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TxSteve
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It seems to me the boosting model is inherently flawed in GLB2. As you get to Pro / Vet - are the 4000 skill points that valuable (even for top teams?). I can see that for some positions - the Journeyman boost is still a 'must' -- but at some positions it just isn't...as some positions cap out in their main skills there.

Spending that 4000 points in a primary skills is only going to get you 2-3 points. Sure - you might be able to look at a more secondary skill and get 6-8 points in heart or toughness or intimidation - but is that worth 300 flex?

At the same time - 250 for the extra Action Points seems like highway robbery!


Breaking down the boosting even more - looking at one of my HB's (who I just noticed hit journeyman a game early - but his team stinks so no problem)

125 flex per 2000 skill points -- especially at Pro / Vet - how can that be worth it? A single point of speed or pass tech or pass rush tech for 125 flex? Unless there is some kind of a steep curve on skill level and output -- spending the 125 flex to go from 90 pass tech to 91 pass tech -- 125 flex for a 1.11% skill increase seems useless.

I would think a better model would offer more points through the boost as your level increases-- for the same flex cost. That would make the boosts in pro/vet more attractive. Yes I know you get the "bonus" for buying all of the boosts -- but I think that is only 5K -- which is only 3-4 points in a high skill...

In that same vein - I know I'm rambling (sorry) - I think Cap Boosters would be a LOT more exciting if they raised a cap by 5 --- AND -- added the actual 5 points rather than just adding the potential to add 5 points...


So - what are your thoughts on:

-Boosting at Pro/Vet - is it worth the flex?

-Action Point costs (250 per point)
 
Corndog
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That 4k might not be much, but the 12k bonus you get is pretty nice.
 
Galithor
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You do get an extra season for buying all the skill boosts too supposedly.

But yeah, the actual player purchase is by far the smallest cost in the effort to build a player. GLB2 is most certainly Pay-2-win otherwise.
 
Corndog
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Er, 13k?

4000 + 4000 + 5000

Plus an extra 18 games (which might be an old typo? 18 seems like a weird number)
 
TxSteve
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Originally posted by Corndog
Er, 13k?

4000 + 4000 + 5000

Plus an extra 18 games (which might be an old typo? 18 seems like a weird number)



I get that. I just don't think it is the most enticing model to keep people buying along the way. There might be a lot of people in Vet who go ahead and break down and buy the last 4-6 boosts to go ahead and get the bonus -- especially if they are on a very serious team -- or chasing a championship -- or trying to crack into the top 5.


But a better model is one in which people are EXCITED to boost at the end of every season -- where people can't wait to get those points -- and for me - 4000 points -- given the cost of our major skills at that point -- doesn't do that.

But that's just like, my opinion, man.
 
Corndog
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Well, I wouldn't be entirely against a graduated system, but that would probably make all of them "meh" rather than just the last couple. Unless points are taken away from end of tier bonuses and added to the boosts, but then it's just the same amount of points but more of them are behind a pay wall.
 
Corndog
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There's also the idea of front loading "fun".

Sure, people might forgo the last few boosts, but the first few boosts being awesome enough to get people to drop their first dime on the game probably makes up for it.
 
InRomoWeTrust
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Yeah I distinctly remember wanting LESS skill points in alpha because across the lifespan there were too many given out. Hard choices needed to be present.

IMO adding more would only even builds out. The high costs at high numbers creates differentiation. The choice of 1 point of speed is yours to make.
Edited by InRomoWeTrust on Aug 20, 2014 08:19:13
 
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Maybe the best way would be to raise the cost and amount of SPs per upgrade. Say, for a QB, start off with getting 500 SPs for 30 flex per 1st 2 upgrades, then up it to 750 SPs for 50 flex per next 2 upgrades...all the way to something like 10000 SPs for 500 flex per last 2 upgrades. I didn't do the math, just giving you a concept. This way, it will be worth it to upgrade at all levels.
 
InRomoWeTrust
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I don't see people skipping out on boosts, especially with GLBs 'get to the top or retire and try again' mentality.
 
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Actually, this would be worse for your business model as you would lose a ton of money from those who only boost the 1st few years and then quit the game. The way it is now, you get more money up front.
 
InRomoWeTrust
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Hell, raise the flex cost of the boosts and the majority of us will still buy it. We may bitch about it, but we'll buy it.

Give the option to buy a shiny horse that adds 1 speed and I might buy it too. It's just competitive.
 
Corndog
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Honestly, I think the biggest problem is the lack of people actually seeing the game, rather than the intricacies of the monetization.

We seem to actually have decent retention rate, we just don't have a huge amount of new faces seeing it. We have a few things in the works that might help, but yeah we are just kind of stumbling in the dark on how to advertise with no budget.
 
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Advertise during the Superbowl. It's chump change to Bort.

Seriously, advertise on Google.
 
InRomoWeTrust
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I'm pretty sure Go Daddy is the case history for going all-in. I think it was 2005 when they spent like 90% of what they had for a Super Bowl ad. Three months later they were the largest domain registrar in the world.

Anyways, it's more realistic GLB get themselves a good digital agency to optimize spending whatever budget GLB can muster. And GLB HAS to go all-in if they want to take things to the next level. Some $500/mo budget won't cut it.
 
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