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Forum > Goal Line Blitz 2 > If I Could Change Things, I Would Do Differently
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bhall43
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Originally posted by TxSteve
I'd say - put long time users in charge of CPU teams.

allow only basic pre-existing game plans

allow control of depth chart

auto/sign teams



If you can get people to keep consistent with that. Also fair. That would be neat.
 
dcarbo
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Originally posted by bhall43
What? That is certainly not how it works. Human coords send contracts and set up depth charts as needed building around the team they have/want. What you are asking for is essentially a guy being able to coordinate around his player while everyone else watches.


If you're trying to recruit/sign a valuable player from outside your team, it's a winner-take-all situation; you don't get to split the player with another GM.

Point is, there can only be one OC/DC at any given time, so that's a winner-take all situation, too. Why get bent out of shape if someone beats you to it? At least *someone* will get to do it. The way it is now, *no one* gets to coach the CPU's.

And yeah, the OC/DC would make sure his guy gets his share of plays. What's wrong with that? Haven't you ever had a player who was marginalized by a human OC/DC who had other priorities? The way it is now, *all* the players on a CPU team get screwed.

This would give some of the new guys a chance to learn about the nuts and bolts of the game at very low cost.

And that's key, IMO. The entry cost has to be low.

Originally posted by TxSteve
I'd say - put long time users in charge of CPU teams.


I'd go the other way. I'd only allow guys with players on the team to be coach. The point is to give new players a chance to play. And I wouldn't give CPU coaches the ability to sign players. After all, there has to be an incentive for them to buy their own team, right?
Edited by dcarbo on Feb 13, 2015 12:53:55
 
dcarbo
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Come to think of it, Coaches/owners of non-CPU team would have to be excluded from coaching CPU teams. Too many conflict of interest problems.
 
TxSteve
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are you chronicbombs multi? you most certainly must be high or something.

you are talking crazy -- so I'm just going to quietly back out of this conversation
 
dcarbo
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Crazy is as crazy does, TxSteve
 
bhall43
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Originally posted by dcarbo
Too many conflict of interest problems.


You mean like paying for a team vs. not?
 
InRomoWeTrust
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Originally posted by bhall43
If you can get people to keep consistent with that. Also fair. That would be neat.


What's the incentive for someone to put effort into a CPU team?

Likewise, how long before someone feels dicked over because their dot is under a 'rivals' control? Or someone wants to see a rivals build and when they don't allow it it's retaliated with less play time? So many negatives for a CPU team.
 
bhall43
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Originally posted by InRomoWeTrust
What's the incentive for someone to put effort into a CPU team?

Likewise, how long before someone feels dicked over because their dot is under a 'rivals' control? Or someone wants to see a rivals build and when they don't allow it it's retaliated with less play time? So many negatives for a CPU team.


That is what I mean. If it were consistent and fair. Great. But ya. No real good way to work the CPU teams. If you are just gonna let users control them and whatever may as well just go open season on teams whenever.
 
. Ninja
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Let a player OC/DC a pick up game a few times a week. They assign their player to a pick up and choose and option to OC and/or DC. Allowed to do so 2 or 3 times a week so the server isnt tied up too much or this can be allowed during off peak hours.

This will get the new agents coming back week over week, increasing the retain %. At the same time, gets the "want factor" to learn and be a OC/DC on a human owned team.
 
InRomoWeTrust
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Originally posted by bhall43
That is what I mean. If it were consistent and fair. Great. But ya. No real good way to work the CPU teams. If you are just gonna let users control them and whatever may as well just go open season on teams whenever.


Yeah, the reality is we've had teams like GLB Jail, lol.
 
TxSteve
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the current system sucks.


try another system. If that system sucks too - try another.


 
Xars
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If I Could Change Things, I Would Do Differently

I would have Stobie/Parab00n/someone Stream a Watch Party a year ago!


 
TehKyou
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Make all offensive lineman free to make and boost
 
borq123
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All of these suggestions are directed at retaining new players.

During player creation all the attributes should begin at ONE, not FIVE so a beginner actually knows how many points they have to spend. Or allow free respecs during the rookie and sophomore seasons with approval from your coach.

Do not allow player teams to auto-sign as it will imbalance a roster forcing mass cuts or it will ensnare a beginner onto an inactive roster for the entire season. I've signed onto inactive owners teams through an auto-offer and got 0 snaps the entire season and could not retire or watch my player for 40 days.

There should be some kind of "dead money" salary cap penalty for releasing players in the middle of the season to protect players from being replaced in cold blood. The recruiters should actually take the time to sign someone they intend to use all season. If management can release a player at anytime with no consequence, a player should be able to retire at any time with no consequence.

Only allow "free players" to be 50 flex positions and do not allow them to accumulate Superstar points. It will encourage new players to financially invest in the game or it will temper their expectations. 50 flex players are easy to build and difficult to ruin. Players will find teams easier, will not get released as frequently and will not have to retire and start over.

The game needs to direct you away from watching players but rather into coaching. You should be able to coach a scrimmage once a day using your playbook and tactics against one single other random coach, using two random CPU rosters. This will allow beginners to develop a playbook and tactics as well as confidence coaching. Owners can simply look at their scrimmages to recruit them rather than see a 0-0 and shy away. Right now there is no reason for a beginner to create a playbook or tactics until they purchase their own team.

Most new players are only interested in a high profile position accumulating huge statistics and snap numbers because the game gives it to them through scrimmages. When they are informed that their build is ruined and they should start over and also likely wait 20+ days for the new season to begin, they will never log in again. I have played and quit GLB2 as an agent three times already. Coaching is the only way to retain players.

Edited by borq123 on Feb 14, 2015 23:29:26
Edited by borq123 on Feb 14, 2015 23:27:56
Edited by borq123 on Feb 14, 2015 23:00:38
Edited by borq123 on Feb 14, 2015 22:58:43
Edited by borq123 on Feb 14, 2015 22:55:44
 
Rob.
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Originally posted by borq123
All of these suggestions are directed at retaining new players.

During player creation all the attributes should begin at ONE, not FIVE so a beginner actually knows how many points they have to spend.

Do not allow player teams to auto-sign as it will imbalance a roster forcing mass cuts or it will ensnare a beginner onto an inactive roster for the entire season. I've signed onto inactive owners teams through an auto-offer and got 0 snaps the entire season and could not retire or watch my player for 40 days.

There should be some kind of "dead money" salary cap penalty for releasing players in the middle of the season to protect players from being replaced in cold blood. The recruiters should actually take the time to sign someone they intend to use all season.

Only allow "free players" to be 50 flex positions and do not allow them to accumulate Superstar points. It will encourage new players to financially invest in the game or it will temper their expectations. 50 flex players are easy to build and difficult to ruin. Players will find teams easier, will not get released as frequently and will not have to retire and start over.

The game needs to direct you away from watching players but rather into coaching. You should be able to coach a scrimmage once a day using your playbook and tactics against one single other random coach, using two random CPU rosters. This will allow beginners to develop a playbook and tactics as well as confidence coaching. Owners can simply look at their scrimmages to recruit them rather than see a 0-0 and shy away. Right now there is no reason for a beginner to create a playbook or tactics until they purchase their own team.

Most new players are only interested in a high profile position accumulating huge statistics and snap numbers because the game gives it to them through scrimmages. When they are informed that their build is ruined and they should start over and also likely wait 20+ days for the new season to begin, they will never log in again. I have played and quit GLB2 as an agent three times already. Coaching is the only way to retain players.



Solid suggestions overall. I definitely see a lot of players that are made when it's clear the agent didn't know they could take attributes below 5.

The biggest thing that can keep players around is coaching, but it's kind of overwhelming at first. An ability to practice would be nice, because it's hard getting a job as a nobody.

I do think that we get a lot of new players that don't last long, and we should find ways to keep them around.
 
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