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Forum > Goal Line Blitz 2 > What would you do to grow GLB2?
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Originally posted by Parab00n
I absolutely hate when WRs fall down against my defense, it doesn't make sense to see WRs at the Vet level falling down after making a catch. It doesn't matter what your balance is. If you want to make balance that important make it so they don't fall down and if they fail the balance check they stand their like a sitting duck. Also, I'm so tired of seeing Vet level QBs fumble snaps over and over. I would be willing to bet that my QB has fumbled the snap or botched a handoff 20-25 times this season. Vet level is supposed to be the top of the game, but you have shitty stuff like that happening. I know that is mainly a Chemistry issue, but Peyton Manning didn't move to Denver and suddenly forget how to receive a snap or hand the ball off.


https://www.youtube.com/watch?v=fHvxhBO7mQ8

Chemistry is real
Edited by mutleyddmc DTD on Sep 18, 2015 09:50:09
 
bdnannac
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Tournaments!
 
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Originally posted by Parab00n
I absolutely hate when WRs fall down against my defense, it doesn't make sense to see WRs at the Vet level falling down after making a catch.


I have been saying this for a long time and it really pisses me off. Agents put 0 SPs into balance and that actually helps the WRs because they fall down after the catch and don't have to worry about getting a KL or FF. It is complete B.S.
 
Absolut Zero
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Originally posted by bhall43
* As per the more plays and such not adding players, the game needs to expand in order for the people to expand. 80% of the current offense plays are plays that GLB guys have seen for 6+ years now. Time to freshen things up.


Singleback Spread, Singleback Big, and Diamond formation need more run and pass plays! Also, FB roster size should be increased to 3 to make better use of Diamond.
 
yello43
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* Some type of tutorial. This is a simple browser game but if you just come in it may seem like Chinese to you. If you know Chinese well, you're a quick learner I guess.

Some games I've played on make you do certain steps to unlock a reward but it's also a tutorial:
- Post something to the forums
- Help you create your first person
- Navigate each page and do something

I see a ton of 1 and done agents down in rookie. If you can secure them guys better it would probably be better than millions of ads getting new users. Getting more users would be like throwing people into a burning building and hope somebody escapes. Then once they escape you ask them to buy flex.
 
Absolut Zero
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Originally posted by yello43
* Some type of tutorial. This is a simple browser game but if you just come in it may seem like Chinese to you. If you know Chinese well, you're a quick learner I guess.

Some games I've played on make you do certain steps to unlock a reward but it's also a tutorial:
- Post something to the forums
- Help you create your first person
- Navigate each page and do something

I see a ton of 1 and done agents down in rookie. If you can secure them guys better it would probably be better than millions of ads getting new users. Getting more users would be like throwing people into a burning building and hope somebody escapes. Then once they escape you ask them to buy flex.


This is absolutely essential, and is definitely the #1 thing I'd recommend.
 
PhireHawk
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As a guy who is new to GLB2, but played the original from like Day 8 to Season 17 or 18, I have to agree with the people who suggested making Rookie more forgiving.

I know because I get how the game works that eventually your players can catch, and run and do the normal basic stuff. But if I was new to this community and hadn't played the original before, I'd take 1 look at how the Rookie season is going with 15+ drops in some of the games, or fill in the blank plague of rookie, and probably quit after (or during) the season and never look back.

If you want people to love the game, they gotta love it from the beginning. Right now, I'd see that as a potential challenge.
 
PhireHawk
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I think once upon a time Bort suggested in GLB 1 that

Level 0-5 = Pop Warner Football
Level 5-10 = Middle School
Level 10-15 = High School
Level 15-20 = College
Level 20-25 = Pro's

So it makes sense that Elementary School aged kids have trouble with throwing and catching and staying on their feet.

But I would wager that by and large, most people aren't gonna be willing to spend money on a game where you lose games due to ridiculous things happening because they won't make the association to the above chart. So if you make it more foregiving than it is, reduce the RNG element in Rookie, or ease up on it some, then I think more people will be hooked from the get-go.

Maybe completely remove the Consistency part of the sim for the lower level leagues since at that age it's supposed to be about fun anyway. There are no pressure situations.

Just a thought...
 
Fumblerooski
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Originally posted by PhireHawk
I think once upon a time Bort suggested in GLB 1 that

Level 0-5 = Pop Warner Football
Level 5-10 = Middle School
Level 10-15 = High School
Level 15-20 = College
Level 20-25 = Pro's

So it makes sense that Elementary School aged kids have trouble with throwing and catching and staying on their feet.

But I would wager that by and large, most people aren't gonna be willing to spend money on a game where you lose games due to ridiculous things happening because they won't make the association to the above chart. So if you make it more foregiving than it is, reduce the RNG element in Rookie, or ease up on it some, then I think more people will be hooked from the get-go.

Maybe completely remove the Consistency part of the sim for the lower level leagues since at that age it's supposed to be about fun anyway. There are no pressure situations.

Just a thought...


That's the whole problem, people play Madden because the NFL is the best league and they want to simulate the best players, there's a reason that Bob's Pop Warner League Football isn't a best selling game.
 
bhall43
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Originally posted by PhireHawk
I think once upon a time Bort suggested in GLB 1 that

Level 0-5 = Pop Warner Football
Level 5-10 = Middle School
Level 10-15 = High School
Level 15-20 = College
Level 20-25 = Pro's

So it makes sense that Elementary School aged kids have trouble with throwing and catching and staying on their feet.

But I would wager that by and large, most people aren't gonna be willing to spend money on a game where you lose games due to ridiculous things happening because they won't make the association to the above chart. So if you make it more foregiving than it is, reduce the RNG element in Rookie, or ease up on it some, then I think more people will be hooked from the get-go.

Maybe completely remove the Consistency part of the sim for the lower level leagues since at that age it's supposed to be about fun anyway. There are no pressure situations.

Just a thought...


Those aren't glb1 levels. And if you were talking about the game when it was in that period of time, players weren't filtered by age at that point. Everyone was just one league. So that wasn't their original purpose by any means. I'm also 100% certain that wasn't a bort quote. Though it has been a widely used analogy by players to describe the game levels.
Edited by bhall43 on Sep 19, 2015 00:00:23
 
Xars
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Originally posted by Fumblerooski
That's the whole problem, people play Madden because the NFL is the best league and they want to simulate the best players, there's a reason that Bob's Pop Warner League Football isn't a best selling game.


I think the point some people miss (certainly not all and I'm not saying you either) is that each tier of GLB2 is potentially competitive. Everyone has the same SP and you don't have to make end-game build decisions in the early seasons. You can build with any priority you want and not gimp your final build.

That doesn't mean that plenty of people find it more enjoyable to simply compete with full SP players. That's a personal preference. And everyone is entitled to their view. (and this is probably what your comment relates to, but I'm guessing and not trying to speak for you Fumble)

GLB2 gives you the chance to be competitive for 9 seasons with your player/team against equivalent competition (ok the Ladder is mixed, but theoretically is equally mixed to all).

There are play style differences in each tier (true) and maybe that's a turnoff to people, but not to me.

What I think needs to be improved is the ability for teams to stay/reload at Vet if that's the experience people want vs. the experience of moving up the ranks each season. Currently the latter approach is favored.


Edited by Xars on Sep 19, 2015 05:22:20
 
Nyria
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I absolutely love how one can build to be competitive from the start because there's no need to put points in in a specific order.

I also think that Rookie has to be made less inept. If I didn't know from some GLB1 experience and from checking out some higher level games that it got better, I'd have been one and done when the Rookie game played like Pop Warner (which at least until around the third star it does).

To be fair, Sophomore seems to play fairly close to high school, and that's acceptable. But there's a reason that pretty much no one but the parents of the kids likes to watch Pop Warner football.

I made suggestions in the thread about making Rookie friendlier, and I wish something along their lines could occur.
 
bdnannac
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Originally posted by Dee.
The same could be said for games like Madden or MLB the Show where when you first create a player it takes a season or two to be really good. The trouble with GLB is a season is 45+ days.

Maybe put more SP in the front end of a players career?


This. Vet turning to Legend shouldn't really need many points during that tier. Put those points into the rookie tier.
 
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Cheaper boosts, a Tutorial, a little less inept Rookie, and SA in your earlier seasons are all great suggestions.

Ads in places where Fantasy Football is played is good too.
 
Fumblerooski
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Originally posted by Xars
I think the point some people miss (certainly not all and I'm not saying you either) is that each tier of GLB2 is potentially competitive. Everyone has the same SP and you don't have to make end-game build decisions in the early seasons. You can build with any priority you want and not gimp your final build.

That doesn't mean that plenty of people find it more enjoyable to simply compete with full SP players. That's a personal preference. And everyone is entitled to their view. (and this is probably what your comment relates to, but I'm guessing and not trying to speak for you Fumble)

GLB2 gives you the chance to be competitive for 9 seasons with your player/team against equivalent competition (ok the Ladder is mixed, but theoretically is equally mixed to all).

There are play style differences in each tier (true) and maybe that's a turnoff to people, but not to me.

What I think needs to be improved is the ability for teams to stay/reload at Vet if that's the experience people want vs. the experience of moving up the ranks each season. Currently the latter approach is favored.




I'm talking specifically about retaining new agents that join the game and make rookie players. If I were a new agent, players perform so poorly that I would have thought this is a broken, incomplete game and walked away. It's only because of my history in GLB1 that I stuck around, people that have been around for awhile don't realize how ridiculous some parts of this game look from the outside; you can't even go for it on 4th down, which is absurd.
Edited by Fumblerooski on Sep 19, 2015 14:33:48
 
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