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Forum > Goal Line Blitz 2 > Beware - Attack of the Clones
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william78
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https://glb2.warriorgeneral.com/game/forum/thread/5132647?page=last#49967449

Candidly no opinion one way or antoher - other than to say it seems very not MMORPOG'ish and if your hoping an opponents key players goes IA you are out of luck - ableit might see some more more experienced players take some chances on newer agents with superstars.
Edited by william78 on Jul 9, 2021 04:36:47
 
Xars
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Added ability for team owners to directly clone a signed player belonging to an inactive agent, to help owners who lose an important piece of their team mid-run up the ladder.

FAQ for this update:
- Clone option can be accessed via the roster page via an icon to the right of the player's name, and is only available to the team's owner.
- The player's agent must be at least 7 days inactive (which is when the inactive light activates on your roster page)
- The cost for this conversion is the refund cost of the player (which you'll get back when you retire them) + 20 FP per level they've reached.
- The clone can NOT take up a free player slot. It will be a paid player.
- The clone CAN take up a superstar slot, even if you don't have one available, if the original player was a superstar.
- The clone will automatically replace the inactive player, who will be cut. This includes on team depth charts.
- Chemistry, play knowledge, player tactics, and any other player specific settings will also be duplicated from the replaced player.
- Contract status is also cloned, so if the inactive player was going to expire, the clone will need to be re-signed as well.
- Stats will not be cloned, as the clone is treated as a new player with a new player id for all other intents and purposes.
- This ability can only be accessed during offseason (day 49 - 0), but during this first implementation, the ability will be available until day 7 of next season.
 
Xars
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So this is the non-complicated way to handle Chemistry hits / roster turnover?

 
Corndog
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Originally posted by Xars
So this is the non-complicated way to handle Chemistry hits / roster turnover?


You're right, we should spend more time repeatedly posting the same simplistic solutions to complicated problems and then being offended when obvious and often repeated consequences of the suggestion are pointed out.



This change makes it so teams don't immediately fall apart when someone goes inactive, and at the same time prevents people from just skipping all of the lower tiers and effectively destroying that part of the game. It also prevents teams from easily and radically changing their team identity every season with a fresh batch of max level players. It effectively sidesteps almost all of the consequences while still letting people keep their team together by letting them easily fill the void of inactive players.

The problem was "someone goes inactive and now my team is ruined frowny face". This change succinctly addresses that without causing massive ripples throughout the game. So that's the answer to the question you wanted answered. I'm pretty happy with how streamlined and precisely targeted the change is. When the biggest downside that I can think of is "if you haven't logged in for a week when it's time to resign your contract, you might get replaced by an equally effective player instead of the entire team collapsing", I think I can live with that.
Edited by Corndog on Jul 9, 2021 05:57:12
Edited by Corndog on Jul 9, 2021 05:18:40
 
Xars
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Originally posted by Xars
Added ability for team owners


The reason Team Owners bring in players from other agents is because they don't want to, or don't have the funds, to build out an entire team.

So instead of having the universe of 9000 agents work together and build a "team", you went the solo player route.


Originally posted by Corndog
This change succinctly addresses that without causing massive ripples throughout the game. So that's the answer to the question you wanted answered. I'm pretty happy with how streamlined and precisely targeted the change is.


Perhaps in this you are correct. It's a very targeted response. Until ...
Edited by Xars on Jul 9, 2021 05:22:17
 
Xars
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You effectively allowed Team Owners to create a Pickup Player at a higher than Rookie tier and be added to the Roster at 100% Chemistry.

With all of the Play Knowledge.

Without actually playing the game.

But it's "Better" because it's "Targeted".

Why again is each account limited to one SuperStar per tier?
Edited by Xars on Jul 9, 2021 05:27:28
 
Corndog
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Originally posted by Xars
The reason Team Owners bring in players from other agents is because they don't want to, or don't have the funds, to build out an entire team.

So instead of having the universe of 9000 agents work together and build a "team", you went the solo player route.


So, to be clear, your issue is it being up to the owner to replace empty slots on the roster of their team instead of choosing to disband it?

Originally posted by Xars
So here's the User Story I'd write:

As a customer managing a higher tier team that has an open roster spot, I need a better mechanism than the current Marketplace/Pickup Player/CPU players(they suck) options to reload my team, so the team can stay competitive within our current tier and my existing fellow agents doesn't get discouraged and quit the game.

Now, what's a Bort/CDog approved idea that can be implemented for the above?


The answer to that question is now to make a copy of the inactive roster spot that's going to destroy the team. If the answer to that is "I don't want to pay a couple dollars to keep the team together", then fair enough I guess, but they do have an option now. Their option for bringing in players from other agents is called the marketplace.
 
4chanCitizen
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Epic! Sounds like a cool new solution! Can't wait to clone someone
 
william78
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Originally posted by Corndog
The answer to that question is now to make a copy of the inactive roster spot that's going to destroy the team. If the answer to that is "I don't want to pay a couple dollars to keep the team together", then fair enough I guess, but they do have an option now. Their option for bringing in players from other agents is called the marketplace.


Is that going to be the only changelog or update tomorrow?

As I said somewhat irrelevant to me - but I'm curious if more is changing.
 
ThePh33P
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I'm pretty sure this needs to have longer inactive period before letting someone clone. Currently with a friend you can double your superstar count with no drawback.

Player A makes superstar rookie on day one of offseason for player B. Player A goes offline for 7 days allowing player B to clone the rookies. Player A's star rookie played in less than 5 games and is fully refunded and made into a different star rookie and then signs with another team or Player B's Team.

It would make sense just to have an alt account or two that's only purpose is to make superstar players and refund them. Circumventing the tier requirements and superstar cap for rookie teams next season.

Proposed change would be 14 days inactive before cloning becomes an option
 
Corndog
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Originally posted by ThePh33P
Player A makes superstar rookie on day one of offseason for player B. Player A goes offline for 7 days allowing player B to clone the rookies.


The offseason isn't 7 days long, and the player wouldn't have an expiring contract.
 
ThePh33P
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Originally posted by Corndog
The offseason isn't 7 days long, and the player wouldn't have an expiring contract.


ahh reading is the best tech lol, missed the last bullet point :\
Edited by ThePh33P on Jul 9, 2021 07:11:55
 
BoDiddley
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It's a great change. Should definitely help keep teams together all the way to Vet.
 
Detroit Leos
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Awesome change for owners. Inactives and a lack of free agents has been a thorn for me as I always diversify with multiple agents on BSB runs. Then I typically make future replacement guys at positions that are likely to be lost which I sign to CPUs. However, I still tend to end up juggling positions at a position and am scrambling to find anything to fill that void.

This change is amazing for the long term viability of team rosters when making the long push through vet.
 
Xars
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Originally posted by Corndog
The answer to that question is now to make a copy of the inactive roster spot that's going to destroy the team. If the answer to that is "I don't want to pay a couple dollars to keep the team together", then fair enough I guess, but they do have an option now. Their option for bringing in players from other agents is called the marketplace.


No. It's Owner ONLY. At least as to how you described it so far.

Originally posted by BoDiddley
It's a great change. Should definitely help keep teams together all the way to Vet.


Originally posted by Detroit Leos
Awesome change for owners. Inactives and a lack of free agents has been a thorn for me as I always diversify with multiple agents on BSB runs. Then I typically make future replacement guys at positions that are likely to be lost which I sign to CPUs. However, I still tend to end up juggling positions at a position and am scrambling to find anything to fill that void.

This change is amazing for the long term viability of team rosters when making the long push through vet.


These are all true.

Another solution would have been to allow Team Owners to work with other agents and bring on replacements at full Chemistry with the existing Play Knowledge they have; which would be effectively equal, but not exact. But this solution requires you to abandon the Chemistry defense you've put 8 years into.

So instead you abandoned the Chemistry defense by allowing the Team Owner (only) to "clone" the existing player and bypass the Chemistry hit.

Excellent!

You can delude yourself into thinking that because it's "targeted" and "limited" your defense of Chemistry after 8 years still stands, but the reaction of the people above should already show you how delusional that you've been.

Why did we wait 8 years for this?
Now that you've done it, do you see how much of a problem Chemistry has been for multi-agent teams?

As a SOLO agent, I've always had an edge over multi-agent teams. But it's an advantage I didn't want. In fact, I'd rather be at a disadvantage.

It fits my play-style more than my competitive nature (which is why I do it), but it's been an advantage and I wouldn't deny that. You've now allowed others to compete more effectively against SOLO agents by allowing them to fill in the gaps.

But...

This isn't this a multi-agent game? Why don't you think of creating a way that multi-agent teams have a clear advantage over solo agent teams? Instead you pushed the multi-agent team more towards a solo agent style.

It's not that I'm against the change because it does answer the User Story I wrote; it's that you added the solo agent advantage to a multi-agent team rather than improving the multi-agent experience to be something better than solo agent play.

To each his own I guess.

Wish you and Bort the best.
 
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