Not sure why you guys keep saying penalties. There are no penalties.
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Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
Raid
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Originally posted by Corndog
Not sure why you guys keep saying penalties. There are no penalties.
Missing out on a bonus is also a penalty if you look at it from the prospective of 100 being 'base'
But you cleared up where the 'base' is for us nicely
Not sure why you guys keep saying penalties. There are no penalties.
Missing out on a bonus is also a penalty if you look at it from the prospective of 100 being 'base'
But you cleared up where the 'base' is for us nicely

Raid
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Originally posted by Corndog
Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
B. E. A. utiful. Thank ye.
Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
B. E. A. utiful. Thank ye.
vipermaw82
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Originally posted by Corndog
Not sure why you guys keep saying penalties. There are no penalties.
No shit, i see holding and blocking in the back all the time... dont ge tme started on pass interference and roughing the passer
Not sure why you guys keep saying penalties. There are no penalties.
No shit, i see holding and blocking in the back all the time... dont ge tme started on pass interference and roughing the passer

Cybertron
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Originally posted by Corndog
Not sure why you guys keep saying penalties. There are no penalties.
umm....
Originally posted by Corndog
No, zero chemistry just means no penalties.
and
Originally posted by Corndog
Everyone does have at least zero chemistry.
equals
every player has no penalties
Not sure why you guys keep saying penalties. There are no penalties.
umm....

Originally posted by Corndog
No, zero chemistry just means no penalties.
and
Originally posted by Corndog
Everyone does have at least zero chemistry.
equals
every player has no penalties
Edited by Cybertron on Jun 10, 2021 18:07:34
Cybertron
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Originally posted by Corndog
Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
Ok...thanks for clearing it up.
Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
Ok...thanks for clearing it up.
william78
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Originally posted by Corndog
Not sure why you guys keep saying penalties. There are no penalties.
Simple. Outside of rookie most people are used to playing at 100% chemistry - they are used to seeing their players perform with that enhancement so 85% of the Toon life they get an addiative - when it's not there its a penalty.
Not sure why you guys keep saying penalties. There are no penalties.
Simple. Outside of rookie most people are used to playing at 100% chemistry - they are used to seeing their players perform with that enhancement so 85% of the Toon life they get an addiative - when it's not there its a penalty.
Originally posted by william78
Simple. Outside of rookie most people are used to playing at 100% chemistry - they are used to seeing their players perform with that enhancement so 85% of the Toon life they get an addiative - when it's not there its a penalty.
I guess by that logic, not having gold play knowledge is also a penalty.
Simple. Outside of rookie most people are used to playing at 100% chemistry - they are used to seeing their players perform with that enhancement so 85% of the Toon life they get an addiative - when it's not there its a penalty.
I guess by that logic, not having gold play knowledge is also a penalty.
william78
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Originally posted by Corndog
I guess by that logic, not having gold play knowledge is also a penalty.
No because people don't have Gold all the time for every play - the expectation is different. I'm not saying your wrong mathematically I'm saying the perception should be pretty easy to understand. It's just human nature and expectation management.
Let's say Bort in addition to however he compensates you now says everyday you have a "great" day I'll pay you a $40 bonus but Bort's definition of Great is easy or just your so aweseome
Monday $40 end of day
Tuesday $40 end of day
Wednesday $40 end of day
Thursday $40 end of day
Friday $40 end of day
Saturday $40 end of day
Sunday $40 end of day
Monday $40 end of day
Tuesday $40 end of day
You go in Wesnedsay expecting your $40 end of day and he goes "ah yeah this one thing in teh forum kinda not so much no $40 bucks today"
Your going to start comparing not getting an extra $40 at the end of day to your work all the other days. Human Nature you'll start arguing about saying hey my mistake today (or whatever) wasn't as bas as teh one Saturday and you paid that one.
A bonus that you almost always get and almost always expect stops being perceived that way anytime you receive it on such a regular basis. It's absence is missed more than its reception is appreciated.
I guess by that logic, not having gold play knowledge is also a penalty.
No because people don't have Gold all the time for every play - the expectation is different. I'm not saying your wrong mathematically I'm saying the perception should be pretty easy to understand. It's just human nature and expectation management.
Let's say Bort in addition to however he compensates you now says everyday you have a "great" day I'll pay you a $40 bonus but Bort's definition of Great is easy or just your so aweseome
Monday $40 end of day
Tuesday $40 end of day
Wednesday $40 end of day
Thursday $40 end of day
Friday $40 end of day
Saturday $40 end of day
Sunday $40 end of day
Monday $40 end of day
Tuesday $40 end of day
You go in Wesnedsay expecting your $40 end of day and he goes "ah yeah this one thing in teh forum kinda not so much no $40 bucks today"
Your going to start comparing not getting an extra $40 at the end of day to your work all the other days. Human Nature you'll start arguing about saying hey my mistake today (or whatever) wasn't as bas as teh one Saturday and you paid that one.
A bonus that you almost always get and almost always expect stops being perceived that way anytime you receive it on such a regular basis. It's absence is missed more than its reception is appreciated.
Xars
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Originally posted by Corndog
Not sure why you guys keep saying penalties. There are no penalties.
Originally posted by Corndog
Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
Two sides of the same coin.
It's a PVP game.
If my OLine is at 100% Chemistry and I'm getting the full bonus and the other teams player is at 0% Chem and receiving no bonus, then on a RELATIVE basis the player at 0% Chem is taking a "Chem hit". Lack of Bonus is a Chem hit - from us player's point of view.
Comparing |ABSOLUTE| vs. |ABSOLUTE| is a RELATIVE relationship.
Originally posted by Corndog
I guess by that logic, not having gold play knowledge is also a penalty.
Effectively, not absolutely.
If a Power Back has Gold Power Through and the Defenders don't have Gold Monster Hit/ Brick Wall/ Death Grip (etc.), who has the RELATIVE advantage?
Your customers hate the Chem Bonus because it hurts teams and players that stick around when someone quits. Replacing that player with a new player that starts at 50 Chem (and not the 100 Chem the previous player had) causes a RELATIVE decrease in the team effectiveness.
It penalizes paying customers who stick it out because some other paying customer no longer wants to be a paying customer.
Hence we all want it gone. But you guys keep saying it's a NGTH item.
Over the past 7-8 years, the number of customers you've lost over this mechanic isn't trivial and yet, in this one area, you really refuse to listen to your customers.
We're grateful when you do (new plays, new features) but removing this feature that is bad in a PVP game is a sticking point. And it's why Team Owners have left and given up over the years because they could never successfully reload when someone bailed on them.
Not sure why you guys keep saying penalties. There are no penalties.
Originally posted by Corndog
Like, the way it's coded it literally just adds a bonus to your attributes multiplied by your chemistry.
Two sides of the same coin.
It's a PVP game.
If my OLine is at 100% Chemistry and I'm getting the full bonus and the other teams player is at 0% Chem and receiving no bonus, then on a RELATIVE basis the player at 0% Chem is taking a "Chem hit". Lack of Bonus is a Chem hit - from us player's point of view.
Comparing |ABSOLUTE| vs. |ABSOLUTE| is a RELATIVE relationship.
Originally posted by Corndog
I guess by that logic, not having gold play knowledge is also a penalty.
Effectively, not absolutely.
If a Power Back has Gold Power Through and the Defenders don't have Gold Monster Hit/ Brick Wall/ Death Grip (etc.), who has the RELATIVE advantage?
Your customers hate the Chem Bonus because it hurts teams and players that stick around when someone quits. Replacing that player with a new player that starts at 50 Chem (and not the 100 Chem the previous player had) causes a RELATIVE decrease in the team effectiveness.
It penalizes paying customers who stick it out because some other paying customer no longer wants to be a paying customer.
Hence we all want it gone. But you guys keep saying it's a NGTH item.
Over the past 7-8 years, the number of customers you've lost over this mechanic isn't trivial and yet, in this one area, you really refuse to listen to your customers.
We're grateful when you do (new plays, new features) but removing this feature that is bad in a PVP game is a sticking point. And it's why Team Owners have left and given up over the years because they could never successfully reload when someone bailed on them.
Edited by Xars on Jun 11, 2021 08:19:18
Edited by Xars on Jun 11, 2021 08:15:50
Edited by Xars on Jun 11, 2021 08:15:31
bmg_3
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Originally posted by Xars
Comparing |ABSOLUTE| vs. |ABSOLUTE| is a RELATIVE relationship.
Xars' Theory of Relativity
That's why they call you the Einstein of GLB. Well, they don't. But they should.
Comparing |ABSOLUTE| vs. |ABSOLUTE| is a RELATIVE relationship.
Xars' Theory of Relativity

That's why they call you the Einstein of GLB. Well, they don't. But they should.
Detroit Leos
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Originally posted by Xars
Effectively, not absolutely.
If a Power Back has Gold Power Through and the Defenders don't have Gold Monster Hit/ Brick Wall/ Death Grip (etc.), who has the RELATIVE advantage?
Your customers hate the Chem Bonus because it hurts teams and players that stick around when someone quits. Replacing that player with a new player that starts at 50 Chem (and not the 100 Chem the previous player had) causes a RELATIVE decrease in the team effectiveness.
It penalizes paying customers who stick it out because some other paying customer no longer wants to be a paying customer.
Hence we all want it gone. But you guys keep saying it's a NGTH item.
Over the past 7-8 years, the number of customers you've lost over this mechanic isn't trivial and yet, in this one area, you really refuse to listen to your customers.
We're grateful when you do (new plays, new features) but removing this feature that is bad in a PVP game is a sticking point. And it's why Team Owners have left and given up over the years because they could never successfully reload when someone bailed on them.
Bad enough finding any replacement if you as an owner did not fill the whole team or build replacement players to stuff on CPU teams which then get lended out to other teams and end up sticking them with a replacement issue.
Then multiple teams are dealing with a Chem hit along with the possibility of not filling the roster with agent owned players and/or taking on a poor build which does not fit the team just to have a warm body on the roster. On top of all of that cost of ownership, we pay an extra 500 flex to own a team.
Owners take a big hit in this game for sure. Not sure what all of the answers to the owner problem are, but there are multiple woes that occur when owning a team especially with a diverse group of agents which I always try to have with BSB. I also build the backup players and anticipate losing agents. But it is impossible to know which agents will go inactive over the course of a run.
Perhaps owners should have the ability to "claim" players when agents go inactive EVEN if they are S* players and it would put owners over the cap on S* slots. Could still have owners sink flex in SP, AP, and cap boosts for future seasons without dealing with the lack of free agents available or builds that are not palatable to how the team is constructed.
This simple mechanic would allow owners to take on more inexperienced agents with less concern that they will just go missing a couple of months later and well before even getting to vet ball. Also should allow more exposure to inexperienced agents to team building concepts which would allow them to compete at a greater level against other "quality" teams sooner.
Effectively, not absolutely.
If a Power Back has Gold Power Through and the Defenders don't have Gold Monster Hit/ Brick Wall/ Death Grip (etc.), who has the RELATIVE advantage?
Your customers hate the Chem Bonus because it hurts teams and players that stick around when someone quits. Replacing that player with a new player that starts at 50 Chem (and not the 100 Chem the previous player had) causes a RELATIVE decrease in the team effectiveness.
It penalizes paying customers who stick it out because some other paying customer no longer wants to be a paying customer.
Hence we all want it gone. But you guys keep saying it's a NGTH item.
Over the past 7-8 years, the number of customers you've lost over this mechanic isn't trivial and yet, in this one area, you really refuse to listen to your customers.
We're grateful when you do (new plays, new features) but removing this feature that is bad in a PVP game is a sticking point. And it's why Team Owners have left and given up over the years because they could never successfully reload when someone bailed on them.
Bad enough finding any replacement if you as an owner did not fill the whole team or build replacement players to stuff on CPU teams which then get lended out to other teams and end up sticking them with a replacement issue.
Then multiple teams are dealing with a Chem hit along with the possibility of not filling the roster with agent owned players and/or taking on a poor build which does not fit the team just to have a warm body on the roster. On top of all of that cost of ownership, we pay an extra 500 flex to own a team.
Owners take a big hit in this game for sure. Not sure what all of the answers to the owner problem are, but there are multiple woes that occur when owning a team especially with a diverse group of agents which I always try to have with BSB. I also build the backup players and anticipate losing agents. But it is impossible to know which agents will go inactive over the course of a run.
Perhaps owners should have the ability to "claim" players when agents go inactive EVEN if they are S* players and it would put owners over the cap on S* slots. Could still have owners sink flex in SP, AP, and cap boosts for future seasons without dealing with the lack of free agents available or builds that are not palatable to how the team is constructed.
This simple mechanic would allow owners to take on more inexperienced agents with less concern that they will just go missing a couple of months later and well before even getting to vet ball. Also should allow more exposure to inexperienced agents to team building concepts which would allow them to compete at a greater level against other "quality" teams sooner.
Edited by Detroit Leos on Jun 11, 2021 08:34:57
Detroit Leos
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Moved my above response to the suggestions thread as this scholar thread was feeling hijacked haha.
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