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william78
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Originally posted by hotdaddy
Great idea, but really difficult for casual players to hang with this game. And I never figured out - is this supposed to be an Alpha, a Beta, or a live service? Cause it seems to be in development, have no great service, but charge for people to really test it.

Cheers!
Hotdaddy


Agreed with the sentiment if not the action. A couple of points:

1. Game is incredibly difficult for newcomers and doesn't offer them enough excitement reward for sticking to it. Primary reasons;

a. Too many UDNERPOWERED plays. Both on offense and defense, including alot of counterintuitive ones. By and large, most of the successful teams are using the same grouping of plays. We run them over and over again in games because...well they work. We see them over and over again and design builds, logic, and players towards countering them. Have you ever played a game of Chess, Civilization, or Monopoly and gone, "boy I hope this unfolds like the last one"... repetitive is simply not good in games and until there are more plays that work better we'll keep seeing newcomers get slaughtered. Some of them are also counterintuitive, how many NFL teams do you see running a 3-3-5 against a goalline stack? Bottom line its all wonky and alot of newcomers to overcome.

b. Critical Game Situations (The most exciting) are still broke. Two minute drill, 3rd and short, 4th down logic. Broken on all fronts, End of Game - End of Logic is still broken. However, teams can run 4wide spread dive on 3rd and 1 all day long and yet none of the LB's / DT's / S's know its coming. 4th down logic right now is too restrictive and should be opened up.

c. No "Field Position" moral hazard. Punting is so robust right now , if you go three and out from your own 20 your likely to have your oppnenents next drive start at their own 30 (a net 50 which is a ridiculous net). Top NET punting NFL average last season was 45.3 by St. Louis "average" is 41. Starting at your own 40/45 is much different than back at your own 30 and even sometimes are going 20 to 20 touchback. Even more so punting from your own 5 , generally starts the other team inside the 50 in the NFL and college, not so here. This is the better hazard for "passing fixes" teams who pass can chew up lots of yardage the difficulty lies in when they go 3 and out - its the hazard that scares coaches giving away good field position. Right now any half way decent GLB punter can keep you out of trouble.

D. Too many sacks, not enough interceptions, not enough throw aways, not enough catch and run for the score. Blitzing and Cover 0 when used properly at all levels , problem is it should also lead to big plays in the passing game. You blitz 6 against a 5 wide set, there should be a higher percentage than their is that someone will go to house or at least VERY VERY far with the ball.

2. Structural with how your running the game.

I'll put this in IT terms so, hopefully, it'll get through but: You have the same Product Owner as a Lead Developer. That is an epic fail in any software project. One person should be managing your product backlog and ensuring the customer gets a "shippable unit". One person should be writing the code to implement changes. Until you fix this nothing else achievable matters.

Some Quick Solutions:
A. Break the Product Owner and Code Writing into different people different jobs; let them focus on improvement.

B. Fix the punting distance, its one of the easiest "off-sets" for a team taking big chances and running three and out.

C. Make Wide Open catches easier to make and stay on your feet... that'll add the morale hazard for overload blitzing. Conversely, make double coverage catches much more challenging and much more likely to be intercepted.

D. Give the QB (and every other position for that matter) a slider bar for getting rid of the ball. I'm not talking about blitzes they can't see coming, blind side blitzes and sudden beats happen and should result in sack. Add some hazard as well , if you set the bar too high , your "jitterness" kicks in and you throw the ball away (or better still check it down to the back as QBs are taught to do) when you don't need to.

E. Give the DC's slider bars on "obvious situations" for example allow them to FLOOD THE BOX, on 3rd and short , roll the LB's and S's to the line. Ditto when a team lines up goalline or Double Tight Big on 3rd and forever, to back off and to the outside allowing the underneath catch.

F. Fix the End of Game / End of Half... but there is a whole thread on this.

G. Allow a "Head Coach" setting for 4th down/2 pt conversion and maybe eventual trick plays from punts/ FG's. - Long term but would be fun.

H. Allow multiple teams to be owned by the same owners and re-sell teams above rookie level. CPU's are not exactly good for play.... Allow a team owner who has achieved a Veteran status team (coming soon) to directly own a team below that level. That'll increase your number of human owned teams. While your at it, put a 30 day "wait time" on signing up for the game and owning the team, let them learn before they burn.

I. Again .... BREAK THE PRODUCT OWNER and LEAD DEVELOPER into two different roles. Having this be the same person just isn't working.

All in all - I still think you guys have done a great job with this versus GLB1. I'm not bored and will keep playing just a few (ok more than a few) helpful steps to making the game as good as it could be.
 
Phisch
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What William78 said
 
randomguymike
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Three of the biggest issues for me are
1. The fact that gameplay happens only on 2 out of every 3 days and there's literally nothing to do for the 48 hour period between your league game and the next ladder game.
2. my player doesn't really make any specific changes game-to-game (not enough levers at the player level). Even when I get points to spend, going from 49 balance to 50 balance with the entirety of the points I have doesn't provide much of a immediate feedback rush or difference in the next game.
3. Not enough owner operated teams. Being on a CPU team where your HB may very we'll get more pass attempts as a QB than rushes is painful. Also the lack of ability to say "I'm building a pas rushing LB, please put me I a team where that is a useful build" is annoying.

This game is way better than GLB1, but seems like a lot is being left on the table.
 
12thKnight
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William78 hit some huge points here and if anyone in development cares enough to rescue this game, his well presented post should be required reading.

The reason I'm abandoning GLB2 is a whole lot of 1a. If there were truth in labeling laws that applied to online games, this game should be titled Spamalot. Top teams in GLB2 are simply those who exploit broken game mechanics the best, and who have built their teams from the ground up to execute the same. Fixes to broken logic and exploits are ALWAYS a top priority in ANY online game - except this one. Given GLB's sorry history over the last few years, I have exactly zero hope that meaningful fixes are in the works, and dead forums are leading me to believe many other people have stopped caring as well. Dead forums = meaningless games and championships, which is exactly where I am at now.

Been a great run, guys. Nice knowing you.

 
chronic23
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Originally posted by glwarriors
I'm not talking about sim dynamic tweaks bro - QB rushing or passing nerf stuff. I am talking about bugs where toons don't even perform right within the structure of the game. Going nuts cause they run out of bounds, or the ball carrier that gets stripped and rushes to block an opposing player like a teammate recovered the ball instead of an opponent. And we don't have space to even touch on the broken EOH / EOG logic stuff. Things that are impacting wins and losses and need to be fixed, but we don't even get a comment on it from CD or Bort. Lame imo.


Also going on what I Said earlier, we have a "suggestions" form which a simple suggestion to "view all stats" took nearly four months for a single moderator to reply to http://glb2.warriorgeneral.com/game/forum/thread/5157311?page=11

Also, a lot of the plays in the playbooks don't seem to work, which result in teams just spamming the same plays over and over again, that seems to be the best way to win. There is no logic around running, for example, 5 defensive plays the whole game.

Lastly, I'm going to go back to around May when a huge bug came about. The team I GM for was scheduled to make the playoffs, but there seemed to be some error in coding. I filed a complaint and one mod told me that it made sense, my team was SUPPOSED to be in the playoffs, but nothing was done about it.
http://glb2.warriorgeneral.com/game/forum/thread/5173474

Kind of funny I'm supposed to be pouring money into a game, and paying money to put my players on teams when it takes over three weeks for even an explanation in that situation above.
 
chronic23
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Everything that William78 said I agree with %100.
 
InRomoWeTrust
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Time and time again I'll say it, moderators here are FORUM moderators, not GAME moderators. We don't contribute to game development or do anything with suggestions.
 
william78
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Originally posted by InRomoWeTrust
Time and time again I'll say it, moderators here are FORUM moderators, not GAME moderators. We don't contribute to game development or do anything with suggestions.


I am aware of that. Problem is having Corndog be responsible for both the product and the code fixes. It doesn't matter if your doing waterfall, AGILE, KANBAN or any other development theory. The Product Owner (or their term for it) is not the same as lead developer. It just doesn't work.

No game will be perfect but that really would help half the issues.
 
stamango
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Well I am a casual player and I intend to stay, probably because I am too stupid to leave. I own a team and I did great in season's 1 and 2. But the last 3 seasons have been a struggle. It seems no matter what I do, I'll never be a top 20 team. But I enjoy the game, and so I stay even though I feel like I have had my ass torn off by wild dogs the last 3 seasons.

Has anybody seen my ass?
 
rehash
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Originally posted by Adderfist
Pretty much the only reason I'm still around is a sense of obligation to the agents on my team.


 
asperse
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Originally posted by william78
I am aware of that. Problem is having Corndog be responsible for both the product and the code fixes. It doesn't matter if your doing waterfall, AGILE, KANBAN or any other development theory. The Product Owner (or their term for it) is not the same as lead developer. It just doesn't work.

No game will be perfect but that really would help half the issues.


This is really just opinion. Plenty of people have managed to be lead developer and product owner on good and successful websites, of similar scale to GLB, if not larger. It doesn't require a two person team. It's just how that individual handles both roles that matters.

I don't know enough about this situation to state what is true here, but I just disagree massively with the idea it takes at least two people to develop successful software.
 
william78
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Originally posted by asperse
This is really just opinion. Plenty of people have managed to be lead developer and product owner on good and successful websites, of similar scale to GLB, if not larger. It doesn't require a two person team. It's just how that individual handles both roles that matters.

I don't know enough about this situation to state what is true here, but I just disagree massively with the idea it takes at least two people to develop successful software.


I guess it is an "opinion" though its not really mine. Every development model thats published and endorsed by industry leaders has the same general rule.
 
ki11erkiwi
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Originally posted by william78
Agreed with the sentiment if not the action. A couple of points:

1. Game is incredibly difficult for newcomers and doesn't offer them enough excitement reward for sticking to it. Primary reasons;

a. Too many UDNERPOWERED plays. Both on offense and defense, including alot of counterintuitive ones. By and large, most of the successful teams are using the same grouping of plays. We run them over and over again in games because...well they work. We see them over and over again and design builds, logic, and players towards countering them. Have you ever played a game of Chess, Civilization, or Monopoly and gone, "boy I hope this unfolds like the last one"... repetitive is simply not good in games and until there are more plays that work better we'll keep seeing newcomers get slaughtered. Some of them are also counterintuitive, how many NFL teams do you see running a 3-3-5 against a goalline stack? Bottom line its all wonky and alot of newcomers to overcome.

b. Critical Game Situations (The most exciting) are still broke. Two minute drill, 3rd and short, 4th down logic. Broken on all fronts, End of Game - End of Logic is still broken. However, teams can run 4wide spread dive on 3rd and 1 all day long and yet none of the LB's / DT's / S's know its coming. 4th down logic right now is too restrictive and should be opened up.

c. No "Field Position" moral hazard. Punting is so robust right now , if you go three and out from your own 20 your likely to have your oppnenents next drive start at their own 30 (a net 50 which is a ridiculous net). Top NET punting NFL average last season was 45.3 by St. Louis "average" is 41. Starting at your own 40/45 is much different than back at your own 30 and even sometimes are going 20 to 20 touchback. Even more so punting from your own 5 , generally starts the other team inside the 50 in the NFL and college, not so here. This is the better hazard for "passing fixes" teams who pass can chew up lots of yardage the difficulty lies in when they go 3 and out - its the hazard that scares coaches giving away good field position. Right now any half way decent GLB punter can keep you out of trouble.

D. Too many sacks, not enough interceptions, not enough throw aways, not enough catch and run for the score. Blitzing and Cover 0 when used properly at all levels , problem is it should also lead to big plays in the passing game. You blitz 6 against a 5 wide set, there should be a higher percentage than their is that someone will go to house or at least VERY VERY far with the ball.

2. Structural with how your running the game.

I'll put this in IT terms so, hopefully, it'll get through but: You have the same Product Owner as a Lead Developer. That is an epic fail in any software project. One person should be managing your product backlog and ensuring the customer gets a "shippable unit". One person should be writing the code to implement changes. Until you fix this nothing else achievable matters.

Some Quick Solutions:
A. Break the Product Owner and Code Writing into different people different jobs; let them focus on improvement.

B. Fix the punting distance, its one of the easiest "off-sets" for a team taking big chances and running three and out.

C. Make Wide Open catches easier to make and stay on your feet... that'll add the morale hazard for overload blitzing. Conversely, make double coverage catches much more challenging and much more likely to be intercepted.

D. Give the QB (and every other position for that matter) a slider bar for getting rid of the ball. I'm not talking about blitzes they can't see coming, blind side blitzes and sudden beats happen and should result in sack. Add some hazard as well , if you set the bar too high , your "jitterness" kicks in and you throw the ball away (or better still check it down to the back as QBs are taught to do) when you don't need to.

E. Give the DC's slider bars on "obvious situations" for example allow them to FLOOD THE BOX, on 3rd and short , roll the LB's and S's to the line. Ditto when a team lines up goalline or Double Tight Big on 3rd and forever, to back off and to the outside allowing the underneath catch.

F. Fix the End of Game / End of Half... but there is a whole thread on this.

G. Allow a "Head Coach" setting for 4th down/2 pt conversion and maybe eventual trick plays from punts/ FG's. - Long term but would be fun.

H. Allow multiple teams to be owned by the same owners and re-sell teams above rookie level. CPU's are not exactly good for play.... Allow a team owner who has achieved a Veteran status team (coming soon) to directly own a team below that level. That'll increase your number of human owned teams. While your at it, put a 30 day "wait time" on signing up for the game and owning the team, let them learn before they burn.

I. Again .... BREAK THE PRODUCT OWNER and LEAD DEVELOPER into two different roles. Having this be the same person just isn't working.

All in all - I still think you guys have done a great job with this versus GLB1. I'm not bored and will keep playing just a few (ok more than a few) helpful steps to making the game as good as it could be.


the nail has been hit on its head
Edited by ki11erkiwi on Aug 9, 2014 19:34:56
 
DeeVee8
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Originally posted by william78
I guess it is an "opinion" though its not really mine. Every development model thats published and endorsed by industry leaders has the same general rule.


The don't get high on your own supply rule?
 
willcoll
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Not sure if this has already been said but here are the two reasons this game struggles to gain more people imo.

1) The only good time to start playing is when the season is over and a new one is beginning. Experienced players help with that but the new players have to play on CPU teams. It takes the fun out of it and makes it tough to get started. My fix is make their be 2 leagues kind of. For example the first league starts on day one and ends on day 48. The second one starts on day 24 ends on day 72. Essentially making 2 off seasons. Also extend the off season by 2 days. Not a perfect solution but it helps.

2) Lack of advertising. I found out about this game on Google. I always used to try and search for football games like this but it took me forever for this game to come up. People are not aware of this game and maybe you should start advertising on websites like OperationSports or other websites frequently used by players who may love this game.
 
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