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Forum > FAQ's, Player Guides and Newbie Help > When to create new player for next season?
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Should I create a player for next season on Day 40, or Day 41?
 
Bluesman
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Anytime between day 40 and day 48
 
Novus
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Originally posted by Bluesman
Anytime between day 40 and day 48


Correct. To elaborate further, if you create a dot anywhere in this window, you get retroactive training points to put you on the same footing as dots built on Day 40.

Same is true for dots created after the season rolls over, Day -8 to Day 0, but you'll miss out on Season 72's boosts. You'll still be able to reach Level 79 in the end, but you'll have to make damn sure you don't miss any more boosts or else you'll fall short of Level 79.
 
Theo Wizzago
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Originally posted by Novus
Correct. To elaborate further, if you create a dot anywhere in this window, you get retroactive training points to put you on the same footing as dots built on Day 40.

Same is true for dots created after the season rolls over, Day -8 to Day 0, but you'll miss out on Season 72's boosts. You'll still be able to reach Level 79 in the end, but you'll have to make damn sure you don't miss any more boosts or else you'll fall short of Level 79.


And to add to that, you kinda don't wanna wait until the very last moment just in case you need to recycle due to mistakes. In that same vein of thought, I'd wait to get any CEQ until dot is into next season at least and signed to solid team.

And, just to toss on a last log on the fire;

Originally posted by jdbolick



Basic build plan for any .5 ALG dot
If going strength first then pick one pound below the maximum. If picking speed first then pick one pound above the minimum. Enhance the first attribute to 10%, train intense three times, enhance to 20%, then train intense until you have a nearly full bar at 32.9x without equipment on Day 48. Convert 15 bonus tokens to a skill point and cap to 48.9x. Then boost. Next season you'll enhance to 30% and normal train, then second cap, then continue normal training, then third cap. At that point you'll unlock and enhance your attributes for multi-training. Unlock the first, second, and third attributes you plan to cap and enhance all to 30% when possible. Use the free first slot to rotate any other attributes you plan to cap eventually, enhancing each to 10%. Continue multi-training until the first attribute reaches anywhere between 90 and 100 depending upon your build plan. Skill points should be spent in the first attribute until it reaches between 73 and 85 depending upon your build plan and how many attributes you eventually need to increase.


That's designed to get the first attribute up as quickly as possible to accumulate ALGs. You do the weight trick so that you're just under the .97 decimal for the third cap at level 7, otherwise you end up wasting two ALGs and there was no point in racing up that fast anyway. For 0.4 ALG dots I haven't figured out anything quite so simple, but in general you should probably pick max or min weight and then go to multi-training right after the second cap. 0.67 ALG dots don't need to worry about weight either and shouldn't unlock the first attribute but should push it really hard in the beginning.
 
TJ Spikes
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that's a nice plan but it reads like a math textbook. There's so much fine print in there.

If going strength first then pick one pound below the maximum. If picking speed first then pick one pound above the minimum.
What if you are doing neither of those?

Enhance the first attribute to 10%, train intense three times, enhance to 20%, then train intense until you have a nearly full bar at 32.9x without equipment on Day 48.
Best part of the build guide, slightly over explained. It doesn't matter how full, or 32.9x. If the first parts are done, the last will take care of itself.

Convert 15 bonus tokens to a skill point and cap to 48.9x. Then boost. Next season you'll enhance to 30% and normal train, then second cap, then continue normal training, then third cap. At that point you'll unlock and enhance your attributes for multi-training. Unlock the first, second, and third attributes you plan to cap and enhance all to 30% when possible. Use the free first slot to rotate any other attributes you plan to cap eventually, enhancing each to 10%.
Condensed 75% of a season into a single block of text, in the middle of a block of text.

Continue multi-training until the first attribute reaches anywhere between 90 and 100 depending upon your build plan. Skill points should be spent in the first attribute until it reaches between 73 and 85 depending upon your build plan and how many attributes you eventually need to increase.
About 6 seasons, condensed into 2 sentences.

There is no 1 build guide to rule them all (and in the shadows bind them). Every archetype is different, and more importantly, every role on every team is different -- a Blitzing Combo CB is built very differently than a KL Combo CB for example.

The archetypes, with their associated ALGs and SAs, are just Legos used to build whatever you want with them.

The problem with this game is that new players don't know what a good build looks like, let alone how to get there... and most have no idea of what kind of a grind they are looking at... literally 1 year of your life.

The best thing we could possibly do is have an "adopt a n00b program" .

This is mine http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5297798&page=1#49775337

 
Theo Wizzago
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Answers (mostly?);

1st question: Most .5 ALG dots are one or the other... Speed or Strength based. QB's, all Kickers, and some Combo dots might be different but, unless you're building wierd... or a Pass Rush DE/DT that's agility based, then the numbers apply. It took me boht some time and some badgering of ol' JD to get the idea behind the Height/Weight thing but it has to do with the progressions of ALG's throughout the dot's life.

2nd question (or more appropriate, statement): I've had success doing this differently myself. Like Light Training one time to get that second enhancement quicker then Intense the rest of the way.

3rd question: This is where I depart from JD's world. The first thing I wanna do is play the END goals. Any skills not expected to get above 80 don't need 3 *'s of enhancement. Any skills not going above 60 don't need ANY enhancements... unless you plan on never putting SP's (or putting very little) into a skill that you plan on training from beginning to end. And, lastly, none of JD's guide deals with the route some of us take with dot building where you are NOT purchasing your Primary Skill as a fixed training slot. In other words, you plan on hitting a # then stopping all training on that skill and letting ALG's do the rest of the work... OR... you know your plan included purchasing an extra 'Fixed training slot' for a skill you want to train up as well as the 4 main skills. This last part usually comes on non .5 ALG dots though... or STOP builds.

In the end, nothing beats planning the whole build, starting with what you want the END numbers to look like. Those goals determine how you want to attack the beginning of the build... which skills to train from beginning to end... which skills you will stop training once a # is reached... those skills you likely won't train but might put SP's into... which caps you want to hit by when... all that stuff. Without a plan, you end up with what I got many, many years ago... great starts and crappy dots by the end.
 
Sonic
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Theo and his writing off of 5* training! It has its uses, especially near and above 100 on your primary.
 
TJ Spikes
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Originally posted by Bluesman
Anytime between day 40 and day 48


Does anyone have a link to the official announcement when this changed? It comes up all the time, and it would be nice to be able to show some proof.

 
TJ Spikes
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Oct 23, 2011
- Make DPC save offensive formation and allow sorting on it
- Add some sortable columns and user definable identifiers to defensive play creator
- Allow all offensive positions to be tagged
- All players created prior to season 23 may now boost either up to level 79, 6 plateau boosts, or 42 total career boosts; whichever comes first
- Update recommended energy settings on tactics page to 98/99
- Wiki is now officially hosted and maintained by GLB; link updated
- Add sound effects and horizontal orientation options to flash replay
- Newly created players now start with training points depending on the day of the (off)season they are created so everyone gets the same amount
- Add man coverage target lines to defensive play creator
- Add offensive play view selector to defensive play creator
- Add BTE position and related tagging, depth chart, and energy settings
- Update defensive play creator to allow CB2 to go to left side of the field to cover trips or spread plays
 
TJ Spikes
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Didn't think it was that long ago.

 


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