Originally posted by Jampy2.0
2. The flex back idea is a decent idea, but it is 100% gameable. Right off the top of my head I figured how I can turn 20k flex into 100k in a few seasons.
No you can't. You get back less flex than you spend on the flex back, and the human recruitment flex-back is lost if you cut the player during the season they got you the flex. What the flex back for scrims does is encourages people who are near a flex-back teir to spend more to get to that next level, even if it means they're spending more than they're going to get back. There are any number of marketing studies that show that yes, consumers really will do this.
Originally posted by Corndog
Also, as for part of the actual thread, "LET EVERYONE HAVE AS MANY TEAMS AS THEY WANT ITS MORE MONEY"...recruiting becomes even more of a nightmare for every team owner. Sure, it makes your networked teams easier, but 90% of the teams in the game having 6 human players and not finding any more isn't going to create a great gaming experience for them, or your networked teams playing against them.
Case study: GLB1.
That's self correcting, especially if there is a handy-dandy user manual that suggests starting a private forum and finding out how much interest there is another team, or reading the existing players looking for team forums, etc.
I'm assuming a basic desire to succeed here. Yes, people are going to fail (ie. Jampy, Jon Hunstman, etc.). But most people who are ponying up 500 flex aren't just going to want to throw that away. Give people information on how to succeed and turn them loose to do it.
Right now the game absolutely positively is losing teams and leaving players stranded. Nobody wants to play for CPU teams because they suck. You're basically throwing away a part of your player's career, and since the higher up you go, the fewer teams there will be to play for, it's not just throwing away career games, but it's making it harder for you to find a human team in the future.
That problem has to be corrected or as peeti pointed out, there will only be a tiny group of people playing anymore. Y'all are doing a great job of making hypothetical claims about player behavior based on GLB1, but, not to mince words here, GLB1 sucks for new players trying to get involved, it sucks as an example of marketing a product, and it sucks as having anything to do with GLB2 other than name and being a football simulator. If your argument boils down to "But GLB1...", your argument isn't persuasive. Sorry, Corndog.
GLB2 is way easier to learn. Write manuals. Make all the tooltips better. Don't give out formulas, but at least make sure that you explain how every stat and trait gets tied into the player. Explain all the actions that are affected by each skill. Talk about what going into coaching offense, defense and special teams. If the game is easier to get new players into, new players are more likely to get into it.
Then loosen up all these restrictions y'all have put in place on getting involved with the game. If I want to buy three or four teams, and I think I can find players to fill them, why are you stopping me? If I want to buy a seasoned team because I'm reading the players forum and see oodles of seasoned players looking for teams, why are you stopping me? And hey, if I want to be stupid and buy a team that is destined to fail because I don't bother to learn anything about what goes into owning a team first, well, take my money and use me as a case study for the next potential owner who comes along.
Originally posted by bhall43
What is broken about gl rollout is that no matter what you do the offense has the numbers as they come out with 4 lead blockers.
The shiny new fourth Lounge team shut out a team whose QB's tried to run 26 times. Yorick turns opposing teams QB rollouts into TFL's regularly as does Lost Lounge. Darkside beat Tampa Bay Rolling Thunder with the infamous running QB Coronal Mass Ejection 38-0 for the Eris League championship. When I tell you you're wrong calling that play broken, it's because I really do know how to stop it.