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Forum > Goal Line Blitz 2 > Changes...here they are
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peeti
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Originally posted by jjet5552007
May have missed a post about this, but i was up when the initial changes were implemented. I made a G then and noticed the increase in starting blocking points and also the increased cost per point as you go up. I made the same G a few minutes ago and noticed they took out the extra starting points but left the increased cost.

Guard made right after the update: http://i.imgur.com/hGliB4o.png
Guard made a few minutes ago: http://i.imgur.com/vUpd6nt.png


Can someone say anything about this?!^^
 
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Agree but at least they did something.
 
Stixx
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I may be wrong but that is just how I deciphered the change. Honestly, it is not very clear. Hopefully Bort or Corndog will post something about it that actually clears it up for us
Edited by Stixx on Jan 30, 2015 02:30:28
 
killershrew
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Originally posted by Stixx
I believe it now means that even though your player has 95 pass block power currently, it will be scaled back to what it would be if you were to have created that player under the new blocking price structure. So I would imagine even though your player is listed at 95 pass block power, he will play as if he has 80-85 pass block power under the current sim. Then as the seasons progress the SP value will end up going back to normal levels.

To put it in simple terms...you invest 90,000 SPs into pass block power. Your pass block power skill is at 95 (Before the changes). Now after the changes, your player will still be listed at 95 pass block power, but in the game he will play as if he has 90,000 SPs invested in pass block power under the current new price structure, which will put him at a lower pass block power #.

I'm not really sure why this is a better solution than just forcing a reset but they can run the game how they want. I am a little upset that we will never really know what the SP value is at and how much it will actually be scaled season to season.


players who are already vet will in this case always play at a lower level (because no more sp) and we wont know what it is.
 
Zaranthuul
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Originally posted by Stixx
I believe it now means that even though your player has 95 pass block power currently, it will be scaled back to what it would be if you were to have created that player under the new blocking price structure. So I would imagine even though your player is listed at 95 pass block power, he will play as if he has 80-85 pass block power under the current sim. Then as the seasons progress the SP value will end up going back to normal levels.

To put it in simple terms...you invest 90,000 SPs into pass block power. Your pass block power skill is at 95 (Before the changes). Now after the changes, your player will still be listed at 95 pass block power, but in the game he will play as if he has 90,000 SPs invested in pass block power under the current new price structure, which will put him at a lower pass block power #.

I'm not really sure why this is a better solution than just forcing a reset but they can run the game how they want. I am a little upset that we will never really know what the SP value is at and how much it will actually be scaled season to season.


Also because of using hidden metrics instead of issuing a reset on blocking skills through the game we wont know if they did it too much or too little. Leaving the door open to seasons long worth of complaints until this every player made atm is retired.....
 
Detroit Leos
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Some changes were made. Defenses got a much needed boost. Let's collect a few days or a weeks worth of data before stomping all over everything.
Edited by Detroit Leos on Jan 30, 2015 03:12:09
 
Zaranthuul
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Originally posted by Detroit Leos
Some changes were made. Defenses got a much needed boost. Let's collect a few days or a weeks worth of data before stomping all over everything.


Refering only to their "balance" of the sp and skill leel issue with existing players vs new players for blocking skills.

I am looking forward to everything else though i could wish for a reversal to the passing change...
 
Stixx
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Originally posted by Detroit Leos
Some changes were made. Defenses got a much needed boost. Let's collect a few days or a weeks worth of data before stomping all over everything.


Like Zar said, I too am a huge fan of ALL the changes they made including the blocking SP increase. My major concern is that they're going about it the wrong way ("It" meaning the blocking changes). A full reset on o-linemen would allow everyone to be on an even playing field AND know what level their players are playing at during a sim instead of having to guess what the SP values are at in that current season.
Edited by Stixx on Jan 30, 2015 03:38:27
 
Corndog
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Originally posted by Stixx
Like Zar said, I too am a huge fan of ALL the changes they made including the blocking SP increase. My major concern is that they're going about it the wrong way ("It" meaning the blocking changes). A full reset on o-linemen would allow everyone to be on an even playing field AND know what level their players are playing at during a sim instead of having to guess what the SP values are at in that current season.


As funny as it would be seeing linemen in various tiers playing like they hadn't spent a point, and the subsequent anger from losing games because of it, we went with the option that is equal for everyone and requires no intervention, special planning, or swift action from users.
 
Xars
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Originally posted by Corndog
As funny as it would be seeing linemen in various tiers playing like they hadn't spent a point, and the subsequent anger from losing games because of it, we went with the option that is equal for everyone and requires no intervention, special planning, or swift action from users.


Have to admit this is true.

 
Detroit Leos
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Originally posted by Corndog
As funny as it would be seeing linemen in various tiers playing like they hadn't spent a point, and the subsequent anger from losing games because of it, we went with the option that is equal for everyone and requires no intervention, special planning, or swift action from users.


Does this mean that the total amount of SP invested for those higher tiers will still result in the total skill number that the player would have had with the new SP costs? Why not just shift the higher OLine numbers to be in line with where they should be if the same amount of SP was invested in these skills instead of having it behind the curtains? Just curious. I am not worried about it really personally but the transparency and unknown is what is bothering people.
 
peeti
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Originally posted by Corndog
As funny as it would be seeing linemen in various tiers playing like they hadn't spent a point, and the subsequent anger from losing games because of it, we went with the option that is equal for everyone and requires no intervention, special planning, or swift action from users.

I can live with ur changes

But what about this here?

Originally posted by jjet5552007
May have missed a post about this, but i was up when the initial changes were implemented. I made a G then and noticed the increase in starting blocking points and also the increased cost per point as you go up. I made the same G a few minutes ago and noticed they took out the extra starting points but left the increased cost.

Guard made right after the update: http://i.imgur.com/hGliB4o.png
Guard made a few minutes ago: http://i.imgur.com/vUpd6nt.png


 
Corndog
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Originally posted by Detroit Leos
Does this mean that the total amount of SP invested for those higher tiers will still result in the total skill number that the player would have had with the new SP costs? Why not just shift the higher OLine numbers to be in line with where they should be if the same amount of SP was invested in these skills instead of having it behind the curtains? Just curious. I am not worried about it really personally but the transparency and unknown is what is bothering people.


Because "easing" doesn't work, and everyone in veteran would suddenly be playing like they had 50 run blocking, 20 pass blocking, and 50 sprinting, or any other combination of awfulness. New and younger players can adjust and build accordingly as they grow and spend SP. An immediate 100% change would just turn all current veterans (and most likely professionals) into shit tier.
Edited by Corndog on Jan 30, 2015 04:05:49
 
jjet5552007
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Originally posted by peeti
Originally posted by Corndog

As funny as it would be seeing linemen in various tiers playing like they hadn't spent a point, and the subsequent anger from losing games because of it, we went with the option that is equal for everyone and requires no intervention, special planning, or swift action from users.

I can live with ur changes

But what about this here?

Originally posted by jjet5552007

May have missed a post about this, but i was up when the initial changes were implemented. I made a G then and noticed the increase in starting blocking points and also the increased cost per point as you go up. I made the same G a few minutes ago and noticed they took out the extra starting points but left the increased cost.

Guard made right after the update: http://i.imgur.com/hGliB4o.png
Guard made a few minutes ago: http://i.imgur.com/vUpd6nt.png




Would also still like to know...
 
Corndog
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Most likely some kind of confusion on your end. Whether that is a mismatch between changelog and servers actually being updated or what, but we didn't change starting values at all, outside of the change that would be reflected by the update itself changing early cost values.
Edited by Corndog on Jan 30, 2015 04:10:23
Edited by Corndog on Jan 30, 2015 04:09:41
 
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