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Forum > Game Changes Discussion > Archived Changes > If you were to change the league structure
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TehKyou
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Originally posted by BP
Originally posted by j10er

Every time I read one of these ideas or I try to create my own, one thing becomes very obvious: the player leveling system makes it almost impossible to create a competitive and efficient league structure.

Allowing players to grow over 10 seasons and only plateau for 1 season creates way too much inherent disparity. Off the top of my head, 5 seasons of fast growth/boosting, 3 seasons of plateau w/ boosting, 3 seasons of plateau w/out boosting, decline after that. VAs kick in in the 6th season, but at half the rate they do now.

That would make this so much simpler.


Scrapping the entire player aging system to make the league structure easier to figure out is easier? lol

Bort and DD are in a thread and listening to customers and contemplating change..that doesn't happen every day...focus brotha...


Well, I'm going to have to agree that Player Developement/Life Cycle plays a heavy role in the growth/promotion of teams and leagues and in my opinion should both be re-worked together at the same time.

What I mean is: Fix both at the same time. If you fix league structure problems now and then address the player developement issues. You'll have to re-adjust the leagues again anyway.
 
cwrujosh
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I would pretty much eliminate leagues and go to a cloud system that resets week by week.

Each cloud is an Effective Value cap. For example you have 100 teams in the 50-56 effective value cap. The SIM randomly selects two teams to play on a weekly basis immediately following the clouds' scheduled game to continue to give teams 48 hours to scout and GP.

The beauty of the cloud is that you can drop teams from the cloud nightly. So if a team goes CPU or guts, they are dropped to the lowest level. This immediately increases the competition because you will be playing teams within your EL and getting rid of CPU/guts nightly.

For PRO and WL, Bort does a final reorg on Day 0 to make sure there are no early season guts or CPUs in those leagues. He then locks those teams to making a limited number of transactions to avoid gutting.

For the playoffs from the cloud, you simply select the teams with the 64 best records, seed them, and have them play each other. Maybe even add something fun like a four team tourney of the playoff champions.

To avoid teams from gaming the system, any team dropping for any reason is ineligible for the playoffs.

The whole point is that leagues need to be flexible to account for guts and CPU IN SEASON.
 
Time Trial
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Vortus 2.0 except:

I would like to see a level 40 Pee Wee type league added. Teams can only use Level 40 0/1000 experience players who are day 200 (or whatever the creation date becomes for these players). These teams do a promotion system similar to Pee Wee Silver to Gold, but with the ability to use these level 40 players instead of those awful level one players.

I love Pee Wee, but the first two weeks are so hard to watch because of the speed of the game and because the defense just can't keep up. Would love to see what these great Pee Wee owners could do with Level 40 dots instead.
 
r8
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Random idea here.

Match up leagues by effective level. Take the entire league schedule and run it through the sim. Simplify things by just taking bare bones basic tactics for every team, because the idea here isn't to determine winner and loser as much as it is just establishing a base-line. If you can, you could probably even just have every game only be 1 quarter long.

Once you do this for the leagues, establish a strength rating for each team based on the outcomes, and re-arrange the leagues again, first by effective level then by the new "strength" rating.

Run the sim again, rearrange one more time, and you have more balanced leagues.

Potential downfalls of this idea: People deliberately waiting until after the re-arranging is done to sign players, so their strength rating is lower. Maybe to offset this you could make pre-season chemistry a 1.5x-2x hit, encouraging people to lock in their rosters before the end of the offseason.
 
shield.bearer
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Originally posted by shield.bearer
Contraction to a single pyramid would probably work just fine...


 
Vortus
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Originally posted by r8
Random idea here.

Match up leagues by effective level. Take the entire league schedule and run it through the sim. Simplify things by just taking bare bones basic tactics for every team, because the idea here isn't to determine winner and loser as much as it is just establishing a base-line. If you can, you could probably even just have every game only be 1 quarter long.

Once you do this for the leagues, establish a strength rating for each team based on the outcomes, and re-arrange the leagues again, first by effective level then by the new "strength" rating.

Run the sim again, rearrange one more time, and you have more balanced leagues.

Potential downfalls of this idea: People deliberately waiting until after the re-arranging is done to sign players, so their strength rating is lower. Maybe to offset this you could make pre-season chemistry a 1.5x-2x hit, encouraging people to lock in their rosters before the end of the offseason.


This is a nice addition to effective level/sp value if possible. A sort of team strength.
 
Vortus
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Would it help if the baseline for a new player was higher. Not sure how high to start them, and how much to give older players to equalize things, but it would make them faster and better able to take advantage of the SA's etc.
 
Anarcho
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I haven't had the opportunity to read through this thread, nor do I have any ideas for the original question off the top of my head.

I did want to stop in and say that this sort of thread is exactly the sort of thing I've been begging for since season 1. Townhall meetings like this to discuss potential ideas for addressing changes and/or problems in the game are a huge step in the right direction.

Thank you. Even if this doesn't amount to anything, it's promising to see.
 
justme2002
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I'll probably get reamed for this -

Get rid of level caps. Let whatever team sign whatever player. With level caps, you end up having to do what's been done forever - league reorganization before free agency. Let anyone sign anyone they want and then reorganize leagues. Using effective level and total skill points seems like a popular idea, so do that. To keep teams from signing a bunch of players after league organization, then use coaches to keep that idea in check. If they have 30 players on the roster, they get 1 coaching position. Take that all the way up to 55 when they get the max number of coaches, and limiting younger teams to a smaller number of coaches limits the breeding ground of coaches to begin with, so you'd have to throw that out as well.

With the old structure, you had to win to promote. Some got promoted even if they didn't win their league, but they win a pretty fair amount of games and they had a strong record. Now, teams get promoted and the incentive to win is lessened severely. If competition is the desired result, then you have to increase the desire to win. People forget how competitive the game was when the league structure was unchanged. Scores meant something - replays links were thrown around everywhere. If you won, it meant more then it does now. You played with the same group of teams usually, so there was always the bench mark of trying to compete against the best of the group you were with. The spirit of competition was stronger, even if the scores have are closer now.

Blanket ownership of 1 team. Casual, pee wee, doesn't matter. You own 1. If you want to get rid of farm teams, make it difficult. You're gonna' have organizations of people that try to get players on 1 team no matter what. It's an MMORPG so cliques will happen - isn't it the very nature of the beast? If you want to try to prevent them from growing on 1 team, then I understand that, as they'll limit competition in whatever league they'll play in. Growth is their objective, now winning now.

One thing that should be done - when an owner sells a team back, if you really want feedback - ask them why they sold the team. If a new user buys a team, then immediately sells it back after 1 season, try to find out why. If an owner who sells a team after owning it for 10+ seasons and has a massive reputation, ask them why. Quality of team owners is falling fast. It makes users suspect when playing with someone outside their circle of who they know. Most people that own a team have a ton of players, and most of those players are on their own team. That didn't used to be the case, and when it was it wasn't to this degree. Everyone's consolidating their resources to a few teams - whether they're experienced GM's or owners with a lot of players - not being able to sign players outside of their imposed limits seems to be a real problem now.
Edited by justme2002 on Apr 30, 2010 12:18:54
 
tonylieu
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Originally posted by Anarcho
I haven't had the opportunity to read through this thread, nor do I have any ideas for the original question off the top of my head.

I did want to stop in and say that this sort of thread is exactly the sort of thing I've been begging for since season 1. Townhall meetings like this to discuss potential ideas for addressing changes and/or problems in the game are a huge step in the right direction.

Thank you. Even if this doesn't amount to anything, it's promising to see.


Whatever it is, I sincerely hopes that it's not going to be rule this, rule that, ... ,rule 1001.

Let the players play, and come up with innovative ideas to motivate players/teams to advance to Pro/World leagues.
 
DigitalDaggers
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Originally posted by tonylieu
Whatever it is, I sincerely hopes that it's not going to be rule this, rule that, ... ,rule 1001.

Let the players play, and come up with innovative ideas to motivate players/teams to advance to Pro/World leagues.


Rule 1002: tonylieu must only train confidence and stamina
 
Kirghiz
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Originally posted by DigitalDaggers
Rule 1002: tonylieu must only train confidence and stamina


lol his players would probably be awesome.

 
Tigerbait0307
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If you want to make GLB more competitive speed up player development. It takes wayyyyy to long for teams to be able to compete at the Pro/WL levels. Then when they get there if they are lucky they have 3 seasons before they have to start over.

NOT EVERYONE HAS FARM TEAMS OR A PIPELINE OF PLAYERS. It is easier to clean house and start over then it is to recruit and stay competitive. Make the Player Development process 200 days instead of 400 days. Players would still have 240 days of peak dotball left in them. This way teams could stay competitive for longer and become competitive faster.


Problem solved. Anything else you would like me to fix.
Edited by Tigerbait0307 on Apr 30, 2010 14:51:55
 
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Whatever solution you choose, it needs to be flexible enough to account for the varying number of players of each generation.

Not enough high-level players to fill AA and above = bad competition = unhappy owners and agents

Not enough teams AA and above to sign all the high-level players = unhappy agents

Setting a number of teams at a particular league level and never changing it probably isn't going to work. You need to find a way to balance the number of teams with the number of players each season. The big problem with that is that you can't make someone sell their team back when you have too many of them and the team demotion rules take away the incentive to demote when talent is thin at a level.
 
DONKEIDIC
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Originally posted by EpsteinsMother
Whatever solution you choose, it needs to be flexible enough to account for the varying number of players of each generation.

Not enough high-level players to fill AA and above = bad competition = unhappy owners and agents

Not enough teams AA and above to sign all the high-level players = unhappy agents

Setting a number of teams at a particular league level and never changing it probably isn't going to work. You need to find a way to balance the number of teams with the number of players each season. The big problem with that is that you can't make someone sell their team back when you have too many of them and the team demotion rules take away the incentive to demote when talent is thin at a level.


The way I think would be best to handle this is a pyramid with a base that expands and contracts. Say for a Pro; AAA; AA; A; BBB, Structure. BBB could have up to 16 leagues. If they only had 256 teams there would only be 8 leagues. These leagues no matter the number could be arraigned in the elite; competitive; and regular, order, like minors are done. They would not need to be if my idea was used as an example due to all teams making it to the prop pyramids would be proven competitive.
Edited by DONKEIDIC on Apr 30, 2010 15:45:50
 
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