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Forum > Suggestions > Let us buy more career boosts
cavalier
Alpine
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Why not let us buy more career boosts? Can even increase the price progressively on the new ones. Right now the plateau career of a player is very short.

I can't see nothing but benefits.

- More realistic player career as a "Pro"
- Higher revenue for GLB
- Let us keep favorite players longer


Some might say that it would let the best teams keep their roster around to dominate, but that is easy to counter as well and not much of an argument. One easy fix would be to implement that more and more of the build is opened when extra career boosts are bought to reveal the build.
 
InRomoWeTrust
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4 seasons of plateau, at 30 game seasons, is very short? I'm not sure I agree. Plateau is like half a year, which is already crazy for a game like this. Plus it only takes 5 seasons to get to that plateau. Of course you only see benefits as a customer here. You get MORE, what's not to like? It's bad business, though. GLB needs us to cycle through players to actually create flex exhaustion. Otherwise our flex is merely tied up, it's not actually used and depleted.

@ the 'let us keep favorite players longer' statement that's the whole purpose of 'Legends' leagues.
 
DONKEIDIC
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Originally posted by InRomoWeTrust
4 seasons of plateau, at 30 game seasons, is very short? I'm not sure I agree. Plateau is like half a year, which is already crazy for a game like this. Plus it only takes 5 seasons to get to that plateau. Of course you only see benefits as a customer here. You get MORE, what's not to like? It's bad business, though. GLB needs us to cycle through players to actually create flex exhaustion. Otherwise our flex is merely tied up, it's not actually used and depleted.

@ the 'let us keep favorite players longer' statement that's the whole purpose of 'Legends' leagues.


Romo, not true in this model as much as it was in GLB1. Other than that I feel 4 seasons is definitely long enough.
 
NiborRis
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For "higher revenue" the cost of the career boost would have to be more than the cost of SP/AP boosts seasonally, which I suppose you could do quite easily.
As for the rest of it, it does seem like 5 seasons growth - 4 seasons at cap is pretty well balanced, but I don't feel really strongly on it either way.
 
DeeVee8
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Originally posted by NiborRis
For "higher revenue" the cost of the career boost would have to be more than the cost of SP/AP boosts seasonally, which I suppose you could do quite easily.
As for the rest of it, it does seem like 5 seasons growth - 4 seasons at cap is pretty well balanced, but I don't feel really strongly on it either way.


Nibs!
 
underdog13
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No thanks
Edited by underdog13 on Sep 4, 2014 05:15:00
 
cavalier
Alpine
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Originally posted by NiborRis
For "higher revenue" the cost of the career boost would have to be more than the cost of SP/AP boosts seasonally, which I suppose you could do quite easily.
As for the rest of it, it does seem like 5 seasons growth - 4 seasons at cap is pretty well balanced, but I don't feel really strongly on it either way.


You could easily charge 10x for the extra career boosts for that matter.

4 seasons replicate an average professional football career, that is correct, but I am sure we can all think of a few players that have played quite a bit longer

The seasons before plateau is a complete waste of time. Just how I see it, I understand that is not the common view.

I want to play this game and keep my team alive season after season, but I don't want to go through the building process which I find very boring when the players are only usable for 4 seasons.


Originally posted by InRomoWeTrust
4 seasons of plateau, at 30 game seasons, is very short? I'm not sure I agree. Plateau is like half a year, which is already crazy for a game like this. Plus it only takes 5 seasons to get to that plateau. Of course you only see benefits as a customer here. You get MORE, what's not to like? It's bad business, though. GLB needs us to cycle through players to actually create flex exhaustion. Otherwise our flex is merely tied up, it's not actually used and depleted.

@ the 'let us keep favorite players longer' statement that's the whole purpose of 'Legends' leagues.


5 wasted seasons, 4 that matter.... sounds off to me.

How can it be bad business if they charge 2x, 5x or 10x the regular cost of boosting? It is the other way around, it is good for business. It is a way to actually empty the flex account.


 
cavalier
Alpine
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Originally posted by underdog13
No thanks


Why? If you don't like it, don't use it.


For the ones that want to pay for it, it is a plus. For the ones that do not want to pay extra, it doesn't matter.
 
peeti
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Originally posted by cavalier
Why? If you don't like it, don't use it.


For the ones that want to pay for it, it is a plus. For the ones that do not want to pay extra, it doesn't matter.


Agree here
 
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Originally posted by cavalier
Why? If you don't like it, don't use it.


For the ones that want to pay for it, it is a plus. For the ones that do not want to pay extra, it doesn't matter.


As it is right now, you pay less, if you increase your playing time on vet. You dont pay boosts, you dont pay additional AP gains and you skip the creation of a new palyer. Currently a career boost costs 300 flex for a whole season. You probably would have to triple that, to make it a good deal for WG.
 
Corndog
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Honestly, I have two main thoughts on this.

Firstly, this is a very owner centric suggestion. Outside of rare instances, it's pretty uncommon to talk to player builders who enjoy plateau for extended lengths. After a season or two, you've basically seen everything that the player has, and no more changes are going to happen. Being able to watch it for an extra two years on top of that doesn't really sound too enticing besides the owner not having to take a chemistry hit.

Secondly, we want player turnover. With GLB2's building system, "farm teams" can be every bit as competitive as other teams. Our farm team, the Alpine Affineurs are ranked 7th in their tier. If plateau lasted for years, would that team even exist? How many teams would the lower leagues miss out on if players lasted three times as long?

Turnover also creates opportunity for other teams. Sure, your upper middle tiered team might not be able to hold a candle to Queen City right now, but what about when they have to reload? Maybe you reloaded a season before them and can stick it to them now. It creates a chink in what was previously impervious armor. Higher turnover means that happens more often, rather than once every couple years.
 
TxSteve
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One question I would have:


How does the ladder work? Would a team that had played 10 seasons at plateau be uncatchable by a team that was only going to play at Vet for 4 seasons? (I'm guessing it is no - but thought I would check)

 
NiborRis
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Originally posted by TxSteve
One question I would have:


How does the ladder work? Would a team that had played 10 seasons at plateau be uncatchable by a team that was only going to play at Vet for 4 seasons? (I'm guessing it is no - but thought I would check)



It's elo, so the answer is "probably not" but you might have to do VERY very well to catch someone, depending on how good they are and if they are that good long enough to get their rating to level out.
 
Time Trial
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Career stats also cap out at 9 seasons... Legends league stats don't count.
 
Time Trial
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Also, plateau is the least interesting part of the game because the players are static. The younger the players are, the more dynamic their builds can be.
 


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