….Are there conditions where Quick Cash is deducted? I had 45 points, finished one of the challenges, and was hoping to make a Quick Cash upgrade, but, for the past few days, I have shown successively less amounts of Quick Cash, even though I had not made any Quick Cash Purchases. My Quick Cash account now stands at zero!…Help and assistance please!