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Forum > Game Changes Discussion > Proposed Changes > GLB Training System Changes Discussion Thread
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Catch22
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Originally posted by El_Windex
Ok so you use resource units to acquire AEQ and then use bonus tokens to upgrade it? But you use resource units to get higher level AEQ?


Right, resource units are basically replacing cash for EQ upgrades and purchases. You still have to upgrade AEQ with bonus tokens (but bonus tokens are much easier to get now as well).
 
gatordave25
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Too many changes in too small a window. This is all getting way too complicated which makes it much too time consuming. I'm not interested in spending all of my waking hours analyzing and trying to figure out what to do with my 20 players. Don't know for sure, but this may very well be my last year.
 
Bort
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Oh, I guess there's the resource spending page too. Pretty much another store. So 3 pages. I also think it will be a little easier to understand the training, because you always get bonus tokens and won't get quite so confused on the difference between doing that and going shopping, etc.
 
VicJericho
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Originally posted by El_Windex
Ok so you use resource units to acquire AEQ and then use bonus tokens to upgrade it? But you use resource units to get higher level AEQ?


I think you could still use BT's you get from training to buy equipment.

Resource Units seem to be added on, and players free to spend them how they want. You could quickly buy equipment by converting your units to BTs to buy equipment

Edit: Lol, definitely gonna take time to get used to all of this.. well not much but change is good
Edited by VicJericho on Apr 15, 2010 17:06:56
 
Mightyhalo
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Does this mean we will actually be able to train attributes up quicker? That sounds good.

It's still rather confusing but from a first glance it does seem to take the hit to morale and stamina to another level, and hopefully encourages less min/maxing through the training system.
 
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Damn it would be cheaper to just but Madden or something.. Really, we need this now..
 
El_Windex
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Wait so what are player salaries for then? From the player's perspective I mean. What are we spending the money on?
Edited by El_Windex on Apr 15, 2010 17:07:32
 
hatchman
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Originally posted by crzyblue
You know... Slow build teams still win out with this, because slow build teams generally have a plan in place for each player, where as random teams don't... so new players still get screwed out of this one. I don't need why we needed the sledge hammer to make it possible to train whatever abilities we wanted... it was as simple as adding a dual drop down...


I agree with you here all this seems like a bunch of overkill and will complicate the game to the point that it will take even more time to try to field as competitive team. maybe this is Borts way to get us to stop owning teams and just use our flex until it runs out.
 
VicJericho
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Originally posted by El_Windex
Wait so what are player salaries for then? From the player's perspective I mean. What are we spending the money on?


Still need some money to buy AEQ and train.
 
Meatdawg
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Originally posted by crzyblue
You know... Slow build teams still win out with this, because slow build teams generally have a plan in place for each player, where as random teams don't... so new players still get screwed out of this one. I don't need why we needed the sledge hammer to make it possible to train whatever abilities we wanted... it was as simple as adding a dual drop down...


I will have a guide up on ebay shortly.
 
Catch22
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Originally posted by El_Windex
Wait so what are player salaries for then? From the player's perspective I mean. What are we spending the money on?


Token value really - they do nothing in terms of buying stuff but the amount a player is paid impacts their pre-game starting morale. We could just get rid of player cash entirely tbh but I know we plan on adding fun bling type stuff (believe it or not some people want it) down the road (well down the road) so we'll let players save it.
 
CampPen33
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Originally posted by El_Windex
Wait so what are player salaries for then? From the player's perspective I mean. What are we spending the money on?


Buy a house?
 
PING72
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I really wish I was a math genius so I could compete
 
VicJericho
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On the Shopping Levels:

Do we level up at the same rate as before? Such as player levels 1, 8, 16, 24.. etc

Or do we need to invest BT's in raising our own equipment levels and the BT's are to BUY the equipment at that level?
 
Grim Truth
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So, basically, all you've accomplished is complicating the easiest part of the game for no good reason. You've made something that didn't need to be complicated ridiculously complicated. You know, just because you know how to do something (i.e. coding) doesn't mean you ought to. This is one of those times where you should have just stopped mid-way through the planning and said to yourself "does this really make things better or just complicate things needlessly?"

All you needed was to design two drop down boxes so people could train any two attributes they wanted. You've basically made the game less user friendly for new users and further increased the work load on veteran players.
 
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