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bhall43
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Buff everything. Season 31 sucked. Least enjoyment I have had with GLB in quite a long time.

I like the thought of having to gameplan around great players. I don't like to just throw out a plan and just hope my players make less shitty plays than the other team. And that is what this season felt like. A lot of shitty players who sometimes didn't do something shitty and the team who had less shitty plays won the game.

Under the current junction of the game. Speed guys aren't speedy. Power guys aren't powerful. Elusive guys aren't elusive. Simple elements that made the game fun and enjoyable have been sucked dry. Make it simple again.

If I take an SA to the 3rd level it should be very meaningful in games. Look, I don't like shit tons of turnovers as much as the next guy. But if those turnovers are being caused because Eye on the Prize or Monster Hit passed a check and fired on that play. Cool. I had a bunch of turnovers because my QB just decided to randomly throw interceptions to guys with no intercepting and fumbled the ball away because my quarterback or HB didn't have enough balance to complete the hand off? Not cool. I couldn't stop a back because Power Thru, Juke, and Stiff Arm all fired on the same play or the offensive line was pancaking the shit out of me with pancake chef and beatdown? Cool. I can't stop a back because my defenders slipped on an invisible banana peel? Not cool.

I want to enjoy making a player and watching them play well. I don't really care what the box score looks like. Because if I am a single agent watching my solo player on the field, he needs to be worth watching. Not completely boring.

Also, as always, more plays. Thanks in advance.
 
TDiddy8701
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Originally posted by bhall43
I don't like to just throw out a plan and just hope my players make less shitty plays than the other team. And that is what this season felt like. A lot of shitty players who sometimes didn't do something shitty and the team who had less shitty plays won the game.


The accuracy 😂🤣😂🤣
 
Xars
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Agree a lot with bhall but some disagreement.

What we should want is:

Elusive, Speed HBs who can get to the edge, Juke the CB and take it to the House. Instead of Elusive HBs being the #1 choice on Inaide Runs.
Power HBs that move piles and dominate Inside Run. Instead of Pitch/ Sweep/ Counter and roll over a CB.
Worse Long Pass play completion with much better Short Pass play completions.

How this gets accomplished with your code base is a question.

 
BoDiddley
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Originally posted by bhall43
Buff everything. Season 31 sucked. Least enjoyment I have had with GLB in quite a long time.

I like the thought of having to gameplan around great players. I don't like to just throw out a plan and just hope my players make less shitty plays than the other team. And that is what this season felt like. A lot of shitty players who sometimes didn't do something shitty and the team who had less shitty plays won the game.

Under the current junction of the game. Speed guys aren't speedy. Power guys aren't powerful. Elusive guys aren't elusive. Simple elements that made the game fun and enjoyable have been sucked dry. Make it simple again.

If I take an SA to the 3rd level it should be very meaningful in games. Look, I don't like shit tons of turnovers as much as the next guy. But if those turnovers are being caused because Eye on the Prize or Monster Hit passed a check and fired on that play. Cool. I had a bunch of turnovers because my QB just decided to randomly throw interceptions to guys with no intercepting and fumbled the ball away because my quarterback or HB didn't have enough balance to complete the hand off? Not cool. I couldn't stop a back because Power Thru, Juke, and Stiff Arm all fired on the same play or the offensive line was pancaking the shit out of me with pancake chef and beatdown? Cool. I can't stop a back because my defenders slipped on an invisible banana peel? Not cool.

I want to enjoy making a player and watching them play well. I don't really care what the box score looks like. Because if I am a single agent watching my solo player on the field, he needs to be worth watching. Not completely boring.

Also, as always, more plays. Thanks in advance.


As usual, bhall nails it. The fun of making builds in this game has evaporated. What's the point of putting 99 sprint in a HB or WR is they can't get separation? Or 99 power running if they can barely get through the line? 99 QB accuracy is useless when passes still go all over the place, 99 kicking accuracy *may* get you around 70% on FGs, and putting 99 SP in things like strip, cov tech, etc., on defense is dubious at best. GLB2 has always had extremes due to the way we build our teams...but that's a good thing. The recent nerfs/changes have ruined that aspect of the sim, and made everything generic and somewhat pointless to gameplan for.

#makebuildsgreatagain
Edited by BoDiddley on May 13, 2018 14:02:48
 
Bretto007
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It sounds like you guys want to make offensives dominant again and win games 100-0 instead of 30-0

Just a thought but maybe it's not the game simulation that needs a tweak anymore but rather the player build interface could use a refresh. Maybe add in some additional traits and special abilities to make the players more diverse and unique.
 
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I like defense, but I want a balance between it and offense... not for offense to dominate again. It shouldn't be easy mode for either side of the ball, that's why I suggested slight increases until we can find that sweet spot between the two.
 
drake262
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Just release glb3 and start from scratch
 
Nyria
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Originally posted by bhall43
Buff everything. Season 31 sucked. Least enjoyment I have had with GLB in quite a long time.

I like the thought of having to gameplan around great players. I don't like to just throw out a plan and just hope my players make less shitty plays than the other team. And that is what this season felt like. A lot of shitty players who sometimes didn't do something shitty and the team who had less shitty plays won the game.

I want to enjoy making a player and watching them play well. I don't really care what the box score looks like. Because if I am a single agent watching my solo player on the field, he needs to be worth watching. Not completely boring.


I very much agree with this on the whole, although I want both as considerations, in that when teams are well matched the box score should usually about look right, also. But that should be because offensive players and defensive players are both making great plays, as well as both being fallible in ways that real athletes are fallible. But just, in those ways. A guy with low balance should be easy to knock down and should lose a lot of speed changing directions, but should very rarely fall down without being hit. And they shouldn't be so concerned about box scores of huge mismatches to stop a team from winning 100-0 over a cpu team or against one with truly awful builds. In those games, forget the fact the QB gets a 150 rating or the HB 8 ypc. You have an NFL team against high schoolers or something. If they can't do that in those games, the top S* passers can't get their 95+ QB ratings and top S* HB's 5 ypc when playing decent teams. The same goes for defensive stats, though there are fewer of those.

Offense is overdominant if when teams of similar ability play each other the scores end up 56-48, and maybe that was happening, from what some post. I was away for those seasons. 56-48 games should be rare, but so should 7-0 games. But don't even worry what the stats look like in games that aren't reasonable matchups.

A big advance of GLB2 over the original is that everyone in GLB2 is assumed to be an athlete. In the original, speed dominated because someone with 100 speed was actually twice as fast as someone with 50 speed. So everyone had to pump speed, because with 50 speed you didn't even have an athlete, not even a lineman. If the top guy's 40 yard dash was a 4.0, his was 8! No one in GLB2 is slower than my overweight, sedentary over 40 self-- like in the NFL or major college football no one is. But some have less balance than I do, and not because I'm at all graceful; bad balance is overpenalized now. Overall there are a lot of ways to build a player, and the player building is much better on GLB2 that it's a much better game than the original. That's even true of the lesser version I happened to come back for, because at least no one skill dominates all others. But it's much better when players can excel at something if built well for it.

It should be said that with a challenging skill, even a 90+ rating shouldn't mean you always succeed. Tom Brady sometimes throws errant passes also, even when not under pressure. Top WR's occasionally drop passes they were open for. That matters, so you can't without cost stop anything at 80. You want to go to 100 if you can. But at 100, or even at 80, you should be making many more great plays in that area than awful ones. GLB2 is an infinitely better game for player building than GLB1, but let us enjoy seeing our builds do things well, for what they were built to do well. What's great it that no one, even a S*, has the points to build to do everything well. But what we choose as what we do especially well, let us be really good at. When we're weak for the position in a skill, then there should be failures at it. But let players excel at what they're built for. If it's an opposed skill (e.g. Power Tackling vs. Carrying Grip), then someone will fail, and that's good also. Your player will be great at some things and bad at others. The build is a choice of what to be great at, and what to be bad at. Maybe for some time players weren't penalized enough for their weaknesses. Where it's reasonable (unlike more than very rare falls when untouched) those penalties should also happen.

And don't worry if people cry about what happens in 100-0 games. GLB2 with its level and salary caps, as well as ladder games, does about as much as it can to have more balanced matchups; but if a guy with 90 Power Running (and good supplementary skills) can't be stopped by a bunch of guys with 50 Tackling Tech and 40 Tackling Grip, that's "working as intended," letting a build be excel at its strengths. If that same guy has only 50 Carrying Grip and gets hit by a 90 Power Tackler, then the ball should come loose plenty as well, of course; and he won't have the points to be good at everything, which is the tradeoff of player building that makes the game interesting.

I'll repeat one last time though, that letting a mismatch between players be a mismatch, means that when teams overall are badly mismatched there will be 100-0 games, the 90 Power Tackler may cause 5 fumbles, the guy with 90 Interception skill may pick off 5 passes, and the 90 Power Runner may rush for 400 yards at 9 ypc. That shouldn't be an issue, as long as when there's a fairly even matchup the box scores look like it might have been a real game, which does mean very rarely 56-48, but also means very rarely 7-0.
 
bhall43
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Originally posted by Bretto007
It sounds like you guys want to make offensives dominant again and win games 100-0 instead of 30-0

Just a thought but maybe it's not the game simulation that needs a tweak anymore but rather the player build interface could use a refresh. Maybe add in some additional traits and special abilities to make the players more diverse and unique.


I dont care what the end scores look like. I want to enjoy watching my players make plays. Right now its boring as hell.
 
jfbueno
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Make Running Great Again
 
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I think the current state of the sim is about the best it’s ever been with regards to the balance between offenses and defenses and just the overall gameplay. I do think it would be improved with a 20-ish percent increase in the effectiveness of outside running and a 20-ish percent reduction in turnovers.
 
bhall43
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Is there a balance? Because right now it just looks like a lot of nothing going on to me.
 
moghedan
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I agree with BHall


I was just p;aying around with a D-League QB, having fun for three seasons of zero stress.
This past season, he turned into a shitshow... the entire league turned into a shitshow... and a kicker won the MVP.

A Kicker.

Fix your shit.
 
DeVotchka
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Originally posted by Bretto007
The Chemistry penalty are too harsh. It shouldn't take 25 games of a 30 game season to reach 100%. It really hurts the new inexperienced players and owners who are putting rosters together every season at different tiers.


Why don't people like this? Players changing teams in the offseason is increased activity and Bretto has a point about new owners/dots starting off at a disadvantage.

Can we also fix how impossible it is make roster moves in the offseason? Not being able to drop under 36 players during the three offseason days makes any roster changes undoable unless you put 10 players on low contracts, which brings me back to my thoughts on chem.
Edited by DeVotchka on May 14, 2018 15:35:10
 
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Yeah we need more clear weaknesses and better strenghts, i hate how QBs give way to many interceptions to players with no int, how O-line with 50 pass block can hold 95+ PRT pass rushers, etc...
 
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