For more info check out the threads containing discussion and summary of discussion in the Q & A archives forum:
http://goallineblitz.com/game/forum_thread_list.pl?forum_id=7753We've spent significant time looking at and figuring out a way to improve the way that players are developed and have come up with a player archetype system that will do just this. This is going to be a long post so I am going to stick around and answer questions for the next couple of hours. Don't turn it into a whine session - if you have a legitimate concern, voice it in a constructive manner and we'll discuss it. This is a huge game changing system and while we've tried to address everything, it is possible we missed something - this is why we're opening it up for discussion now rather than just introducing the improvement. However, we are not taking suggestions to changing archetypes or adding new ones. If you see an unbalanced archetype, by all means bring it up and we'll look at it.
For every position there are several archetypes that a player will be able to choose from when creating a player. Depending on the archetype there will be different Automatic Level Gains (ALG's) and Special Abilities (SA's) that receive a bonus or penalty. In addition, there are height/weight ranges depending on archetype that we've tried to line up with realistic values.
An agent can add one bonus SA to each player. This SA cannot already be in the player's normal SA Tree. The bonus SA is in a tree by itself and has the 1-2-3-4-5 skill point cost progression. This must be selected at player creation.
We're also going to be working on a special SA for each archetype - will add more info on these later (we're going to create a Suggestions thread for these and figure out which ones will work best). This will be in addition to the bonus SA. This idea is not guaranteed to happen but if we can come up with SA's that make sense and are balanced, we'll attempt to add this.
These archetypes and their associated ALG's and SA's are as follows:
Player ArchetypesLevel 1-21 3 points total
Level 22-29 2.25 points total (25% reduction from Level 1-21 total)
Level 30-37 1.6875 points total (25% reduction from Level 22-29 total)
Level 38+ 1.265625 points total (25% reduction from Level 30-37 total)
Base Levels
Majors +.5 (if 4), +.67 (if 3)
Minor +.25 (if 4), +.33 (if 3)
QuarterbacksQB Pocket Passer6'0" - 6'6", 200-260 Lbs
Major Confidence Throwing Vision (+.67)
Minor Agility Stamina Strength (+.33)
Bonus SA's - Pump Fake, Tight Spiral
Penalty SA's - Dump Pass, On The Run
QB Deep Passer6'0" - 6'6", 200-260 Lbs
Major Strength Throwing Vision (+.67)
Minor Agility Confidence Stamina (+.33)
Bonus SA's - Tight Spiral, Turn The Shoulder
Penalty SA's - Dump Pass, On The Run
QB Scrambler5'11" - 6'3", 190-230 Lbs
Major Agility Throwing Vision (+.67)
Minor Confidence Speed Strength (+.33)
Bonus SA's - On The Run, Dump Pass
Penalty SA's - Pump Fake, Tight Spiral
HalfbacksHB Power5'11" - 6'4", 210-260 Lbs
Major Agility Carrying Confidence Strength (+.5)
Minor Catching Speed Stamina Vision (+.25)
Bonus SA's - Lower Shoulder, Power Thru
Penalty SA's - First Step, Spin
HB Elusive5'6" - 6'2", 180-220 Lbs
Major Agility Carrying Speed Vision (+.5)
Minor Catching Confidence Jumping Stamina (+.25)
Bonus SA's - Head Fake, Juke
Penalty SA's - Lower Shoulder, Power Thru
HB Scat Back5'6" - 6'2", 180-220 Lbs
Major Agility Catching Speed Vision (+.5)
Minor Carrying Confidence Jumping Stamina (+.25)
Bonus SA's - Quick Cut, First Step
Penalty SA's - Lower Shoulder, Power Thru
HB Combo5'9" - 6'2", 200-230 Lbs
Major Carrying Confidence Speed Vision (+.5)
Minor Agility Catching Stamina Strength (+.25)
Bonus SA's - None
Penalty SA's - None
FullbacksFB Running5'10" - 6'3", 230-250 Lbs
Major Agility Carrying Confidence Strength (+.5)
Minor Catching Speed Stamina Vision (+.25)
Bonus SA's - Power Thru, Quick Cut
Penalty SA's - Lead Block, Pancake
FB Blocking5'10" - 6'3", 230-270 Lbs
Major Agility Blocking Strength Vision (+.5)
Minor Carrying Confidence Speed Stamina (+.25)
Bonus SA's - Lead Block, Pancake
Penalty SA's - Power Thru, Quick Cut
FB Combo5'10" - 6'3", 230-260 Lbs
Major Agility Blocking Carrying Strength
Minor Catching Confidence Speed Vision
Bonus SA's - None
Penalty SA's - None
FB Scat Back5'10" - 6'3", 230-250 Lbs
Major Agility Catching Speed Vision (+.5)
Minor Carrying Confidence Jumping Stamina (+.25)
Bonus SA's - Sticky Hands, Quick Cut
Penalty SA's - Lead Block, Pancake
Wide ReceiversWR Speedster 5'8" - 6'2", 175-215 Lbs
Major Agility Catching Speed Vision (+.5)
Minor Carrying Confidence Jumping Stamina (+.25)
Bonus SA's - First Step, Quick Cut
Penalty SA's - Route Run, Sticky Hands
WR Possession6'0" - 6'6", 195-235 Lbs
Major Agility Catching Jumping Vision (+.5)
Minor Carrying Confidence Speed Stamina (+.25)
Bonus SA's - Route Run, Sticky Hands
Penalty SA's - First Step, Quick Cut
WR Power6'0" - 6'6", 205-235 Lbs
Major Agility Carrying Catching Strength (+.5)
Minor Confidence Speed Stamina Vision (+.25)
Bonus SA's - None
Penalty SA's - None
Tight EndsTE Blocker6'2" - 6'8", 250-280 Lbs
Major Agility Blocking Strength Vision (+.5)
Minor Catching Confidence Speed Stamina (+.25)
Bonus SA's - Get Low, Pancake
Penalty SA's - Route Run, Quick Cut
TE Power6'2" - 6'8", 250-280 Lbs
Major Agility Carrying Catching Strength (+.5)
Minor Confidence Speed Stamina Vision (+.25)
Bonus SA's - Cover Up, Lower Shoulder
Penalty SA's - Get Low, Pancake
TE Receiver6'0" - 6'6", 230-260 Lbs
Major Agility Catching Speed Vision (+.5)
Minor Carrying Jumping Stamina Strength (+.25)
Bonus SA's - Route Run, Quick Cut
Penalty SA's - Get Low, Pancake
TE Combo6'2" - 6'8", 250-280 Lbs
Major Agility Blocking Catching Strength
Minor Confidence Jumping Speed Vision
Bonus SA's - None
Penalty SA's - None
Offensive LinePass Blocking(C) 6'0" - 6'4", 230-300 Lbs
(G) 6'2" - 6'5", 290-325 Lbs
(T) 6'2" - 6'6", 280-320 Lbs
Major Agility Blocking Confidence (+.67)
Minor Vision Speed Strength (+.33)
Bonus SA's (C/G) - Pass Block, Foundation
Bonus SA's (T) - Pass Block, Protector
Penalty SA's - Get Low, Pancake
Run Blocking(C) 6'2" - 6'6", 280-330 Lbs
(G) 6'2" - 6'7", 310-360 Lbs
(T) 6'4" - 6'9", 300-350 Lbs
Major Blocking Confidence Strength (+.67)
Minor Agility Stamina Vision (+.33)
Bonus SA's - Get Low, Pancake
Penalty SA's (C/G) - Pass Block, Foundation
Penalty SA's (T) - Pass Block, Protector
Defensive LineStrength DL(DE) 6'2" - 6'8", 275-330 Lbs
(DT) 6'0" - 6'8", 300-360 Lbs
Major Agility Strength Tackling (+.67)
Minor Vision Speed Stamina (+.33)
Bonus SA's (DE) - Wall, Strong Base
Bonus SA's (DT) - Wall, Break Thru
Penalty SA's (DE) - First Step, Tunnel Vision
Penalty SA's (DT) - Shed Block, Swat Ball
Speed DL(DE) 5'11" - 6'4", 240-280 Lbs
(DT) 6'0" - 6'5", 250-300 Lbs
Major Agility Speed Vision (+.67)
Minor Stamina Strength Tackling (+.33)
Bonus SA's (DE) - First Step, Tunnel Vision
Bonus SA's (DT) - Shed Block, Swat Ball
Penalty SA's (DE) - Wall, Strong Base
Penalty SA's (DT) - Wall, Break Thru
Combo DL(DE) 6'2" - 6'6", 260-300 Lbs
(DT) 6'0" - 6'8", 280-330 Lbs
Major Speed Strength Vision (+.67)
Minor Agility Stamina Tackling (+.33)
Bonus SA's - None
Penalty SA's - None
LinebackersCoverage LB5'10" - 6'3", 220-250 Lbs
Major Agility Jumping Speed Vision (+.5)
Minor Confidence Stamina Strength Tackling (+.25)
Bonus SA's - Diving Tackle, Swat Ball
Penalty SA's - Monster Hit, Shed Block
Blitzing LB5'10" - 6'6", 240-270 Lbs
Major Agility Jumping Speed Tackling (+.5)
Minor Confidence Stamina Strength Vision (+.25)
Bonus SA's - Shed Block, Big Sack
Penalty SA's - Aura of Int, Monster Hit
Hard Hitting LB5'10" - 6'6", 240-270 Lbs
Major Agility Strength Tackling Vision (+.5)
Minor Confidence Jumping Speed Stamina (+.25)
Bonus SA's - Snarl, Monster Hit
Penalty SA's - Swat Ball, Big Sack
Combo LB5'10" - 6'6", 230-260 Lbs
Major Agility Speed Tackling Vision (+.5)
Minor Confidence Jumping Stamina Strength (+.25)
Bonus SA's - None
Penalty SA's - None
SecondaryMan Specialist(CB) 5'8" - 6'3", 170-210 Lbs
(SS) 5'9" - 6'5", 195-230 Lbs
(FS) 5'8" - 6'4", 185-220 Lbs
Major Agility Jumping Speed Vision (+.5)
Minor Catching Confidence Stamina Tackling (+.25)
Bonus SA's (CB) - Shutdown Coverage
Bonus SA's (SS) - Change Direction
Bonus SA's (FS) - Shutdown Coverage
Penalty SA's (CB) - Closing Speed
Penalty SA's (SS) - Big Hit
Penalty SA's (FS) - Big Hit
Zone Specialist(CB) 5'8" - 6'3", 170-210 Lbs
(SS) 5'9" - 6'5", 195-230 Lbs
(FS) 5'8" - 6'4", 185-220 Lbs
Major Agility Speed Tackling Vision (+.5)
Minor Catching Confidence Jumping Stamina (+.25)
Bonus SA's - Super Vision
Penalty SA's (CB) - Shutdown Coverage
Penalty SA's (SS) - Change Direction
Penalty SA's (FS) - Shutdown Coverage
Hard Hitter(CB) 5'10" - 6'3", 190-210 Lbs
(SS) 5'11" - 6'5", 205-230 Lbs
(FS) 5'10" - 6'4", 195-220 Lbs
Major Agility Strength Tackling Vision (+.5)
Minor Confidence Jumping Speed Stamina (+.25)
Bonus SA's (CB) - Closing Speed
Bonus SA's (SS) - Big Hit
Bonus SA's (FS) - Big Hit
Penalty SA's - Change Direction
Combo Secondary(CB) 5'8" - 6'3", 170-210 Lbs
(SS) 5'9" - 6'5", 195-230 Lbs
(FS) 5'8" - 6'4", 185-220 Lbs
Major Agility Speed Strength Tackling (+.5)
Minor Confidence Jumping Stamina Vision (+.25)
Bonus SA's - None
Penalty SA's - None
KickersBoomer5'8" - 6'5", 180-230 Lbs
Major Confidence Kicking Strength (+.67)
Minor Agility Jumping Vision (+.33)
Finesse5'8" - 6'5", 180-230 Lbs
Major Confidence Kicking Vision (+.67)
Minor Agility Jumping Strength (+.33)
PunterBoomer5'11" - 6'5", 180-250 Lbs
Major Confidence Punting Strength (+.67)
Minor Agility Jumping Vision (+.33)
Finesse5'11" - 6'5", 180-250 Lbs
Major Confidence Punting Vision (+.67)
Minor Agility Jumping Strength (+.33)
Special Teams Only PlayerMajor: Agility Blocking Speed Tackling (+.5)
Minor: Confidence Stamina Strength Vision (+.25)
Bonus SA's - None
Penalty SA's - None
Returner (only HB/WR/CB eligible)(HB) 5'6" - 6'0", 180-220 Lbs
(WR) 5'8" - 6'2", 175-215 Lbs
(CB) 5'8" - 6'2", 170-210 Lbs
Major: Agility Carrying Speed Vision (+.5)
Minor: Confidence Jumping Stamina Strength (+.25)
Bonus SA's (HB/WR) - First Step, Quick Cut
Bonus SA's (CB) - Change Direction, Return Spec.
Penalty SA's (HB) - Stiff Arm, Power Thru
Penalty SA's (WR) - Route Run, Sticky Hands
Penalty SA's (CB) - Super Vision, Shutdown Coverage
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We realize that this will change many things and players will have many concerns. Here is what we are doing to help alleviate those concerns. All mentions of pre-season and season are in reference to season 15 (next season), not this season (season 14).
1) Players created before the archetypes were implemented will be allowed a one time archetype selection. This is optional and you will only have until the end of the pre-season to do so. When you select the archetype, you will start getting the ALG's and SA bonuses/penalties and will be allowed to select the bonus SA. The height/weight restrictions are only for newly created players so you do not need to worry about those when choosing your archetype (if you are not a newly created player).
2) If your player is <120 days old as of the first day after rollover to the new season, you will be able to retire your player for a higher return than the normal 70%. These rates are as follows:
1-40 days old 90% return of CE/boost FP investment. For example, you created a WR (300 FP), equipped them with complete CE (900 FP), and boosted them 3 times (900 FP), you would receive 1,920 flex in return instead of 1,560.
41-80 days old 85% return of CE/boost FP investment. For example, you created a WR (300 FP), equipped them with complete CE (900 FP), and boosted them 3 times (900 FP), you would receive 1,830 flex in return instead of 1,560.
81-120 days old 80% return of CE/boost FP investment. For example, you created a WR (300 FP), equipped them with complete CE (900 FP), and boosted them 3 times (900 FP), you would receive 1,740 flex in return instead of 1,560.
3) To celebrate the rollout of this change, we are going to be awarding every user on GLB the equivalent of 300 flex for new player creation. This must be used before the end of the pre-season or it is lost forever. You can create (3) 100 flex players, (1) 100 flex and (1) 200 flex player, or (1) 300 flex player. This will be non-refundable flex, meaning when you retire this player it will not be returned to you.
4) One of the purposes of the archetypes in addition to giving more options for you to build a player is to simplify game planning. DC's will now be able to tag an offensive player by archetype. This will allow DC's to set up AI's ahead of time without a constant need for changing due to different tagging requirements.
Why are we doing this? Because it'll allow for more diverse/unique builds which will make a more fun experience for everyone. It'll also simplify many other areas of GLB including coordinating and recruiting.
5) The bonus and penalties to SA's are applied as a flat percentage increase to the SA. That percentage will not be revealed but it will be large enough to have a significant impact for that archetype. Just as an example, let's say the percentage is 20% and you are an Elusive Back who gets a bonus to Head Fake/Juke and a penalty to Lower Shoulder/Power Thru. If you have 10 in Head Fake, the bonus will make it in essence a 12 in Head Fake. If you have 10 in Power Through, the penalty will make it in essence a 8 in Power Through. Understand that the bonuses/penalties could vary in their percentage depending upon the archetype.
6) Understand that some of the majors/minors might not be the "perfect" build. We intentionally did this for game and build balance and to force strategic decisions. If certain attributes were majors for a archetype that could lead to that archetype being the only one selected for that position so we adjusted the archetypes accordingly to make the choices ones that required thought rather than it being an automatic one.
OK, that's it - I'm sure you all have questions, so let's have them!
An excellent quote from Daudy explaining how this system is MORE flexible than the current player building system and gives players many more choices:
Originally posted by Daudy
It gives us more diversity than the current system because we're able to modify how each position now levels up naturally. So, instead of ALL HBs majoring in a certain skill (say speed), you now have the option to choose something else - as long as it fits within one of the Archetypes available.
For example, if I build a HB now, each level up between level 1-21 would give me 0.33 each in Agility, Speed, Strength, vision, confidence and carrying and also 0.20 in blocking, catching, jumping, stamina and THROWING.
So in essence, EVERYBODY who builds a HB would level up the same at the moment.
With this new system, you get the choice between Agility Carrying Confidence Strength (+.5) and Catching Speed Stamina Vision (+.25) or Agility Carrying Speed Vision (+.5) and Catching Confidence Jumping Stamina (+.25) or Agility Catching Speed Vision (+.5) and Carrying Confidence Jumping Stamina (+.25) or Carrying Speed Strength Vision (+.5) and Agility Catching Confidence Stamina (+.25)
Thus, with this new system, you should theoretically be able to build players more specifically tailored towards your intended role for them. AND, you no longer have the same level gains as EVERYBODY ELSE IN THAT ENTIRE POSITION.
See where it's a bit more flexible now?