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Forum > Test Server Discussion > Test Server Discussions > Uber High Attributes Effectiveness Discussion
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TxSteve
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Originally posted by PP
Steve....If it helps, don't worry about editing my name off of any of the posts. I'm fine with being linked to anything I say there. Frankly, I think everyone should be accountable. Maybe that would help lessen ppl pushing agendas that could help themselves.



Thanks PP - will keep that in mind next time.
 
cowtesticles2001
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...can I get a redo if something happens and you get diminishing returns?

 
cowtesticles2001
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also....

diminishing returns on SA's is dumb IMO...
 
Maddoc
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I posted this in the equipment thread as well, but really it does relate to this discussion as a suggestion as well,
Originally posted by Maddoc
Make equipment less about "player progression" and more about "player customization" imo

Instead of equipment giving bonuses to attributes, have equipment give bonuses to specific actions. To prevent people from stacking up on one bonus, make them "slot specific".

Helmets would give bonuses to avoiding fakes, reducing morale loss, seeing plays develop, noticing blitzers. Basically, Vision and Confidence related bonuses without actually giving flat bonuses to vision and confidence.

Shoes could give bonuses to top speed, bonuses to acceleration, bonuses to lateral movement, reduce speed lost by changing direction, bonuses to pushing and being pushed on the line.

etc

It's very easy to come up with a laundry list of this stuff, with bonuses for pretty much any position for each piece.

Make a list of pieces big enough that certain players would rather have Bonus A than Bonus B. Result? Variety without people being able to get +10,000% Break Block or something, because the only piece they'd have to breaking blocks would be their hands most likely.

This would also make CEQ a bit more "special", since flat bonuses to attributes would be more difficult to come by.
 
blln4lyf
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Originally posted by TxSteve

Summary -
Most people seem to agree that the fact that you can currently (pretty much) neglect confidence and stamina is a bad thing for the game. Most seem to feel those two stats should be more important.

Most also agree - that one dimensional players should be very good at that one dimension....and not nearly as good at the other aspects of the game (ie - specialists)

But all in all - no changes seem to be forthcoming - just a lot of discussion


Not sure if this was brought up, but limiting the roster size would get players more plays per game and make both stamina and confidence slightly more important without even adjusting anything. While I think more should be adjusted than that, that seems like it would be a good place to start, esp. since there is really no need for 55 players on a team.
 
Barnzie
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Originally posted by blln4lyf
Not sure if this was brought up, but limiting the roster size would get players more plays per game and make both stamina and confidence slightly more important without even adjusting anything. While I think more should be adjusted than that, that seems like it would be a good place to start, esp. since there is really no need for 55 players on a team.


Good idea. GLB teams are allowed 10 more players on game day than NFL teams. Lowering the roster limit will give players more time on the field. The result will be more playing time, and less resting time, and this will affect energy and morale.

It will also help uncapped recruiting. There are 57 uncapped leagues. Players are being swamped with offers, and teams are having difficulting signing players. Lowering the roster limit will help this situation.

In the capped leagues there are more players and fewer teams. Lowering the limit there may result in players having difficulting finding teams.
 
blln4lyf
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Good points in regard to recruiting. Right now all of the leagues can not be filled, this would help alleviate that issue a little as well.

 
Longhornfan1024
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What are we considering stamina and confidence need to be at to be considered "important"? Pretty much every position in the game outside of k/p need to have confidence and stamina at least at the first cap. Is the general consensus that more than this should be required?
 
tuba_samurai
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Originally posted by Longhornfan1024
What are we considering stamina and confidence need to be at to be considered "important"? Pretty much every position in the game outside of k/p need to have confidence and stamina at least at the first cap. Is the general consensus that more than this should be required?


I have seen enough dots with 20-30 stamina confidence to convince me that this is in fact not the case until the very end builds.
 
bhall43
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Originally posted by Longhornfan1024
What are we considering stamina and confidence need to be at to be considered "important"? Pretty much every position in the game outside of k/p need to have confidence and stamina at least at the first cap. Is the general consensus that more than this should be required?


should be required? no

should be very meaningful? absofuckinglutely.
 
JTD
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Originally posted by tuba_samurai
I have seen enough dots with 20-30 stamina confidence to convince me that this is in fact not the case until the very end builds.


Youre looking at a lot of shitty players then. As a rule, we pass on any dot that is looking for a Pro level club that has less than 40 stam and less than 35 confidence. They are just to much of a liability.

I would agree with PP that I would like a return to the stam issues of seasons 1-3. During that time, we actually spent SP on stam because you couldnt compete otherwise. I would think that 60/60 stam/conf could be solid targets for a Pro level player in the future once we make those attributes much more meaningful.
 
pottsman
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Originally posted by JTD
I would think that 60/60 stam/conf could be solid targets for a Pro level player in the future once we make those attributes much more meaningful.


Those as a bit of a minimum, though. Having 70, 80, 90 of those should lead to a player doing certain things better. Obviously not god mode, but there should be a reason to push them past.

Perhaps let people go OVER 100 energy/morale, and give a bonus in proportion to the existing penalties (I.E. if you lose 10% of your abilities at 50, them you should gain 10% at 150)
 
JTD
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I could totally see that Potts. Really I would love to hear what some people think a HB rolling with 90+ confidence or stam would actually do better than one running with those in the 40s or 50s.
 
bhall43
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which basically goes back to the Powerback BS over the seasons...guys doing what they were doing should have needed 80+ stamina at the very least...unfortunately the real qualifying numbers were between 40-60.
 
tautology
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Originally posted by JTD
Youre looking at a lot of shitty players then. As a rule, we pass on any dot that is looking for a Pro level club that has less than 40 stam and less than 35 confidence. They are just to much of a liability.

I would agree with PP that I would like a return to the stam issues of seasons 1-3. During that time, we actually spent SP on stam because you couldnt compete otherwise. I would think that 60/60 stam/conf could be solid targets for a Pro level player in the future once we make those attributes much more meaningful.


I am with you 100% in theory, and there are very few players on my team with less than 60 confidence.

However, I have seen players with stupidly low confidence and stamina seem to do just fine, even at pretty high levels.

Confidence well below the softcap at the world league level can be better than good, they can be superstars.

True story
 
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