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Xavori
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From a GM perspective:

I just went through adding 10 new players to Lost Lounge's roster after cutting 9 (we only carried 42 last season). So this is something I have very recent experience with.

1. The tools for finding players suck. The marketplace is filled with players made by agents who you can't be sure are even playing anymore. Add in the number of agents who posted players without opening builds, and the complete lack of any ability to search for players with certain skills, and the garbage ratio is just too high for that to be much more than frustration. That said, I did find a coverage strong safety there, but 'twas luck.

2. There are tons of bad players on the market. I really expected to be able to find an upgrade for one of our free safeties going into the offseason. They're both decent builds, but general purpose, and that doesn't fit with where our defense is going as the game evolves. I prolly looked at more than a hundred free safety builds between people PM'ing me, posting in the forums, and my attempts at using the marketplace. I kept the free safeties we had because ultimately, they're better than that great big pile o' mediocre FS's out there.

3. I absolutely should have been able to find o-lineman who are better pass blockers than what we have since passing wasn't really on our mind when LL was created, and hence, those original o-lineman don't fit. And this is where the differences between reality and sim become severe. In reality, you can take a guy with good physical talent and teach him pass blocking. In sim, a player's caps at creation are virtually binding. So those hundreds of run blocking o-lineman languishing in the marketplace and forum have no place to go because the handful of run-first teams already have their lineman, and existing players can't change to meet new demand.

(this also killed an entire Lounge team as we couldn't change to play by the new rules)

4. I'm totally with Laggo that there needs to be a mechanism to add teams at tiers beyond rookie. We're down to 4 Journeyman and 5 Seasoned. Every team that doesn't move up creates up to 43 human owned players that have to find a home on the few remaining teams. Sieg and I both are making shifts to how our playbooks are going to look that precipitated us signed a bunch of new guys. But even that only worked out to 10 new players, and of course, the 9 guys who got cut weren't all planning on quitting.

In short, GLB2 is set up in a way that eliminates its customers. I kinda think we'd be much better off getting rid of team-based levels and going with a relegation-style system where teams earn their way to the top based on win-loss records. Maybe give them a few mandatory seasons of say rookie-sophomore-seasoned, but after that, turn them free to sign the best players they can and use salary caps to keep teams balanced, and set up leagues by ladder rankings at the end of the season, rather than now where attrition kills off teams and leagues leaving lots of players homeless.
 
bhall43
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Originally posted by Xavori

In short, GLB2 is set up in a way that eliminates its customers. I kinda think we'd be much better off getting rid of team-based levels and going with a relegation-style system where teams earn their way to the top based on win-loss records.


That just makes the barrier between the top and bottom all that more frustrating for users and the highest leveled players being the only ones worth finding.
 
pottsman
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Originally posted by Xavori

I kinda think we'd be much better off getting rid of team-based levels and going with a relegation-style system where teams earn their way to the top based on win-loss records. Maybe give them a few mandatory seasons of say rookie-sophomore-seasoned, but after that, turn them free to sign the best players they can and use salary caps to keep teams balanced, and set up leagues by ladder rankings at the end of the season, rather than now where attrition kills off teams and leagues leaving lots of players homeless.


You just described season 10ish era GLB1 (capped minors for a few seasons, then into uncapped, relegation leagues). What happened in 90% of leagues was still too much turnover, with good to decent teams getting promoted "too fast", making them suddenly be vastly underleveled. It takes a team that "should" be competing for a league title at their own level, and forces them to end up being cellar dwellers for two seasons while they catch up...or they fold.
 
Adderfist
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Originally posted by pottsman
You just described season 10ish era GLB1 (capped minors for a few seasons, then into uncapped, relegation leagues). What happened in 90% of leagues was still too much turnover, with good to decent teams getting promoted "too fast", making them suddenly be vastly underleveled. It takes a team that "should" be competing for a league title at their own level, and forces them to end up being cellar dwellers for two seasons while they catch up...or they fold.


By comparison; GLB2 Season 4 is roughly even with GLB Seasons 1-6/7. It was a buyers market and the game was just better because of the competition on the field, instead of having the whole game decide on recruiting.
 
foofighter24
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Originally posted by Xavori
From a GM perspective:

I just went through adding 10 new players to Lost Lounge's roster after cutting 9 (we only carried 42 last season). So this is something I have very recent experience with.

1. The tools for finding players suck. The marketplace is filled with players made by agents who you can't be sure are even playing anymore. Add in the number of agents who posted players without opening builds, and the complete lack of any ability to search for players with certain skills, and the garbage ratio is just too high for that to be much more than frustration. That said, I did find a coverage strong safety there, but 'twas luck.

2. There are tons of bad players on the market. I really expected to be able to find an upgrade for one of our free safeties going into the offseason. They're both decent builds, but general purpose, and that doesn't fit with where our defense is going as the game evolves. I prolly looked at more than a hundred free safety builds between people PM'ing me, posting in the forums, and my attempts at using the marketplace. I kept the free safeties we had because ultimately, they're better than that great big pile o' mediocre FS's out there.

3. I absolutely should have been able to find o-lineman who are better pass blockers than what we have since passing wasn't really on our mind when LL was created, and hence, those original o-lineman don't fit. And this is where the differences between reality and sim become severe. In reality, you can take a guy with good physical talent and teach him pass blocking. In sim, a player's caps at creation are virtually binding. So those hundreds of run blocking o-lineman languishing in the marketplace and forum have no place to go because the handful of run-first teams already have their lineman, and existing players can't change to meet new demand.

(this also killed an entire Lounge team as we couldn't change to play by the new rules)

4. I'm totally with Laggo that there needs to be a mechanism to add teams at tiers beyond rookie. We're down to 4 Journeyman and 5 Seasoned. Every team that doesn't move up creates up to 43 human owned players that have to find a home on the few remaining teams. Sieg and I both are making shifts to how our playbooks are going to look that precipitated us signed a bunch of new guys. But even that only worked out to 10 new players, and of course, the 9 guys who got cut weren't all planning on quitting.

In short, GLB2 is set up in a way that eliminates its customers. I kinda think we'd be much better off getting rid of team-based levels and going with a relegation-style system where teams earn their way to the top based on win-loss records. Maybe give them a few mandatory seasons of say rookie-sophomore-seasoned, but after that, turn them free to sign the best players they can and use salary caps to keep teams balanced, and set up leagues by ladder rankings at the end of the season, rather than now where attrition kills off teams and leagues leaving lots of players homeless.


Mirrors reality. It would not be a challenge if you could just run out and get perfect replacement players at that point.
 
mikeyb23
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Well, since I have been playing here for a long time, except for a few years, it's sad that if you do not have the perfect build(AT least in somebody's eyes), then there is no place for you on this site after a season or 2. That's just ridiculous, and you people that think you know it all are just killing this site, because some people don't wanna hear that critique on a player that they think is good. I used to try to take the critique and build on it, but when you do, somebody says something about another weakness. What should be a fun site is turning into a "numbers nerd" game that will never last.
 
bhall43
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You made a thread to ask why you can't find a team and got the answers. Not really sure what you were looking for from this if not people critiquing your builds glaring weaknesses.
 
Laggo
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Originally posted by mikeyb23
it's sad that if you do not have the perfect build(AT least in somebody's eyes), then there is no place for you on this site after a season or 2.


This is just a problem of availability, there simply aren't enough human teams and too many players at that tier, and the methods for teams to find players that might be upgrades for them (if they have even thought about it, which many by this point have attachments to their own players) can be difficult to use at best.

It's obviously frustrating and it's not so fun to watch your dude play random shit in a CPU league but for the QB/HB players at that Seasoned level it's going to be ESPECIALLY hard to find teams at this point considering how long teams have had to find players at those highlight positions that are willing to suck their dick (pardon my language) to get those pass/rush attempts.

The way that superstar availability is not really as time-gated as it seems (it's basically a p2w paywall when you strip away the fancy wording) has already started to gimp the market, again especially at those highlight positions, as they attract much more attention and really more importantly activity from other owners.

You could maybe find a team if you went through every seasoned league and sent a PM to every owner & gm/head coach about your HB but even that is a shot in the dark but it's certainly better than the players looking for teams forum at this point.

Granted though there is a light at the end of the tunnel. The way the career boosts stagnate veteran tier and the diminishing returns of SP make a great environment for teams to clog and turnover to be high with an abundance of player types to use and sort through. Even professional players will probably be valuable as salary ringers to the higher tier teams.

The middle of the season too might also be an easier time to find a team, presuming you stay active on the forum and play on a CPU team in the meanwhile anyway for XP.

 
USC_Trojans
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Originally posted by mikeyb23
In what places are my caps low? Yes, it is Han Solo. Had a deadbeat owner that placed him on Special teams and ran him up the middle 90% of the time. The team was pretty terrible, yet he still managed to do ok.


Every elusive and physical skill. My back caps those out anywhere from 2-26 points higher than yours. Play with the attributes more, you'll find that you can get better caps by testing out 5-6 different stat distributions than if you go with your first or second.
 
Xavori
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Originally posted by pottsman
You just described season 10ish era GLB1 (capped minors for a few seasons, then into uncapped, relegation leagues). What happened in 90% of leagues was still too much turnover, with good to decent teams getting promoted "too fast", making them suddenly be vastly underleveled. It takes a team that "should" be competing for a league title at their own level, and forces them to end up being cellar dwellers for two seasons while they catch up...or they fold.


So then the problem isn't relegation type play, it's that the system was too mutable. That can be tweaked. I'd tie it to end of season ladder ranking.

And, after a bit more thought, I think capping team tiers to players tiers might be a good idea. Teams in the top leagues can sign anyone (say top 60 of ladder...5 leagues of 12). Then the 'pro' tier would be teams 61-120, and can sign up to pro. And so on.

The basic idea is to keep a steady number of teams at each level that corresponds roughly with the number of players that are available for each tier. Given the limited time players can remain at veteran before even career boosters run out, and with allowing the number of teams at each tier to fluctuate in a way that corresponds with the number of available players for that tier, I think this would get us a better match up between human players and human teams.
 
Time Trial
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Originally posted by Xavori
So then the problem isn't relegation type play, it's that the system was too mutable. That can be tweaked. I'd tie it to end of season ladder ranking.

And, after a bit more thought, I think capping team tiers to players tiers might be a good idea. Teams in the top leagues can sign anyone (say top 60 of ladder...5 leagues of 12). Then the 'pro' tier would be teams 61-120, and can sign up to pro. And so on.

The basic idea is to keep a steady number of teams at each level that corresponds roughly with the number of players that are available for each tier. Given the limited time players can remain at veteran before even career boosters run out, and with allowing the number of teams at each tier to fluctuate in a way that corresponds with the number of available players for that tier, I think this would get us a better match up between human players and human teams.


You have no idea how many more problems that would create than solve do you?
 
Xars
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Originally posted by mikeyb23
Just kinda wondering why I can't find a team for my Seasoned RB who did very well last season? Are there that few teams in the Seasoned division, don't seem like many teams out there.


Have you used your free respec?

If you're not finding a team (and you don't like the comments above), consider doing a respec. Then DON'T spend the SP, but rather work with teams about what role you can fill with your new skill levels and available SP.

Caps and build matter, but a responsive, active, team player agent is ALWAYS preferred.

 
underdog13
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Originally posted by Xars
Have you used your free respec?
Caps and build matter, but a responsive, active, team player agent is ALWAYS preferred.



 
sieg76
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Originally posted by Time Trial
You have no idea how many more problems that would create than solve do you?


I like how folks just crap on any idea but never offer anything useful.
 
Xavori
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Originally posted by Time Trial
You have no idea how many more problems that would create than solve do you?


You mean the idea of trying to match up the available teams at each tier to the available players for that tier versus now where we have tons of players but no teams for them?

It'd be like Lex Luthor trying to steal 40 cakes, wouldn't it?
 
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