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Moretti
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Originally posted by Stoned Beaver
I agree, I think a part of the entertainment value of this game in the past for me, was that the sim was ever-changing.

Running around with the same code powering my dots game after game seems a lot less "ooh what does Bort have in store for us this season" and a lot more "should I build this exact build I know that I should build, or should I do something else and lose a bunch of games".


Originally posted by RiverRat2
The thing is when it was in Beta everyone bitched about the constant changes to the sim.
Then they took it out of Beta so now they bitch that there are no changes!

No big surprise they just gave up.


game balancing is important but so is avoiding game stagnation...how did glb2 solve that problem?

I can understand the problem here is that the root of why there would people complaining was that they had spent time building dots to a certain aspect that would no longer be valid the next season. Had they solved that issue without ruining time that was spent trying to play the game I think they could have had something.
 
WiSeIVIaN
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Originally posted by Stoned Beaver
I agree, I think a part of the entertainment value of this game in the past for me, was that the sim was ever-changing.

Running around with the same code powering my dots game after game seems a lot less "ooh what does Bort have in store for us this season" and a lot more "should I build this exact build I know that I should build, or should I do something else and lose a bunch of games".


Imo, a lot of the "meta think, optimal builds" are a stagnation of ideas moreso than a optimization of builds. Of course not too many people will want to try something "different" which takes 2 years to make, only to have invalid anecdotal evidance to/for it since there are so few quality coordinaters left to utilize meta dots, much less off-meta dots.

im fwiw.
 
Stoned Beaver
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Originally posted by WiSeIVIaN
Imo, a lot of the "meta think, optimal builds" are a stagnation of ideas moreso than a optimization of builds. Of course not too many people will want to try something "different" which takes 2 years to make, only to have invalid anecdotal evidance to/for it since there are so few quality coordinaters left to utilize meta dots, much less off-meta dots.

im fwiw.


I don't think for a second that the world league has even come close to figuring out the full extent of what they COULD do with their dots... the issue is that its a year long rather fiscally demanding commitment to even TEST a theorized build, not to mention as you said having to either coordinate it all the way up or just watch it fail due to the lack of utilization.

My stuff mostly applied to peewee, where unfortunately most every crazy idea you could come up with is tried and tested down there, and we are due for a little rice in our shalt shaker...
 
madmal
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Originally posted by Larry Roadgrader
If you're looking for online football, there's no better choice available. Welcome back!

Look around, make some posts to ask the questions you probably have in regard to building new players, and enjoy yourself.


+1
 
rjssob
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Originally posted by coastiemike
I found an old computer in the garage and decided to hook it up and see if anything was worth saving. The link was still saved in my favorites. The last time I was really active was in 2009, back in season 13 I think. Owned a team called the Nile Crocodiles.

I have 201k flex points. It was fun back in 2009, kind of. Has it ever been improved or still a pile?


Now that you are back, can you unblock me...It's been 20+ seasons!
 
Theo Wizzago
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Originally posted by Moretti
game balancing is important but so is avoiding game stagnation...how did glb2 solve that problem?

I can understand the problem here is that the root of why there would people complaining was that they had spent time building dots to a certain aspect that would no longer be valid the next season. Had they solved that issue without ruining time that was spent trying to play the game I think they could have had something.


Not really. The solution is simple to speak of but complicated to make happen. To keep from complete build stagnation (and, for that matter, play selection and coaching decisions as well) then the game needs to have a built in variance in what works and how often. People complain about The Big I spamming... or RQB spamming... stuff like that. Well those things get Spammed for 2 reasons. #1, people have time to perfect the builds to make those spams work... and, #2, there's an obvious issue with the game itself that certain plays have a huge advantage while other plays hardly ever work at all. If there was variances in percentages of success to failure ratios for things to happen then there would be times when the passing game would be more effective than the rushing game... where short passing worked worse than medium or long range passing... where inside runs worked better than outside runs (and vise versa), ect, ect, ect. Instead, there are no variations to the gameplay in either game so, you will end up with stagnation no matter how hard you try.
 
Moretti
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Originally posted by Theo Wizzago
Not really. The solution is simple to speak of but complicated to make happen. To keep from complete build stagnation (and, for that matter, play selection and coaching decisions as well) then the game needs to have a built in variance in what works and how often. People complain about The Big I spamming... or RQB spamming... stuff like that. Well those things get Spammed for 2 reasons. #1, people have time to perfect the builds to make those spams work... and, #2, there's an obvious issue with the game itself that certain plays have a huge advantage while other plays hardly ever work at all. If there was variances in percentages of success to failure ratios for things to happen then there would be times when the passing game would be more effective than the rushing game... where short passing worked worse than medium or long range passing... where inside runs worked better than outside runs (and vise versa), ect, ect, ect. Instead, there are no variations to the gameplay in either game so, you will end up with stagnation no matter how hard you try.


So you opened with "not really" but then expanded on what I said. So are you saying there would be now way to develop this game without it going stagnant? I think we all know the problems this game had. Bort knew it too and thought it was too difficult to fix so he made a second version. I have no experience in GLB2 so Im wondering what problems it actually fixed?

The build time for dots has always been too long IMO. Especially when you were to consider that the variances in gameplay were actual a crucial aspect in long term game enjoyment. Even the most successful games have people complaining about things, it doesnt mean change isnt a necessary creature to continue game growth. I think were the point of contention lies in the dot building itself. It probably cant be as customized inorder to have long term gameplay being to have fluctuations.

Personally i enjoyed having a different sim each season. even if it meant having to completely revamp my style of play....once that stopped i never adjusted my plays again....boring...
 
Mike Martz
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Originally posted by Spread-em offense
Originally posted by Larry Roadgrader

If you're looking for online football, there's no better choice available. Welcome back!

Look around, make some posts to ask the questions you probably have in regard to building new players, and enjoy yourself.




Why not send him a message rather then suck off a guy in public who only logs in once every few years
 
Theo Wizzago
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Moretti, you asked if GLB2 had solved that problem. My reply of 'Not Really' was in answer to that question. The rest was explaining that reasoning. The same things that got complained about here still exist in the 'new game' as well. The ONLY real new variance of gameplay is that you have weather effects in GLB2. It won't take long (in fact, some are already doing it) for people to figure out a formula for 'the perfect' QB, HB, WR, Guard, CB, ect, ect ect. Why? Because there no variance built into the game so once you figure out which plays work best and which builds work best then you're stagnant once again.
 
Moretti
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Originally posted by Theo Wizzago
Moretti, you asked if GLB2 had solved that problem. My reply of 'Not Really' was in answer to that question. The rest was explaining that reasoning. The same things that got complained about here still exist in the 'new game' as well. The ONLY real new variance of gameplay is that you have weather effects in GLB2. It won't take long (in fact, some are already doing it) for people to figure out a formula for 'the perfect' QB, HB, WR, Guard, CB, ect, ect ect. Why? Because there no variance built into the game so once you figure out which plays work best and which builds work best then you're stagnant once again.


ahhh gotcha....so what exactly did GLB2 improve on? I understand the build method is different, but that seems like only one of the problems.
 
TJ Spikes
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Originally posted by Moretti
ahhh gotcha....so what exactly did GLB2 improve on? I understand the build method is different, but that seems like only one of the problems.


They have games every day. There's another free player, that can play games as fast as you can cue them up.

Build method arguably wasn't an improvement.

The seasons were originally supposed to be shorter which would feel like faster progression, but again Bort listened to the vocal minority and made the seasons longer.

There was a plateau system included from the outset, instead of being an after thought.

There is no world league, instead there's a separate ladder system.

.

There were lots of improvements but, the build process is so watered down, there's not a lot of fulfillment.

Combine that with the fact that seasons are still over a month long, which means a lot of waiting for a tiny 3 day off season.

They still don't have a means repopulate a team that loses players during the year long Climb up the ranks. A couple of inactive players can screw an entire team.

There's just too much wrong with the GLB model, to fix it all in one iteration. I suspect GLB3 would have been great.

Edited by TJ Spikes on May 26, 2016 15:45:57
 
Catullus16
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Originally posted by TJ Spikes
There's just too much wrong with the GLB model, to fix it all in one iteration. I suspect GLB3 would have been great.


GLB3D is very much in the works
 
bigtrunk69
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Originally posted by coastiemike
I found an old computer in the garage and decided to hook it up and see if anything was worth saving. The link was still saved in my favorites. The last time I was really active was in 2009, back in season 13 I think. Owned a team called the Nile Crocodiles.

I have 201k flex points. It was fun back in 2009, kind of. Has it ever been improved or still a pile?


The funny thing is I remember the Nile Crocodiles.
 
Theo Wizzago
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Originally posted by TJ Spikes
They have games every day. There's another free player, that can play games as fast as you can cue them up.

Build method arguably wasn't an improvement.

The seasons were originally supposed to be shorter which would feel like faster progression, but again Bort listened to the vocal minority and made the seasons longer.

There was a plateau system included from the outset, instead of being an after thought.

There is no world league, instead there's a separate ladder system.

.

There were lots of improvements but, the build process is so watered down, there's not a lot of fulfillment.

Combine that with the fact that seasons are still over a month long, which means a lot of waiting for a tiny 3 day off season.

They still don't have a means repopulate a team that loses players during the year long Climb up the ranks. A couple of inactive players can screw an entire team.

There's just too much wrong with the GLB model, to fix it all in one iteration. I suspect GLB3 would have been great.



I would add that the best thing they added (IMO) is now you can miss boosts and still make them up without penalty in any way.
 
coachviking
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Seems pretty pretty dead

Sup
 
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