I was thinking this morning that one of the problems have having dots and bots spend multiple seasons in plateau is that it becomes about the destination instead of the journey.
When GLB1 was new, the climb to decline was ten seasons long. During that whole time, the endgame wasn't the focus, the focus was on each team trying to win each season. Once teams started hitting the plateau, the entire focus of the game became on winning at the highest level and nothing else mattered. Doubling the problem was the focus that gearing your builds to winning each season meant that you couldn't be competitive in the minor leagues (which was never true, but it was an excuse that many people used... yeah, you might not win gold in S1-3, but the ALG gains and the maximization that you use for building for the endgame will make you able to win any other season). I always enjoyed the steady process of building from the beginning, developing rivalries in the elite leagues and then letting other teams take my dots in the WL while I built my rookie team again.
If the endgame is the goal, then the building process is the "pain in the ass thing that you have to do while getting your player back to plateau". If winning each season is the goal, then your plateau seasons should just be "other seasons" not the be all and end all of GLB.
We already have numerous teams talking about their farm teams to keep their teams in Vet stocked with new talent. This means that there is "the real team" and the "team that those players are just on to get to Vet". This mentality soon leads the top teams to the ridicule of the journey back to vet... lolminors.
Without plateau, the journey is all there is. There is no climb to the top of a huge cliff followed by an equal amount of time just hanging out and looking at the view. There is just the climb, and the competition on the way to the top.
I know people want to see their players that they have been building perform at the top of the game for longer... but I think the idea that players are "unfinished" and then "finished" is destructive to the game. It is likely too late now to do anything about it, but if it were me, I would have added two more seasons of growth (keeping the number of SPs the same), backloaded more of the SPs to the end of the life of the builds, and eliminated the plateau completely. "Finished builds" could have been dropped into the legends league.
That way the game is all about the climb to the top... who can do the best they can do for the X seasons that they have.
In the alternative, the building process could just be done away with. You get 3 seasons + boosts, 175,000 SPs to assign + up to 10 boosts + 10 AP to spend plus boosts and you just go. Eliminate the build process entirely. If the game is about plateau, then the seasons in the minors are the GLB equivalent of grinding. All RPGs make you do it, no one really likes it.
At any rate, hopefully they think long and hard about this when Mighty Brawlers is being developed.
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tl;dr version:
One of the things that killed GLB1, plateau and the long rise to get there, was implemented in GLB2.
I speculate that it is too late to change things for GLB2, but predict similar issues arising.
When GLB1 was new, the climb to decline was ten seasons long. During that whole time, the endgame wasn't the focus, the focus was on each team trying to win each season. Once teams started hitting the plateau, the entire focus of the game became on winning at the highest level and nothing else mattered. Doubling the problem was the focus that gearing your builds to winning each season meant that you couldn't be competitive in the minor leagues (which was never true, but it was an excuse that many people used... yeah, you might not win gold in S1-3, but the ALG gains and the maximization that you use for building for the endgame will make you able to win any other season). I always enjoyed the steady process of building from the beginning, developing rivalries in the elite leagues and then letting other teams take my dots in the WL while I built my rookie team again.
If the endgame is the goal, then the building process is the "pain in the ass thing that you have to do while getting your player back to plateau". If winning each season is the goal, then your plateau seasons should just be "other seasons" not the be all and end all of GLB.
We already have numerous teams talking about their farm teams to keep their teams in Vet stocked with new talent. This means that there is "the real team" and the "team that those players are just on to get to Vet". This mentality soon leads the top teams to the ridicule of the journey back to vet... lolminors.
Without plateau, the journey is all there is. There is no climb to the top of a huge cliff followed by an equal amount of time just hanging out and looking at the view. There is just the climb, and the competition on the way to the top.
I know people want to see their players that they have been building perform at the top of the game for longer... but I think the idea that players are "unfinished" and then "finished" is destructive to the game. It is likely too late now to do anything about it, but if it were me, I would have added two more seasons of growth (keeping the number of SPs the same), backloaded more of the SPs to the end of the life of the builds, and eliminated the plateau completely. "Finished builds" could have been dropped into the legends league.
That way the game is all about the climb to the top... who can do the best they can do for the X seasons that they have.
In the alternative, the building process could just be done away with. You get 3 seasons + boosts, 175,000 SPs to assign + up to 10 boosts + 10 AP to spend plus boosts and you just go. Eliminate the build process entirely. If the game is about plateau, then the seasons in the minors are the GLB equivalent of grinding. All RPGs make you do it, no one really likes it.
At any rate, hopefully they think long and hard about this when Mighty Brawlers is being developed.
------
tl;dr version:
One of the things that killed GLB1, plateau and the long rise to get there, was implemented in GLB2.
I speculate that it is too late to change things for GLB2, but predict similar issues arising.






























