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Forum > Suggestions > Chemistry- We need to fix this
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czman
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Originally posted by coach_mean
If we're simulating youth football then you're right, but professional football is very VERY complex. From a spectator's point of view, one would think the sport is quite simple, but is far from the case.

Maximum Chemistry should actually take YEARS (multiple seasons) to reach. There's a reason why the list of players who have won Super Bowls with more than 1 team is very short. https://www.thoughtco.com/super-bowls-winners-more-one-team-1335475

If anything, I argue that chemistry in GLB2 is gained too fast and should be slowed down.


This has to be the worst logic I have ever seen. Players switch teams all the time and they don't take a hit They do if they are asked to do something different, but players switching positions (from sam to mike for example) will usually take a hit. Since the game is not sophisticated enough to have actual schemes that players fit and have to understand (2 gap v 1 gap as an example) it is nonclerical to pretend that switching teams would make any difference.

Additionally, it is a non sequitur to conclude that since few players have won the Superbowl with multiple teams it is because they had fundamental issues transitioning to the new team. Scheme is the reason players don't fit with new teams and GLB2 does not have actual schemes, no matter what anyone here wants to say to the contrary.

Chemistry is garbage and needs a fix, and I don't own a team or even necessarily plan on moving teams.
 
KerBlamKing
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To Bretto007's point, that exact thing happened and we have just had to gut through the season without 3 players updating their XP. One of those 3 players is a superstar player. We are in heavy competition for the division and a run towards the championship right now. With a tight league, we couldn't drop those 3 players since the hit to chemistry would have certainly been worse than the players that aren't being updated. In both cases it's crap for my team currently, and i am sure for other people's teams out there.
Edited by KerBlamKing on Feb 28, 2018 22:05:09
 
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I don't know exactly which skills chemistry affects, but it deffinetly shouldn't affect physical skills.
 
rackhound
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Originally posted by McLovinCowboys
I don't know exactly which skills chemistry affects, but it deffinetly shouldn't affect physical skills.


I think you take a moral and stamina hit which affects all skills. Maybe they could make it where there isn’t a hit if you sighn guys in the offseason and gradually increase the hit you take the later in the season you sighn someone unless its to replace an inactive. I have room for another guy on my team in salary but just barely but for some reason the game wont let me sighn anyone. I would have to reduce salary to minimum on a handful of guys sighn the new guy then raise all the salaries back up. I haven’t done that because of the chem hit I would take.
 
atlbruce
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Originally posted by _OSIRIS_
I'm thinking around 10 games total to regain chem from zero, three or four from 50. Very slow gains at first and ramping up towards the end. If the main purpose is to prevent teams from in season roster changes this should be enough of a deterrent.

It doesn't punish people so heavily just because they need to sign free agents during to offseason. Really irritates me to get penalized so heavily over replacing inactives and other things not in my control.


^This. Chemistry is broken and hurting the game. Fix it, please, Bort and/or Corndog.
 
Da Phenom
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My thoughts on the Chem issue is this:

All of the previous comments are generally valid so i wont beat a dead horse....

Having to sign a Free Agent mid-season with Zero Chemistry does hurt the game overall, as owners dont want the hit to Chem especially when chasing league or ladder titles.

A solution in my opinion would be:

Every Player signs on with 50% Chemistry no matter what time of the season they are brought on-board.
Reward both players and Owners that sign free agents during the off season period through League Day 5 with the added benefit of acquiring chemistry at a higher rate (Like a high contract signee)
Players that are signed between Day 6 and Season Game 12 acquire chemistry at the standard increase. Teams that Sign players after Season Game 12 build chemistry at a reduced rate.

Seems like the idea would benefit not only the Owners/Team but help players get more involved in reaching out to teams/owners to get their guy signed without a negative impact.

I dont if it's an easy fix, but would help the game significantly!

 
coach_mean
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An Arcade culture, exactly why I don't play Madden.
 
Jagat0r
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If its in place as a deterrent to players changing teams midseason that's misguided and counterproductive. First you already cant just leave a team with an active owner, you would have to get released. So then this rule is to discourage players on inactive teams and cpu teams changing to actively owned teams , so many times its our NEW GUY , the guy we should be actively trying to give a good experience so they STAY!, that gets penalized because they logged in and made their first dot and screwed up and signed a contract with a shit team, and our NEW OWNERS who we should also be helping but instead being punished for buying a team and filling it as they go. Makes sense. WTG Admins, pat yourself on the back for this brilliant decision. And as for anyone arguing for this rule, you just don't understand this game at all, this isn't real football. GLB2 is certainly a brand of football but its a unique brand sometimes resembling pop warner as much as it does the NFL. I don't see how removing chemistry would do anything but enhance this game.
 
Butler053
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Sorry Jag I down voted by accident, I got all worked up because I agreed with you so much! Haha
Edited by Butler053 on Mar 1, 2018 19:11:20
 
Bretto007
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haha I have -4 Originally posted by Butler053

Sorry Jag I down voted by accident, I got all worked up because I agreed with you so much! Haha



Despite 90% of people agreeing with me I have 4 downvotes to 0 upvotes
 
_OSIRIS_
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If we remove chemistry we have to use another means to stop players from cut/signing mid season. You can't be able to dress a rushing QB one game and then a passing QB the next and stuff like that with no penalty. It would be infuriating to spend hour gameplanning for a heavy passing team in a championship game and have them suddenly be an all rush team running wild over your pass defense. It is also a deterrent for farm teams. They don't want teams to stay in Vet forever.

The biggest problem is with those fill as you go newbie teams, newbie players trying to get on a human team, and teams just trying to replace inactives during the off season. The harsh penalty is not fair to them and doesn't make for a good first impression.
 
Bretto007
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Originally posted by _OSIRIS_
If we remove chemistry we have to use another means to stop players from cut/signing mid season. You can't be able to dress a rushing QB one game and then a passing QB the next and stuff like that with no penalty. It would be infuriating to spend hour gameplanning for a heavy passing team in a championship game and have them suddenly be an all rush team running wild over your pass defense. It is also a deterrent for farm teams. They don't want teams to stay in Vet forever.

The biggest problem is with those fill as you go newbie teams, newbie players trying to get on a human team, and teams just trying to replace inactives during the off season. The harsh penalty is not fair to them and doesn't make for a good first impression.



Don't remove it then. But how about if I sign a FA in the first 5 days he starts at 75% Chemistry? Easy uncomplicated fix to the game. After playing on my team the first 5-10 games of the season that Chemistry should be at 100% or damn near close.
 
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Originally posted by coach_mean
An Arcade culture, exactly why I don't play Madden.


It seems like you are having a totally separate debate than the rest of us. You are seeing this as an "arcade" vs. "simulation" debate, while the rest of us are seeing this as a "overly harsh game mechanic" vs. "promote team building/newbie agents" discussion.
 
coach_mean
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Edit: Scratch everything I said, didn't realize there's only 5 seasons average in a player's career in GLB2.
Edited by coach_mean on Mar 2, 2018 21:52:51
Edited by coach_mean on Mar 2, 2018 16:33:10
Edited by coach_mean on Mar 2, 2018 16:32:27
Edited by coach_mean on Mar 2, 2018 16:29:40
Edited by coach_mean on Mar 2, 2018 16:28:31
 
_OSIRIS_
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Originally posted by coach_mean
Currently you're already getting an accelerated chemistry boost, when in truth it should take YEARS for a player to reach 100% chemistry.




So if you sign up for the game and build a couple of players and it takes 2-3 seasons to gain chemistry, how would that be good for this game? If you are new to the game you may be forced to change teams 3-6 times by the time you hit legend. This would mean you would never have full chemistry. Why should someone want to pay like $30+ for a player that never was able to compete the way he was built? It would also put an even huger gap between pre-planned teams like mine and newbie teams that didn't get that luxury. You end up with experienced everything vs low chemistry newbies who are just trying to figure things out. We would like to grow the game not accelerate it's death.
 
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