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Forum > Goal Line Blitz 2 > Reasons GLB2 is better than GLB1
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jhiggseiu14
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"GLB 2: A Love Story"

~ As I logged on to the computer every day a few years back i fell in love with glb. I loved the idea of her and the way she functioned even though she may been hard to get a finger on. She was so mysterious and only few guys could be successful. I wished for a girl that I could lay my eyes on while having some of the same features that my ex had. Month after month i sat and waited for the day glb2 led me to the true meaning of love and gaming.

~end~
 
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Originally posted by TxSteve
All this chatter did get a bug in my behind to go check out GLB classic. I'm sitting on 2 free players who have never been used.

Made a player - and HOLY CRAP. So confusing. No clue what to do. Bonus token confusion. Training confusion. Bonus Token buffs of some kind.

I made 1 guy - started a 2nd guy and said 'no freaking way' - this is too confusing and crazy -- and to try and learn all this so that this player might be fun to play however many months from now - just crushed my will to use those free players.


I will be more than happy to share and show you how to make those dots.
 
HayRow
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Originally posted by Dee.
It really started when 2 came out and people started talking shit about the new game...

"I can barely watch the replays"

"The layout makes my eyes hurt"

"If I wanted to play Tecmo Bowl I'd buy an NES"

It really just amounted to a bunch of change haters not embracing the evolution of GLB. Yes, it is more casual but a lot of suggestions from classic got implemented into this game and all around it is a better game IMO.


better player building, which is the most important i guess. I still would prefer the coaching of GLB1 though. This is so simple/boring compared to that. All of the people complaining about this game hating on defense would LOVE being a DC on GLB1 with tags, super IN DEPTH depth charts, defensive play creators etc etc
 
TxSteve
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my biggest gripe with GLB1 was: it was a game for coaches...but players funded the whole thing.

I think GLB2 backed away from that a little bit (not enough probably) but I agree - player building here is a lot more fun.

10000% don't mean to pick on this guy - he is being super helpful and honest and great for GLB1 - but this sums up my problem with GLB1 player building right here.

http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5233144

Newb: can anyone look at my WR?

Theo Wizzago: "...what you're doing is what most new people do when building dots for the first time... trying to build logical. It doesn't feel right but what you're doing will give you a dot that, at lower levels, will outshine almost ALL other dots around you. But, once you hit the high levels, your dot won't be able to compete. Since you're building a SPEED WR arch, the first and ONLY thing you should spend ANY SP on is speed. Speed, speed, speed, speed, and then more speed. Only spend SP's when you can reach your next cap on Speed (or any skill for that matter). NEVER spread out your SP spending, especially early on. (Also should have ALL your Equipment in speed as well.) For your first season, the ONLY thing you should spend SP's on is speed. No catching... no agility... no jumping... no vision... nothing but speed. You'll do this well into his second season of his life, generally speaking. It's best to have a plan before you start... how high you plan on taking the primary skill before letting ALG's take over... what is your secondary skill and how high to take it before attacking your third skill... then your fourth, ect, ect"


In GLB2 you can build logically in my experience. Ya - in GLB1 forum they claim "pump thousands in tackling and not improve your tackling" -- nothing true about that.
 
Rob.
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Originally posted by TxSteve
my biggest gripe with GLB1 was: it was a game for coaches...but players funded the whole thing.

I think GLB2 backed away from that a little bit (not enough probably) but I agree - player building here is a lot more fun.

10000% don't mean to pick on this guy - he is being super helpful and honest and great for GLB1 - but this sums up my problem with GLB1 player building right here.

http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5233144

Newb: can anyone look at my WR?

Theo Wizzago: "...what you're doing is what most new people do when building dots for the first time... trying to build logical. It doesn't feel right but what you're doing will give you a dot that, at lower levels, will outshine almost ALL other dots around you. But, once you hit the high levels, your dot won't be able to compete. Since you're building a SPEED WR arch, the first and ONLY thing you should spend ANY SP on is speed. Speed, speed, speed, speed, and then more speed. Only spend SP's when you can reach your next cap on Speed (or any skill for that matter). NEVER spread out your SP spending, especially early on. (Also should have ALL your Equipment in speed as well.) For your first season, the ONLY thing you should spend SP's on is speed. No catching... no agility... no jumping... no vision... nothing but speed. You'll do this well into his second season of his life, generally speaking. It's best to have a plan before you start... how high you plan on taking the primary skill before letting ALG's take over... what is your secondary skill and how high to take it before attacking your third skill... then your fourth, ect, ect"


In GLB2 you can build logically in my experience. Ya - in GLB1 forum they claim "pump thousands in tackling and not improve your tackling" -- nothing true about that.


This was my biggest issue with GLB1 and the reason I didn't stay long. I love being able to assign my points how I want in GLB2 and being competitive from day 1. I didn't have the patience to only pump one skill at a time.
 
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but if I come over to GLB2, would I not do the exact same thing when trying to build a player?
I have never made a player here so how am I supposed to know what to do if I dont ask ?
 
Stobie
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Originally posted by Spread-em offense
but if I come over to GLB2, would I not do the exact same thing when trying to build a player?
I have never made a player here so how am I supposed to know what to do if I dont ask ?


No actually if you spend all your points into one area you will be inferior to others at your skill level and it will not garner any benefit long term.

Skill points cost the same as a Rookie as they do at Veteran. Skill points increase by the value in that skill, sure other factors play into it, but nothing from day 1 to day 100 would effect that value.

That is why people enjoy the building process in GLB2 so much more than GLB1, its a gradual build that makes sense along the way. Sure you can find rhymes and reasons to pump certain skills along the way more than others, but to my prior point, there is no long term reasoning for why you would do it.

If GLB2 would expand on the play calling/tactics/AI functionality I honestly believe you will find a TON more popularity in GLB2.
 
TxSteve
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Originally posted by Spread-em offense
but if I come over to GLB2, would I not do the exact same thing when trying to build a player?
I have never made a player here so how am I supposed to know what to do if I dont ask ?


GLB2 you can build logically and tweak along the way based on what you're seeing in the sim and adjust a little from game to game -- being effective at every level from rookie to vet (mostly)

 
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so in a comparison of GLB1 v GLB2 building, GLB2 building is like building a peewee dot. You want to train a lot of things at one time instead of building some things way up?
 
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Originally posted by TxSteve
GLB2 you can build logically and tweak along the way based on what you're seeing in the sim and adjust a little from game to game -- being effective at every level from rookie to vet (mostly)



but what if I wanted a super fast WR. How do you build one of those logically because it sounds like round off builds that are maybe good all around v being a game changer
 
Stobie
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Originally posted by Spread-em offense
so in a comparison of GLB1 v GLB2 building, GLB2 building is like building a peewee dot. You want to train a lot of things at one time instead of building some things way up?


Lets relate this to Madden or to NCAA console games.

When you're a rookie your allocated X points to spread along the way and if you pump into one area, you will do mediocre but really suffer in certain aspects of the game.

As you gain experience/age you will apply your points into areas along the way. GLB1 is the exact same way, minimal difference. GLB1 just added a bunch of (imo) flash and dash with AEQ and modifiers to keep things interesting. The biggest difference is there is no training from day to day so if I missed a day in GLB1 I could hurt my build, but if you miss a day in GLB2, so be it, you add points the next time you login, you performance for that game might suffer but not your end build.

It's no secret that GLB2 was built for the casual gamer, but I do believe that is more around the coaching aspect than the build aspect. Building was over complicated in GLB1 with too many 'requirements' to be competitive in the later stages.
 
TxSteve
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There is no training. Only point spending.

Let me give you a made up example.


Building a rookie WR (no archetypes).

1st choose traits which affect costs of skills and caps of skills
2nd D&D style - adjust your base traits (strength / agility / etc) - these impact caps of skills
3rd - get your 2-4K skill points and spend them (4k if you boosted).

Now - you have basically unlimited choices -- and I expect if you asked "what is the best way to spend these so I can be as productive as possible starting in game 1" - you'd probably get 25 different opinions.

But let's say you focus on: getting your conditioning to 25-ish - and put the rest in receiving hands.
or
you could go conditioning and run block tech and be a blocker
or
you could focus on catch in traffic (catch ball while being covered)
or
you could focus on quickness and route running and sprinting and hope to get open more
or
you could go return awareness and sprinting and ball grip and be a returner
etc.

I suppose it would be a little bit like building a pee wee dot -- when there are no auto level gains to stats..and you're trying to win right out of the block

Whether you want to start by focusing on 1 thing / 2 things or 6 things -- is up to you. There is really no right and provable answer
 
HayRow
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Originally posted by Spread-em offense
but what if I wanted a super fast WR. How do you build one of those logically because it sounds like round off builds that are maybe good all around v being a game changer


you can still take speed high, even max 100, you just don't have to take speed to 100 first w/out investing into other things.

so you could do this with sprinting:

rookie - 40
soph -60
season - 70
journ - 80
pro - 90
vet - 100

in glb1 you have to go sprinting sprinting sprinting w/out investing in other things in order to hit your end game build
 
TehKyou
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You'd pick traits that would lower the cost of sprinting while at the same time raising your sprinting cap. During your initial Attribute allocation you would lower Strength down to 1 and Speed to 9 or 10. Further lowering the cost of each sprinting point.

When you start spending points you would allocate about 50% of your SPs to sprinting, the remaining going into quickness, conditioning, and hands. Going forward you can repeat that process occassionally switching in Catch in Traffic, Receiving Awareness, Consistency, Footwork, Balance, etc. Usually the 25 mark is enough to see an improvement in any one area of the build.

A few seasons down the line you'll have maxed sprinting, be amazing when he catches a screen, and score a shit ton of TDs.

Or you could do it a different way, depending on how you wanted your WR to get open. I personally like the Route Tech and Elusive approach. Current meta though is top-speed with CiT ability though
Edited by TehKyou on May 22, 2015 11:40:30
 
Stobie
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Originally posted by Spread-em offense
but what if I wanted a super fast WR. How do you build one of those logically because it sounds like round off builds that are maybe good all around v being a game changer


When you create your player you define him by his physical qualities and his traits to be a speed receiver so he has more 'potential' for points into speed.

So as you build him you decide to focus more points into speed than other areas, which would in reality create a pro/con build, hes fast but not that good at cutting routes, or not that good at catching or has issues with conditioning etc...

That means along the way you will focus on speed, but you still need to add points into other areas to keep him relevant in games. This is a vast contrast to GLB1 because if you wanted to capitalize on your caps for speed you had to put all your points into speed first then work your way up, there was no other way, no room for error.
 
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