Originally posted by TyDavis315
The matter of superstars stars with people building them, then asking for the S* requirements to be lowered, etc.
The ideal that anyone would immediately dump money into a rarely breathing user base for star players just to beat the same 4-7 dominant guys is flawed and impractical theory. If we're talking impractical theory what's to stop an influx of multis so that people can have fun with multiple iterations of super teams? What about when the cash dries up?
See the line of thinking here? This is only satisfactory for the few here and isn't a well thought out solution tailored to future growth. What's the most important aspect of an MMO again? Do any of you feel like we're living up to what our potential could be? Especially considering we're shifting to a world that will soon spend more time focused on a screen
If you think that any team even with equal S* footing is going to compete with the big dogs, you are sadly mistaken. There is the importance of playcalling and the SP/SA distributions on players that play a heavy role. By decreasing the amount of S* power a team can have, you limit the ability to actually experiment with integrating other build concepts in to player builds. I for one, never build full on meta player builds. Instead, I put twists in to builds and try different things. It is much easier to accomplish with S* players because I know that I can get SP investment and SA investment to a certain level while still adding secondary or tertiary roles to the builds and trying things that others may not have found success with yet.
New owners are going to get smoked regardless of S* power. You are falsely assuming that S* power is the big difference here. While it is certainly helpful, the longer a new owner keeps their team as they move up in tiers, the further behind their builds become and even with quality playcalling, the build disadvantage of not hitting certain levels on various SP skills is extremely detrimental.
Edit: Additionally, dumping money in to the game to beat 4-7 people is not why people will invest. You either enjoy the game or you don't. You either choose to invest your time and money in to the game and enjoy the style, or you do not. While I understand that it is not fun losing games, there is little reason to lower S* caps on teams when others could simply have some more. S* players are fun to build and are something that people get excited about watching. I think people would choose to invest more to watch more S* players while also having the advantage of evening the S* field with more people committing S* players to lesser experienced users and not just powerhouse agents. It literally accomplishes the same thing, but provides more excitement for everybody IMO as people would be able to build more S* players and experiment with more things.
The matter of superstars stars with people building them, then asking for the S* requirements to be lowered, etc.
The ideal that anyone would immediately dump money into a rarely breathing user base for star players just to beat the same 4-7 dominant guys is flawed and impractical theory. If we're talking impractical theory what's to stop an influx of multis so that people can have fun with multiple iterations of super teams? What about when the cash dries up?
See the line of thinking here? This is only satisfactory for the few here and isn't a well thought out solution tailored to future growth. What's the most important aspect of an MMO again? Do any of you feel like we're living up to what our potential could be? Especially considering we're shifting to a world that will soon spend more time focused on a screen
If you think that any team even with equal S* footing is going to compete with the big dogs, you are sadly mistaken. There is the importance of playcalling and the SP/SA distributions on players that play a heavy role. By decreasing the amount of S* power a team can have, you limit the ability to actually experiment with integrating other build concepts in to player builds. I for one, never build full on meta player builds. Instead, I put twists in to builds and try different things. It is much easier to accomplish with S* players because I know that I can get SP investment and SA investment to a certain level while still adding secondary or tertiary roles to the builds and trying things that others may not have found success with yet.
New owners are going to get smoked regardless of S* power. You are falsely assuming that S* power is the big difference here. While it is certainly helpful, the longer a new owner keeps their team as they move up in tiers, the further behind their builds become and even with quality playcalling, the build disadvantage of not hitting certain levels on various SP skills is extremely detrimental.
Edit: Additionally, dumping money in to the game to beat 4-7 people is not why people will invest. You either enjoy the game or you don't. You either choose to invest your time and money in to the game and enjoy the style, or you do not. While I understand that it is not fun losing games, there is little reason to lower S* caps on teams when others could simply have some more. S* players are fun to build and are something that people get excited about watching. I think people would choose to invest more to watch more S* players while also having the advantage of evening the S* field with more people committing S* players to lesser experienced users and not just powerhouse agents. It literally accomplishes the same thing, but provides more excitement for everybody IMO as people would be able to build more S* players and experiment with more things.
Edited by Detroit Leos on Jan 25, 2021 16:42:00






























