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Forum > Goal Line Blitz 2 > Changes...here they are
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william78
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Originally posted by jhiggseiu14
im very opinionated as well however i hope they don't get rid of this game i mean there isn't nothing out there close to glb2
i like this game seriously and would hate for it to be neglected because there isnt much like it to this level


Originally posted by MileHighShoes
Whatever blows up yesterday gets a target from the surreal numbers gun, and that inevitably creates a new problem elsewhere as builds adapt to the new meta.(........) If WG staff constantly chased more realism I think all of the balance issues would work themselves out, but that takes more thinking and time, they routinely take shortcuts to solve problems, and I'm sure that comes from declining flex sales, as more work turns into less and less revenue(...............)

Which is truly sad IMO, I think Bort really had a great vision and great plans and I'd be willin to bet he's working tirelessly, but I get the feeling he's surrounded himself with some horrible business people who have done nothing but made horrible decisions and influenced the company into the twisted shape it's come into today with rampant cash grabs.


Quoted both of you gentleman since I agree with both sentiments. Though I would only speculate to agree with MHS's 3rd point about a business model problem. I don't think its necessarily a cash grab given the enormous investment of time and energy it would take to develop a football based MMORPG with any semblance of realism. I would speculate however that given the smaller and smaller rookie level signups in connection with being posted on yahoo. Being posted on yahoo should have increased traffic flow dramatically but are new players signing up, staying and buying flex...well impossible for me to say because I don't see the numbers. However I would guess so far that not so much, which is shame as SBNation got on there (a sports blog) and as soon as they did page views jumped dramatically.

I do however think when the mindset changes from "lets make the gameplay more realistic" to "lets balance things out with nerfing" the law of unintended consequences comes in and now balanced teams at the top level are going to have a hell of a time. I get that realism isn't always the solution and that gaming should be fun so some unrealistic aspects to football (IE the 80 yard completion, the pick six, the outside toss for 60) should in fact happen more commonly in a video game than real life. This is the same reason the US Army had to write a contract for someone to actually code correct basic small unit tactics when they decided to incorporate some first person shooters into training; no one in the gaming community (despite published basic small unit books) was creating games with correct real war small unit tactics. Quick example: From an infantry squad set of tactics the reaction to an ambush and suppressive fire is to typically shift into a new position with a tactical withdrawal -- no one in a video game wants to "withdraw" as a winning strategy. So I do get the need for video game style.

However a half thought it change isn't really the answer, Galithor isn't the one who is going to pay the price on this fix. He knows which of the really simple passes work so while he's lost a bit of marginal utility he can adapt because he's cracked the nut. On the other hand now you have new players and fans of realistic interaction you've made life harder on and balanced approach's that are even less valuable. It's a shame too because as jhigg points out its the best option out there.....just one that has imho lost its way a little bit.
 
Xars
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Nerfing happens in every game. Realism is nice, but game balance is better. I'm not sure why you expect something different.

Let's look at what is happening overall:

Offense was over-powered at Vet.
Rookie had OP Outside running, while Passing was a sack fest.

They've buffed Rookie Passing while trying to nerf Outside Runs. They've nerfed Vet Offense by increasing Pure O OLine costs dramatically.

If it isn't clear to you that they want game balance between O and D and they are trying to promote more Balanced O overall, you're just not getting it.

What they want to do and how much they can do in a single season is limited. So slaughtering them on the forums doesn't help.

 
_OSIRIS_
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The game has some issues but I don't want every change demand automatically and immediately made. I think GLB1 strayed to much from Bort's vision. They made massive nerfs and buffs every off-season and by season 28 it all went to shit. I'm fine with the small tweaks.

The game is way unbalanced to the all run and pass teams. I haven't read every post but I have only read one decent suggestion so far. Any nerfs or buffs should hurt balanced teams even more. Having a tactic to massively buff a defense one way and nerf it the other is the only logical fix I can think of. If a team passes 95% of the time every game you could chose the pass focus option to give a very big defensive buff on pass plays while equally nerfing the defense on run plays for the game. I'm not talking a slight awareness tweak but all defensive attributes. It would be way to risky to use even against slightly balanced teams. Other than this I have no idea how they are going to fix this.
 
peeti
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Again...I think the Blocking Change they did was a great idea, which has also been suggested by users.

I just cant understand, why they chose that specific point where Skill costs get more expensive than before.
Again...for the build where i tried, it was already at 25 (run block tech). Thats seems way too low, as liners really get elite on run blocking skills in the 70-80s (more ofc even better, mostly S* then tho). So increasing SP costs at 25 already really hits both, the pure run teams and the balanced teams. If the cost increase would have started at like 50ish, then balanced teams wouldnt really have felt it until maybe pro (depends on builds ofc). Now both, the pure and the balanced teams already feel the change at rookie level already.

Greetz
 
william78
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Originally posted by Xars
Nerfing happens in every game. Realism is nice, but game balance is better. I'm not sure why you expect something different.

Let's look at what is happening overall:

Offense was over-powered at Vet.
Rookie had OP Outside running, while Passing was a sack fest.

They've buffed Rookie Passing while trying to nerf Outside Runs. They've nerfed Vet Offense by increasing Pure O OLine costs dramatically.

If it isn't clear to you that they want game balance between O and D and they are trying to promote more Balanced O overall, you're just not getting it.

What they want to do and how much they can do in a single season is limited. So slaughtering them on the forums doesn't help.



I'm not "slaughtering them on the forums"; I'm providing feedback. I have not insulted anyone or even run out tons of sarcasm. If providing feedback about changes I disagree with strongly is not enough to keep a man in good standing, than what is the point of having such a forum? So that they can hear from "yes men" who pat them on the back?

I also agree balance is nice, I very much disagree that this is a step in the right direction. "Nerfing" for the sake of changing the outcome variables is seldom without consequences. In this case a push more towards unbalanced teams going all one direction.
 
Time Trial
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So I just realized that my players got nerfed pretty hard because I was away.

I ended up boosting and adding my SPs AFTER the changes came in. Anyone who boosted and added their SPs before the changes went in would have been able to take their blocking skills much higher with the 8000 SPs + boosts you get at the end of the season (or whatever the actual number is).
 
Absolut Zero
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Originally posted by Time Trial
So I just realized that my players got nerfed pretty hard because I was away.

I ended up boosting and adding my SPs AFTER the changes came in. Anyone who boosted and added their SPs before the changes went in would have been able to take their blocking skills much higher with the 8000 SPs + boosts you get at the end of the season (or whatever the actual number is).


Eh, theoretically previously spent SP has been given a "hidden adjustment" to make it more equal. But now for them, it costs more SP to raise it 1 point than it does for you.
 
Time Trial
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Originally posted by Absolut Zero
Eh, theoretically previously spent SP has been given a "hidden adjustment" to make it more equal. But now for them, it costs more SP to raise it 1 point than it does for you.


Not at all.

I was paying the higher post-changes SP cost for all of my points because I assigned them after the changes were made.

So wouldn't my SP cost to add the same number of points be more expensive?

 
Rob.
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Originally posted by Time Trial
Not at all.

I was paying the higher post-changes SP cost for all of my points because I assigned them after the changes were made.

So wouldn't my SP cost to add the same number of points be more expensive?



No. "hidden adjustment". It hits everyone the same no matter what tier you are or when you spent it.
 
Absolut Zero
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Originally posted by Time Trial
Not at all.

I was paying the higher post-changes SP cost for all of my points because I assigned them after the changes were made.

So wouldn't my SP cost to add the same number of points be more expensive?



But the problem is, their level of points is deceiving. It might say it's at 85, but for all we know it could be more like 75. If they wanted to increase their skill, they'd be paying the amount of SP it would cost to increase the skill from 85 to 86, but the skill in reality is only going from 75 to 76.

Whereas let's say your guy could only up his skill to 80, and since you added points after the change, the newer points shouldn't be artificially deflated like the others. But let's say some skill deflation did hit, from points added over the past couple of seasons. Let's say his "deflation adjustment" also puts him at 75. To increase his skill 1 extra point, it would cost him less than the people who added points prior to the change. Since he'd only have to pay the SP cost to increase the skill from 80 to 81, instead of 85 to 86. But both builds in reality, only increased their skill from the downward adjusted 75, to the new 76.
 
Time Trial
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Thanks for making this game so much easier to quit after my current players hit plateau.
 
Mysterio
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Not buying career boosts for my Vet team for sure now. My blocking skills will be going down by some ambiguous amount every season, and id rather not take the risk on how big the penalty is because its quite a big flex investment.
Edited by Mysterio on Feb 3, 2015 11:12:55
 
Mysterio
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Originally posted by peeti
Again...I think the Blocking Change they did was a great idea, which has also been suggested by users.

I just cant understand, why they chose that specific point where Skill costs get more expensive than before.
Again...for the build where i tried, it was already at 25 (run block tech). Thats seems way too low, as liners really get elite on run blocking skills in the 70-80s (more ofc even better, mostly S* then tho). So increasing SP costs at 25 already really hits both, the pure run teams and the balanced teams. If the cost increase would have started at like 50ish, then balanced teams wouldnt really have felt it until maybe pro (depends on builds ofc). Now both, the pure and the balanced teams already feel the change at rookie level already.

Greetz


This is absolutely the biggest problem with the changes. Now balanced teams will have to suck horribly in one blocking area and be decent at another, or just suck moderately in both.
 
Parab00n
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Originally posted by Mysterio
This is absolutely the biggest problem with the changes. Now balanced teams will have to suck horribly in one blocking area and be decent at another, or just suck moderately in both.


Another overreaction, blocking with 70 in a skill works just fine. Yea they won't instacake every defender they touch, but thats the point. Coordinators are going to actually have to gameplan and not set the same 5-6 plays a game to spam.
 
Zaranthuul
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Originally posted by Parab00n
Another overreaction, blocking with 70 in a skill works just fine. Yea they won't instacake every defender they touch, but thats the point. Coordinators are going to actually have to gameplan and not set the same 5-6 plays a game to spam.


Ya first thing i did for my Sophomore team was run through player builder. The normal Oline back ups will still hit 65 techs and the super stars instead of going 90 will settle for 80.

Kinda sucks a little but for now it is what it is.

I kinda think they went a little over board on the cost increase...
 
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