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Forum > Game Changes Discussion > Proposed Changes > GLB Financial System Discussion
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Catch22
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Bort Edit: There's currently lots of discussion of a sort of combination method in this thread. The below is our proposed update for a more simplified version of the financial system, but there's a lot of want for the previous version as well (with some changes). I invite anyone reading through to check out the rest of the thread!

We're looking at a revision to the original idea:

Originally posted by Bort
Ok, so the final version would look something like:

- Team possessions/promotions add to morale "reserve" for players
- Each position/level has an expected salary and reserve gets added/subtracted based on how much under/over they are
- Salary cap and everything else from original idea
- Nix the permanent items and deterioration aspects

And

- I make my super basic league with no finances for people who just wanna play ball.


Originally posted by Bort
TBH I like the original plan + the morale bank idea the best. Luxury tax is good IMO, as it's a two fold thing: gives an incentive to maybe let some of the uber players go, and distributes some of the wealth to the teams who couldn't get those players.

I see the point of not having deterioration or permanent items, but keeping seasonal items. Seasonal items are sorta the two ideas combined without having to worry about deterioration and such.

Some sort of no-finances no-hassle league of some sort is a no-brainer I think. Too many casual people who just want to play.


There will be no signing restrictions meaning you can go over the salary cap (including signing new players if you are already over the cap), but if you go over the salary cap you'll pay a luxury tax (revenue sharing) to other teams in the league that do not go over the cap.


Morale reserve would work as follows:

Basically would be the initial system but instead of a morale penalty based on player salary, it would be an addition to pre-game starting morale. It wouldn't be a bonus but would basically keep player at 100 morale until that overage depletes.

So for example, Team Possessions add 20 points to their pre-game starting morale, they would start at 120 morale. It would act as if the player was at 100 until their morale was depleted below that level.

In addition, we'll be simplifying some of the other aspects of the financial system like removing permanent items and deterioration.
Edited by Catch22 on Apr 18, 2010 00:21:27
Edited by Catch22 on Apr 17, 2010 13:44:47
Edited by Catch22 on Apr 17, 2010 13:41:42
Edited by Bort on Apr 17, 2010 01:50:46
Edited by Catch22 on Apr 17, 2010 01:36:48
 
dbreeze
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Alright, I was composing this when you locked and changed threads but I still think this will be relevant. I'd especially appreciate a response to why GLB isn't taking more lessons from what the real football world has already solved and instead chooses to implement less realistic solutions.
From the information thread:
Originally posted by Catch22
ok just read through the 30+ pages posted since I went to bed.

Here are the things we are trying to do with the financial system changes.

1) Make it to where EQ does not have to be funded by teams - this eliminates a lot of problems such as cash farm teams that have plagued the game

You just won't solve exploits by changes and complication. It'll just benefit those who'll spend more time finding new exploits and penalize the purists until the new exploits are disseminated and understood by all. Simplify the off-field and non-game related matters and we'll all soon be on equal footing to use the same "exploits" and put the game outcomes back onto the field of play and in the favor of those with football knowledge. Didn't GLB just implement a strict set of rules and punishments to counter this issue?

2) Make it to where a player's salary actually has value - right now, every one signs for a minimum salary. There is no value in a player contract. It's meaningless. Tying salary into pre-game starting morale makes it meaningful.

? Are the Gamblers the only team you've owned? No way I'd have finally made it to the Pros with just minimum salary contracts. Where/who are you getting your info from?

3) Forcing owners and players to have to make strategic choices when having to sign players. If you impact a player's abilities somewhat (and pre-game starting morale is only a slight impact, it's not a drastic one) then players are going to be looking for the deal and team that best suits them, it's not just going to be an automatic "this team went 16-0, I'm going to go play for them" - teams that went 4-12 will have a chance to get some of the better players by offering them a higher salary. A player that might be a back up on a 16-0 team will go to a 4-12 team because there is an incentive to do so. Right now there is no incentive to do so.

Again, I just don't think you've had adequate experience in running a team. I make strategic choices as much as possible with every player I sign. Top players are just going to go where they think they'll get a trophy. Period. The only changes that'll give that 4-12 team a better chance at getting good players are the same solutions already found by the NFL; a draft where the bottom teams choose first, and salary/$ caps.

4) Making team cash have value - if you take away the EQ fund and funding player EQ, the value of team cash is literally reduced by 80%. Since we're impacting players pre-game starting morale, we're giving teams the ability to lessen that impact with their team cash.

Simple, DON'T change the Eq. fund and team cash has value...

"A lot of the ideas for these changes were brought up in this thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=3789390 - we took many of those concepts and added a few things (like the salary cap) to accomplish the above four things. Many of you seem to just want to remove the financial aspect from the game completely. No ticket sales, no stadiums, no concessions, no salaries, every one gets free EQ - there is no strategy in that and it's exploitable. If everyone is given a free set of EQ, they can swap it out as often as they want to change their build over night. There has to be a cost associated with EQ to prevent that.
Obviously I'm concerned with the reaction in this thread (way more so then in the training and coaches thread) and I'm trying to determine whether or not we need to revise how we're doing it. But let me make it clear - the current system does not work and it must be changed. I'm not saying we aren't going to do this, nor am I going to say that we are 100% committed to doing this. However, if we're not going to do this, there needs to be an acceptable solution that takes care of the above four things and is workable."

Why are we reinventing the wheel? If this is an "American style football" simulation then why not just model GLB more after the real world American football organizations from Pee-wee to Pro. Make AAA equivalent to the Div. 1? college scene with no salary concerns per se but full tactics capabilities and the lower leagues equivalent to appropriate college, Jr. college, high school, Jr. high, etc. down to Pee-Wee with appropriate levels of complexity in administration and game play.
As in the real world, require players desiring to enter the Pros submit to a draft process with Free Agency options and salary requirements similar to what the NFL has already spent considerable resources figuring out. This would put a big dent in the farm team operations advantage if all of their players were subject to at least one season of possibly playing for a team outside their syndicate or sitting out a season to obtain FA eligibility. Again, huge amounts of time and thought have already been spent solving many of the same issues we're dealing with here now.
So many of the issues being dealt with here have already been dealt with in the real world or only exist in GLB because decisions have been made to do things here that diverge from the established American football paradigm. What's so wrong with the modern American football scene that we need to invent a new game that only vaguely resembles it and less so every season?
Except for the college BCS/playoff thing of course....that we can and should fix.
Edited by dbreeze on Apr 16, 2010 23:14:03
 
FBGProfessor
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Not sure yet about the details of this and what it is trying to accomplish, but my first reaction is this is MUCH better.
 
vinman
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Glad to see the morale part removed,looks better at first glance.
 
FuriousGeorge
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No more tl'dr's = success on this post.
 
Sik Wit It
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So no more Permanent team items like Jumbotrons and whatnot?
 
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I hope this piece of equipment is a full body suit so my dot isn't naked
 
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Any idea what the target maximum roster size will be for a team with players at or near the level cap for a league?
 
Sarg01
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Trashing the whole system? How disappointing.
 
Sik Wit It
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To be honest, I'm a little disappointed. I think people were overestimating the effect salaries would have on their morale without realizing that permanent team upgrades, temporary upgrades, promotional days, etc would easily make up for that morale.

However I guess if this prevents people from ragequitting, then so be it. I just honestly don't think a lot of people understood the new system and denounced it at first glance.
 
Catch22
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Originally posted by Sik Wit It
So no more Permanent team items like Jumbotrons and whatnot?


Not at the moment. We'll be adding a Hardcore League in the future where teams that wish to have those options can use them.
 
Plankton
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Regarding the Salary cap and fixed salaries:

If Salaries are set by a player's effective level and SP value (which is the same as effective level, ido), then this will basically mean a team can have say 45 real good players or 55 average to bad players. Is this true, or am I missing something here?
Edited by Plankton on Apr 16, 2010 23:12:53
 
Catch22
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Originally posted by Sarg01
Trashing the whole system? How disappointing.


Not trashing it. Reserving it for future use in Hardcore League.
 
Catch22
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Originally posted by Plankton
Regarding the Salary cap and fixed salaries:

If Salaries are set by a player's effective level, SP value (which is the same as effective level, ido), then this will basically mean a team can have say 45 real good players or 55 average to bad players. Is this true, or am I missing something here?


That would be the intended effect, yes. Bort will have the exact numbers in the near future for every one to see.
 
Deathblade
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Looks like this system is meant to make it so well coordinated teams of friends with good builds can't play together.
 
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