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Forum > Game Changes Discussion > Proposed Changes > GLB Revised Training System Changes
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Originally posted by reddogrw
16 - he already answered this earlier (somewhere - lol) in this thread


yeah I was looking for it because I know someone addressed this uncertainty but I got lost in the damn thing. XD
 
Catch22
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Originally posted by reddogrw
16 - he already answered this earlier (somewhere - lol) in this thread


No, it'd be 48. If I answered that incorrectly in the thread, it was answered incorrectly. Can you show me where I said that so I can edit to correct.
 
Bort
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Originally posted by kurieg
It seems to me that in the old Intense system, if you can work out pairs that are better, you're ahead of the new system.

Old:
5 TPs = 2 skills trained at 25% bonus. 3 bonus tokens (because of the new system inflation)

New:
4 TPs = 2 skills trained. 2 bonus tokens.

So, for 1 extra TP, the old system nets a 25% training bonus and an extra BT.


Actually the TP spent per training is the same between the two systems. The only difference is the number of bonus tokens.

In the new system, each increase ALWAYS costs 2 TP, meaning there is no need for a 25% boost.

In the old system, you have to spend 5 TP to train 2 at once, meaning the gain needs to have a 25% boost to make up the difference.


Say I train 2 attributes that each increase by 60 points.

Old system:

Total gain = 120 * 1.25 (150), costs me 5 TP's.
150/5 = 30 points gained per training point spent.
I get 1 bonus token.

New system:
Total gain = 120, costs me 4 TP's.
120/4 = 30 points gained per training point spent.
I get 2 bonus tokens.

Since we want to give some reason to do lighter single training sometimes to gain bonus tokens, instead of just making multi-train the only logical choice, I'd say we're pretty balanced there.

Edit: d'oh ninja'd by Catch...mine's less wordy though
Edited by Bort on Apr 18, 2010 20:15:19
 
Phantom_Opera
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Originally posted by UsCtRoJaNs1820
Originally posted by UsCtRoJaNs1820

Originally posted by UsCtRoJaNs1820


Originally posted by UsCtRoJaNs1820



So can I get a reason as to why the training system is being changed? The first training system in GLB we had was good and then the current one we have is decent. Why is something being changed when "it's not broke".




Still waiting for the answer.


I'll keep bumping until I get an answer. After all we were told to post a question and it would be answered.

archetypes broke it, haven't you figured that out yet, It was in a memo some where on some thread somewhere in the forums.
 
Meatdawg
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Originally posted by iGarf
Hey Catch another question...


"Any bonus tokens you have that is not in AEQ when the new training system is rolled out will be tripled. If you have bonus tokens in a piece of AEQ, you would need to sell it before the new training system is rolled out to get the triple conversion. There is a maximum of 255 bonus tokens allowed so if you have over 85, you would only receive 255. Example: You have 20 bonus tokens. The new training system is rolled out and these 20 bonus tokens are converted to 60."


If I sell a piece of AEQ next season and I invested 16 old BTs.... will i get back 16 new BTs or 48 new BTs (equivalent of 16 old BTs)


48

http://goallineblitz.com/game/forum_thread.pl?thread_id=3950645&page=17#35225522
 
Meatdawg
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Originally posted by Catch22
No, it'd be 48. If I answered that incorrectly in the thread, it was answered incorrectly. Can you show me where I said that so I can edit to correct.


You answered it correctly

http://goallineblitz.com/game/forum_thread.pl?thread_id=3950645&page=17#35225522
 
Catch22
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Originally posted by Bort
Actually the TP spent per training is the same between the two systems. The only difference is the number of bonus tokens.

In the new system, each increase ALWAYS costs 2 TP, meaning there is no need for a 25% boost.

In the old system, you have to spend 5 TP to train 2 at once, meaning the gain needs to have a 25% boost to make up the difference.


Say I train 2 attributes that each increase by 60 points.

Old system:

Total gain = 120 * 1.25 (150), costs me 5 TP's.
150/5 = 30 points gained per training point spent.
I get 1 bonus token.

New system:
Total gain = 120, costs me 4 TP's.
120/4 = 30 points gained per training point spent.
I get 2 bonus tokens.

Since we want to give some reason to do lighter single training sometimes to gain bonus tokens, instead of just making multi-train the only logical choice, I'd say we're pretty balanced there.

Edit: d'oh ninja'd by Catch...mine's less wordy though


lol, I edited mine to refer to yours. Yours is less wordy.
 
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Originally posted by Catch22
No, it'd be 48. If I answered that incorrectly in the thread, it was answered incorrectly. Can you show me where I said that so I can edit to correct.


Haha thank you for clarification Catch! You may have answered it correctly I just remember the question being asked.
 
robponce
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Is there still gonna be "breakthrough" trainings?
 
Catch22
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Originally posted by robponce
Is there still gonna be "breakthrough" trainings?


Yep.
 
robponce
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Originally posted by Catch22
Yep.


You look nice today.
 
Phantom_Opera
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Originally posted by robponce
Originally posted by Catch22

Yep.


You look nice today.


 
kurieg
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Originally posted by Bort
Actually the TP spent per training is the same between the two systems. The only difference is the number of bonus tokens.

In the new system, each increase ALWAYS costs 2 TP, meaning there is no need for a 25% boost.

In the old system, you have to spend 5 TP to train 2 at once, meaning the gain needs to have a 25% boost to make up the difference.


Say I train 2 attributes that each increase by 60 points.

Old system:

Total gain = 120 * 1.25 (150), costs me 5 TP's.
150/5 = 30 points gained per training point spent.
I get 1 bonus token.

New system:
Total gain = 120, costs me 4 TP's.
120/4 = 30 points gained per training point spent.
I get 2 bonus tokens.

Since we want to give some reason to do lighter single training sometimes to gain bonus tokens, instead of just making multi-train the only logical choice, I'd say we're pretty balanced there.

Edit: d'oh ninja'd by Catch...mine's less wordy though


Except the old 1 bonus token is equivalent to 3 bonus tokens in the new system, plus you spent nothing to unlock the multi-train.
Edited by kurieg on Apr 18, 2010 20:25:16
 
Team Nucleus
Draft Man
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Originally posted by Phantom_Opera
Originally posted by UsCtRoJaNs1820

Originally posted by UsCtRoJaNs1820


Originally posted by UsCtRoJaNs1820



Originally posted by UsCtRoJaNs1820




So can I get a reason as to why the training system is being changed? The first training system in GLB we had was good and then the current one we have is decent. Why is something being changed when "it's not broke".




Still waiting for the answer.


I'll keep bumping until I get an answer. After all we were told to post a question and it would be answered.

archetypes broke it, haven't you figured that out yet, It was in a memo some where on some thread somewhere in the forums.


minus well bump mine also since its the same question

Originally posted by Team Nucleus
What was so wrong with the original Training system?


Originally posted by Team Nucleus
Originally posted by Vigilante7

Why was training changed again, not sure if we got that answer yet?


nope no answer to that.Its being ignored like an ugly girl at the prom.

.ılı.---------Rage-O-Meter-----------.ılı.
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: Happy- - - - - - - - - - - - - - - -●Rage


?


Edited by Team Nucleus on Apr 18, 2010 20:29:08
Edited by Team Nucleus on Apr 18, 2010 20:25:20
 
Meatdawg
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Originally posted by Saris
I broke down what I thought was the previous system and for an 11 season career the optimal train was 4 attribute trains with each at a 10% bonus. It wasn't 5 attributes or 20% trains etc, they became increasingly inefficient given a player's lifespan. It wasn't the more attributes and the higher %'s the merrier.

Lets look at your THR, STR, VIS, CON example. First of all I'd assume the person would power up THR immediately with intense trains to get it around 33 for the quick cap. Now lets assume Throwing is around 80ish by lev 20 or so. If for some reason you'd upgraded throwing's efficiency by 10 or 20% would it even be counting at a score of 80? it's 3% per train there, is 10-20% even enough to round the train up to 4% per train or would the bonus be totally wasted?

The same will eventually happen to str and vis. They'll reach points at 69+ where they're no longer efficient to train and they'll reach miniscule %'s where the bonuses no longer count, but it's too bad because they're the handful you have unlocked. Then later when you do need to train an ability for a sustained period of time agi/stam etc, you're sol because they'd cost a million points to unlock being so far down the line.

EDIT: One more point, even if you use two attribute trains with a pivot attribute it's less efficient than the old system. For reasons that Kurieg has pointed and because we're tied to inefficient trains on our pivot.


Saris is correct on that you would never train those 4 attributes on a QB at the same time. Ideally, you would never train Throwing again after you capped it first.

I think there needs to be a way to trade back in your attribute leveling to save you some BT's. If I invested in vis to take it up to level 5 to get the biggest gain, I will never train it again past level 25 ideally. It would be nice to be able to refund those 150 BT's.
 
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