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Forum > Goal Line Blitz 2 > What would you do to grow GLB2?
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chronicbomb
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add more like uniform option so we can make even more super bad ass shit
 
Xars
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Originally posted by AirMcMVP
I wonder if we could get Stobie to add this number to Analyzer?


He's trying.
 
Jiddy78
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What is the trend of this game? Growing? Declining? Maintaining?
 
AirMcMVP
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Originally posted by Jiddy78
What is the trend of this game? Growing? Declining? Maintaining?


I'm not speaking based on any official numbers but, based on league counts, I'd definitely rule out growing. I'd say its trending towards decline but could be within the margin of error for maintaining.
 
charwh
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I'll be honest, and some may hate me for what I think would help. But this is just my opinion and what I see......#1 It's difficult already because as some said before, new players expect their guy to perform like they are watching an nfl game but get disappointed when they see it play like JV football. So yeah I can see some stat boosts for rookie, sophomore maybe even seasoned and then go back to normal. #2 New players hardly get the help or get flamed for creating a bad player and also some many want to own or coordinate teams, The big problem with that last part such as owning or coordinating is you will see some of the top coordinators (Note I said some, not all) Coordinating 15 teams as an example, sometimes 3 rookie, 3 sophomore, 2-4 seasoned and so on up the tier ladder that it takes the (trying to have fun and get into the game and enjoy it, straight out of the game) because they just can't compete. They have a hard enough time competing against cpu teams but sometimes the new players learn some of the ropes and can handle somewhat decent teams, But absolutely get their rears handed to them against top Coordinators. I personally think each agent shouldn't be allowed to coordinate/own more than 1 team from each tier or less to allow new players to grow a little better into the system instead of getting their ass kicked every time they turn around and losing interest in the game and quitting. Anyways just my two cents. *shrugs*
 
Aeir
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Originally posted by charwh
I personally think each agent shouldn't be allowed to coordinate/own more than 1 team from each tier or less to allow new players to grow a little better into the system instead of getting their ass kicked every time they turn around and losing interest in the game and quitting. Anyways just my two cents. *shrugs*


It's tough going against a few coaches that know the game inside and out, and have a team in each tier.

I suggested this same thing a few seasons ago and I got flamed for it. I'm also pretty sure a mod locked it because they didn't like the idea and deamed it NGTH even though it was a suggestion in the suggestion forums... but w/e.
Edited by Aeir on Sep 30, 2015 06:50:29
 
TxSteve
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Originally posted by charwh
I'll be honest, and some may hate me for what I think would help. But this is just my opinion and what I see......#1 It's difficult already because as some said before, new players expect their guy to perform like they are watching an nfl game but get disappointed when they see it play like JV football. So yeah I can see some stat boosts for rookie, sophomore maybe even seasoned and then go back to normal. #2 New players hardly get the help or get flamed for creating a bad player and also some many want to own or coordinate teams, The big problem with that last part such as owning or coordinating is you will see some of the top coordinators (Note I said some, not all) Coordinating 15 teams as an example, sometimes 3 rookie, 3 sophomore, 2-4 seasoned and so on up the tier ladder that it takes the (trying to have fun and get into the game and enjoy it, straight out of the game) because they just can't compete. They have a hard enough time competing against cpu teams but sometimes the new players learn some of the ropes and can handle somewhat decent teams, But absolutely get their rears handed to them against top Coordinators. I personally think each agent shouldn't be allowed to coordinate/own more than 1 team from each tier or less to allow new players to grow a little better into the system instead of getting their ass kicked every time they turn around and losing interest in the game and quitting. Anyways just my two cents. *shrugs*


agree with you completely. In years past I tried to make the case that being a coordinator should cost flex since that is where the real game play is (and got expectedly flamed for it).
 
ThirdAndLong
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Originally posted by TxSteve
In years past I tried to make the case that being a coordinator should cost flex since that is where the real game play is (and got expectedly flamed for it).

Exactly what I would suggest. Can't believe it hasn't been done already.
 
FairForever
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Originally posted by TxSteve
agree with you completely. In years past I tried to make the case that being a coordinator should cost flex since that is where the real game play is (and got expectedly flamed for it).


I agree that the flex burden is disproportionately weighted towards the people building the players. But at the same time, I don't know any strong coordinators that haven't built at least some players. A lot of the very good ones have a plethora of players that cost a lot of money too.
 
TxSteve
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That's definitely true. But picture this (somewhat common) scenario:

- I find a team to run (not that hard probably since I have had a few decent successes)
- I recruit a bunch of players
- I write up detailed build plans
- I update those build plans every 1/2 season or so
- I do all the coordinating on offense and defense
- We win lots of games

I spent no flex. Other people spent their flex...but were told how to build - what to spend on - they were basically spending their own money to be my bitches.

That isn't a good long term successful game model, in my opinion.


 
TxSteve
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Also - that's one of the reasons I wish they'd go to a more reasonable subscription plan of some kind.

0/month: 2 free players
10/month: 5 players of your choosing
20/month: 20 players of your choosing and a team
30/month: 50 players of your choosing and a team

Something like that.

1 free player is not enough to get new players hooked into the game. They need more.


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In that vein - I'd say if they care about this game - it could be worth some programming time to come up with a newb casual league. It lasts for two seasons only and it is only for new accounts. There is a game played twice a day and seasons last half as long in terms of days. Teams are run by established players (for free on a voluntary basis).

After those 2 seasons are up (which last the same # of days as a regular season) - those newb players are forced into retirement and those accounts must now make new players that join the normal pool of players.

For a new account - joining the newb casual double time league can be opted out of by clicking a box on player creation.

Hopefully - newbs get a more exciting and less strategic taste of the game-- that hopefully improves the retention rate (hell you could double the retention rate and still be under 1% prob-- but it would be impactful).

----------------
as I was just saying to someone in chat - I really like this game. I've been playing for a long time now. But at the same time I can see the same major flaws the rest of you can see. In its current state - I do not...and would not recommend a friend come play. Why not? Because I would be telling him:
- run these 5 pass plays
- run these 3 rushes
- run these 3 defenses
and you'll win lots of games.

My friend would say "well that sure sounds BORING - no thanks" (miles and miles away from actually buying flex etc.)
 
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Originally posted by TxSteve
Also - that's one of the reasons I wish they'd go to a more reasonable subscription plan of some kind.

0/month: 2 free players
10/month: 5 players of your choosing
20/month: 20 players of your choosing and a team
30/month: 50 players of your choosing and a team

Something like that.

1 free player is not enough to get new players hooked into the game. They need more.


---------------------
In that vein - I'd say if they care about this game - it could be worth some programming time to come up with a newb casual league. It lasts for two seasons only and it is only for new accounts. There is a game played twice a day and seasons last half as long in terms of days. Teams are run by established players (for free on a voluntary basis).

After those 2 seasons are up (which last the same # of days as a regular season) - those newb players are forced into retirement and those accounts must now make new players that join the normal pool of players.

For a new account - joining the newb casual double time league can be opted out of by clicking a box on player creation.

Hopefully - newbs get a more exciting and less strategic taste of the game-- that hopefully improves the retention rate (hell you could double the retention rate and still be under 1% prob-- but it would be impactful).

----------------
as I was just saying to someone in chat - I really like this game. I've been playing for a long time now. But at the same time I can see the same major flaws the rest of you can see. In its current state - I do not...and would not recommend a friend come play. Why not? Because I would be telling him:
- run these 5 pass plays
- run these 3 rushes
- run these 3 defenses
and you'll win lots of games.

My friend would say "well that sure sounds BORING - no thanks" (miles and miles away from actually buying flex etc.)




agreed with the last point. I have a few friends that would love what this game would be potentially but i know they'd hate it in its current state.

I could either not tell them anything and let them get destroyed and them ask why are we getting destroyed and I say do this as you said. In turn they would go brilliant but no thanks.

or i tell them for the start they enjoy this inital success but fade away because its not have they initally envisiged an american football MMO
 
chronicbomb
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Originally posted by TxSteve
Also - that's one of the reasons I wish they'd go to a more reasonable subscription plan of some kind.

0/month: 2 free players
10/month: 5 players of your choosing
20/month: 20 players of your choosing and a team
30/month: 50 players of your choosing and a team

Something like that.

1 free player is not enough to get new players hooked into the game. They need more.


---------------------
In that vein - I'd say if they care about this game - it could be worth some programming time to come up with a newb casual league. It lasts for two seasons only and it is only for new accounts. There is a game played twice a day and seasons last half as long in terms of days. Teams are run by established players (for free on a voluntary basis).

After those 2 seasons are up (which last the same # of days as a regular season) - those newb players are forced into retirement and those accounts must now make new players that join the normal pool of players.

For a new account - joining the newb casual double time league can be opted out of by clicking a box on player creation.

Hopefully - newbs get a more exciting and less strategic taste of the game-- that hopefully improves the retention rate (hell you could double the retention rate and still be under 1% prob-- but it would be impactful).

----------------
as I was just saying to someone in chat - I really like this game. I've been playing for a long time now. But at the same time I can see the same major flaws the rest of you can see. In its current state - I do not...and would not recommend a friend come play. Why not? Because I would be telling him:
- run these 5 pass plays
- run these 3 rushes
- run these 3 defenses
and you'll win lots of games.

My friend would say "well that sure sounds BORING - no thanks" (miles and miles away from actually buying flex etc.)


this is what i have been trying to hint at i actually have the players i want with out having to spend the 75-100$ in usa 30 is alot more manigible
 
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Originally posted by TxSteve
That's definitely true. But picture this (somewhat common) scenario:

- I find a team to run (not that hard probably since I have had a few decent successes)
- I recruit a bunch of players
- I write up detailed build plans
- I update those build plans every 1/2 season or so
- I do all the coordinating on offense and defense
- We win lots of games

I spent no flex. Other people spent their flex...but were told how to build - what to spend on - they were basically spending their own money to be my bitches.

That isn't a good long term successful game model, in my opinion.




That is exactly what I have been saying.
 
AirMcMVP
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Originally posted by Galactic Empire
That is exactly what I have been saying.


That's why you follow the opposite model...

- You purchase a team to run
- You build a bunch of players
- You come up detailed build plans
- You update those build plans every 1/2 season or so
- You do all the coordinating on offense and defense
- You lose lots of games

You spent lots of flex. Other people don't spend their flex...but they told you how to build - what to spend on - they were basically telling you how to spend your money to be be successful.

 
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