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Originally posted by vinman
You guys just don't get it..Owners and GM's are already overwhelmed just trying to stay competitive,and you want to add more
shit on top of it.Throw coaches on top of this and your going to see a lot of CPU teams this off season.


 
Sik Wit It
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Originally posted by Bort
Originally posted by Sik Wit It

Subtracted? I thought the original idea of going over 100% morale stemmed from the fact that people don't like to see their players playing at sub-100% just because of how much they signed for.


Put a floor of 100


Ahh okay so you have the team possessions factor into morale first, then subtract some of that reserve morale based on salary? Got it. I like that.
 
Bort
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Originally posted by Deathblade
Potential problem I see is making confidence less important at higher levels. A lot of players are already ending games at 70 morale minimum...would all players always end games at 100 (or more) with the change?

This is end-game talking, lower levels do NOT need higher energy/morale drain.


Probably would work fine, going ahead with our second half of the morale effects.
 
jdros13
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on the morale reducing abilities.

Not sure exactly what you guys are seeing, but the changes have had virtually no effect on the WL team I'm involved in right now. IMO this season's morale changes have gimped the lower level teams far more than the good endgame teams.
 
Bukowski
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Originally posted by Catch22
Originally posted by Bukowski

I guess I'm kind of slow right now, so forgive me, but what do you mean team possessions?

How many times a team gets the ball each game?


No, the stuff in the original plan - Jumbotrons, etc

We'd get rid of all the deterioration stuff and leave that for the hard core leagues.


Right, ok, that makes sense.

Sorry about that, I just really couldn't process it for a second.
 
Plankton
OPL4Lyfe
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Originally posted by Deathblade
Potential problem I see is making confidence less important at higher levels. A lot of players are already ending games at 70 morale minimum...would all players always end games at 100 (or more) with the change?

This is end-game talking, lower levels do NOT need higher energy/morale drain.


This is just my opinion, but I think the whole morale dynamic needs to be revisited altogether. It makes no sense to me that a Special Teams only guy on a team up by 50 is demoralized more than half the losing team, simply because he has run more times down the field.
 
Phantom_Opera
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Salary Cap

So this isn't even about cash farms, although it prevents it from what I can tell so far. It seems maybe you are trying to help with recruiting issues, and spreading out the talent in the leagues.

I don't know why you all feel that breaking up super merger teams is the answer. Perhaps if you allow more time some of these SUPER MERGER DYNASTYS will fall to another. MAny agents work hard together on these games and dots. They enjoy the competative aspect and comrodery.

I think we may have unintended consiquences with type of approuch.

It has always been a sign of a good owner to be able to manage the teams money to provide EQ for players. Now it appears more like welfare to many teams and I am not sure that is a good idea. Just some funky aspects to this.
 
jdros13
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Originally posted by Deathblade
Oh yeah, Hali has almost all players ending at 100 morale, even in games we are losing.


my point exactly.
 
Catch22
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Originally posted by David Stern
conf is about to double, and we also get 5 more roster slots for morale reducing players such as intimidating line backers.

- removal of motivational speaker with this change would probably be perfect TBH


Ummm you're not getting 5 more roster slots.
 
.spider.
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Originally posted by Deathblade
Potential problem I see is making confidence less important at higher levels. A lot of players are already ending games at 70 morale minimum...would all players always end games at 100 (or more) with the change?

This is end-game talking, lower levels do NOT need higher energy/morale drain.


True, but keep in mind we get the other half next season so team possessions and having overage may just counterbalance this.
 
Bukowski
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Originally posted by jdros13
on the morale reducing abilities.

Not sure exactly what you guys are seeing, but the changes have had virtually no effect on the WL team I'm involved in right now. IMO this season's morale changes have gimped the lower level teams far more than the good endgame teams.


That's true too, which I thought wasn't the intended effect.
 
Sik Wit It
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Originally posted by Bukowski
Originally posted by Catch22

Originally posted by Bukowski


Where would those points come from?

What would it based on, if it wasn't player salary? That was the part that I seemed to miss.


It'd be based on player salary and team possessions still but it wouldn't make a player play worse. Would just make their morale drain slower in essence.


I guess I'm kind of slow right now, so forgive me, but what do you mean team possessions?

How many times a team gets the ball each game?


Items you can buy like Jumbotrons, Cheerleaders, Bobblehead day, etc.
 
Bort
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Originally posted by vinman
You guys just don't get it..Owners and GM's are already overwhelmed just trying to stay competitive,and you want to add more
shit on top of it.Throw coaches on top of this and your going to see a lot of CPU teams this off season.


Thus the idea of a basic league, and a hardcore league.
 
Dpride59
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Originally posted by Catch22
Ummm you're not getting 5 more roster slots.


mentors disapeaer = 5 people who can do something. Sorry I speak GLB
 
blln4lyf
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Originally posted by blln4lyf
Originally posted by Sik Wit It

Originally posted by blln4lyf


Originally posted by David Stern



Originally posted by Bort




LOL, no winning I guess?

Current system: doesn't work.
Original idea: too complicated somehow
New idea: not complicated enough?



Originally posted by ijg




tbh Catch, I'm a lot more bothered by the training requiring a PhD than the finances which are a once/season thing. That said, I think a lot of the angst is over the complexity. The salary cap is fine and the team promotions seem fine.

The drags are the deterioration and stadium maintenance which is just forcing people to do math for no reason and then the magnitude of the morale impact. So, I would suggest the following.

1) eliminate deterioration and refurbishment.
2) bump up morale impact of salary (Pro example) to 60% for bottom 25%, 75% for middle 50% (-25-75%) and 90% for top 25%. That makes it simpler to manage and less punitive.
3) Keep promotions and seasonal bonuses. Dump the permanent bonuses.

Those three things would reduce a ton of the complexity and I think still meet the goals of having a) $ mean something, b) a salary cap as an equalizer for recruiting, and c) make morale meaningful but not all consuming.


This post was a simple solution to fix the problems you had with the first suggestion. But hell I'd much rather have the first suggestion over this current change.


That's something I'd get behind as well.


bumpin this.


Seriously, I am trying to help you guys out by bumping this. This is a solid middle-ground, and will not make morale near useless at the high levels...give this a long hard look...
 
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