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Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
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kuaggie
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this has probably already been answered- are we forced to pick an archetype or can existing players remain as are?
 
kretchfoop
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Originally posted by Fumanchuchu
I think it's been a long time since there have been exploits based on attributes. The new builds won't be that much different that what we have now. The may be a little balancing to do as the new builds mature, but I don't think a game breaking build will come out of these.


I guess my point was that if game planning does matter, the team that employs opposite builds will have the edge and be able to play the trupm card in the guessing game with the opposition. If it doesn't, then what is the point? If builds don't make the difference, why give us archetypes?

I guess if the balance is properly tested and established, this won't matter much. However, at the higher levels, I see this as a major tool for Tecno Bowling as builds can be extreme in the wrong archetype...and they are still hidden from the opposition.
 
Ryiotgear
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Originally posted by kuaggie
this has probably already been answered- are we forced to pick an archetype or can existing players remain as are?


It is an option to choose - not forced
 
Fumanchuchu
fonky
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Originally posted by Ryiotgear
I'm just curious what % of players under level 20 or so at the end of this season will stick around? The low & mid minors are going to be empty.

I'm guessing a lot of C, P, K, and DTs will remain. I'm thinking with the o-line it could go either way, but I can't see many FBs, TEs, HBs, QBs, and LBs not retiring who are younger than that 120 day mark. Just too much to gain by starting over.

It will give us an interesting dynamic to player generation as we are bound to have a HUGE influx of season 15 dots - they'll be the baby-boomer generation of GLB. The entire 2 or 3 generations older than season 15 will be depleted leaving them filling a huge gap. Hopefully we don't get so many season 15 dots everything in GLB needs to be catered to them in the future as to not piss of the largest constituent.


I'm keeping mine and probably the whole team there on as well, I ain't scurred.
Edited by Fumanchuchu on Feb 9, 2010 01:26:49
 
IggyWH
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Originally posted by Ryiotgear
Hopefully we don't get so many season 15 dots everything in GLB needs to be catered to them in the future as to not piss of the largest constituent.


You hit the nail on the head right there. All future changes in the game are going to be geared towards the S15 baby boom. leaving everyone who has older dots to conform or retire and start over.

 
AngryDragon
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Originally posted by Ryiotgear
I'm just curious what % of players under level 20 or so at the end of this season will stick around? The low & mid minors are going to be empty.

I'm guessing a lot of C, P, K, and DTs will remain. I'm thinking with the o-line it could go either way, but I can't see many FBs, TEs, HBs, QBs, and LBs not retiring who are younger than that 120 day mark. Just too much to gain by starting over.

It will give us an interesting dynamic to player generation as we are bound to have a HUGE influx of season 15 dots - they'll be the baby-boomer generation of GLB. The entire 2 or 3 generations older than season 15 will be depleted leaving them filling a huge gap. Hopefully we don't get so many season 15 dots everything in GLB needs to be catered to them in the future as to not piss of the largest constituent.


I am worried about the status of some teams I created players for this season and last. I want to keep my players but I have no idea how the teams will react and if the teams will stick together or start over again.
Edited by AngryDragon on Feb 9, 2010 01:24:17
 
Maddoc
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I want to retire my level 31 LB already!

I'll probably end up keeping him and just making a new LB to replace him sometime down the line though.
 
AngryDragon
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Originally posted by kretchfoop
I guess my point was that if game planning does matter, the team that employs opposite builds will have the edge and be able to play the trupm card in the guessing game with the opposition. If it doesn't, then what is the point? If builds don't make the difference, why give us archetypes?

I guess if the balance is properly tested and established, this won't matter much. However, at the higher levels, I see this as a major tool for Tecno Bowling as builds can be extreme in the wrong archetype...and they are still hidden from the opposition.


Yep, we only have 2 O lines now. Pass or run. Game planning should be pretty easy. lol
 
Catch22
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alright guys, I'm going to lock this up. The Q & A guys will get a summary of this up in the next couple days.

I'm off to bed... long couple days... have a good night!
 
Catch22
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Revised archetype:

Special Teams Only Player
Major: Agility Blocking Speed Tackling (+.5)
Minor: Confidence Stamina Strength Vision (+.25)
Bonus SA's - None
Penalty SA's - None
 
Catch22
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After running some of the archetypes through the player builder and some discussion amongst the tester group (some of it based on feedback from the Archetype discussions - while we won't take suggestions it doesn't mean we won't look at them and talk about them if it will make the archetypes more balanced and make more sense).

Revised multiple archetypes:

All QB Archetypes - Added Carrying as minor, this changed the minors increase from .33 to .25

HB Power - Changed Catching to Jumping in minors.

HB Elusive - Changed Jumping to Strength in minors.

HB Scat Back - Swapped Carrying for Vision as Major.

HB Combo - Added Strength as 5th major (reduced all majors to .4) and added jumping as replacement minor.

FB Running - replaced Catching with Blocking

FB Combo - Added Vision as 5th major (reduced all majors to .4). Added jumping as replacement minor.

FB Scat Back - replaced Stamina with Blocking

WR Speedster - Added Confidence as 5th major (reduced all majors to .4 and increased all minors to .33)

WR Possession - Added Carrying as 5th major (reduced all majors to .4 and increased all minors to .33)

WR Power - Added Vision as 5th major (reduced all majors to .4 and increased all minors to .33)

TE Blocking - Added Confidence as 5th major (reduced all majors to .4 and increased all minors to .33)

TE Power - Added Confidence as 5th major (reduced all majors to .4 and increased all minors to .33). Changed Vision to Blocking in minors.

TE Receiver - Added Confidence as 5th major (reduced all majors to .4 and increased all minors to .33). Changed Jumping to Blocking in minors.

TE Combo - Added Vision as 5th major (reduced all majors to .4 and increased all minors to .33).

Pass Blocking and Run Blocking OL - Added Vision as Major and Stamina as a minor (changed majors value to .5)

Strength DL - Added Vision as Major and Confidence as a minor (changed majors value to .5)

Speed DL - Added Tackling as Major and Confidence as a minor (changed majors value to .5)

Combo DL - Added Tackling as Major and Confidence as a minor (changed majors value to .5)

Blitzing LB - changed Monster Hit penalty to Diving Tackle

Combo LB - Added Confidence as 5th major (reduced all majors to .4 and increased all minors to .33)

Zone Secondary SS - Changed penalty from Change Direction to Wrap Up Tackle.

Hard Hitter Secondary - Swapped Speed for Agility as Major.

STOP - Added Stamina as 5th major (reduced all majors to .4 and increased all minors to .33)

Returner - Added Stamina as 5th major (reduced all majors to .4 and increased all minors to .33)
 
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