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Forum > FAQ's, Player Guides and Game Help > How aggressive are the developers going to be with salaries and the cap?
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Homage
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Superstars are a ways away man. The first iteration is irrelevant outside of unlocking them.

They're going to be too young to be relevant this early.
 
Laggo
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Originally posted by Homage
Superstars are a ways away man. The first iteration is irrelevant outside of unlocking them.

They're going to be too young to be relevant this early.


Season 2 Superstar is very do-able. It should be based on career achievements like total yards/tackles instead of experience tiers.
 
Time Trial
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Originally posted by ProfessionalKop
see above post.



well lucky for me not everyone on my team really wanted to read the traits and didnt take egotist. hopefully 95% of the other users didnt either so we can have more than 5 pro teams.


If and when this becomes a problem, let the world ring out in a singular cry, "Time Trial told you so."

I fought hard to get the salary increases out of the traits because I didn't want people to make "improving my build" a "team cost thing", instead the traits should have been balanced such that there were no over-powered choices because any trait with a huge benefit should have come with an equivalent huge cost (to the build, not the team!).
 
Laggo
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I don't see what the problem is with trading contract status for "better" traits. Low contracts might suck but they still are a thing.

Not that I even think Egotist is better, it honestly seems kind of shitty. That conditioning and heart hit is really strong. Have you seen how much stamina people are losing in streak or slant routes? Nevermind when people start activating SA's like Monster Hit. Monster Hit is a flat reduction in morale/energy, -8 at level 2. At 20~ conditioning people are hovering around 5-10 stamina at any given time on defense.

Look at this replay: http://glb2.warriorgeneral.com/game/replay/2561/205280

This is the second play of the game and the defense that was running the kickoff is already completely spent in energy. The defensive line that played a single passing down lost 25% of their energy. The Wide receivers lost half their energy running one route and they do not get that back the next play.

Lets assume for safety that stamina is about a 0-30% reduction in "effectiveness" (I'd assume this maximum number is higher). Is it better to sacrifice 15% of all your abilities hovering at 50%~ stamina forever (before things like monster hit, etc.) for a 5% increase in speed which is basically negated by defender SA's like closing speed & one man island anyway?

This kind of reminds me a lot of when GLB1 launched and the common advice was to pump stamina to 60 as fast as possible to play better on the field only in reverse. Now everybody thinks that sprinting is godlike regardless of how much it'll fuck with your other stats.



Edited by Laggo on Dec 11, 2013 09:25:49
 
ProfessionalKop
Gangstalicious
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Originally posted by Time Trial
If and when this becomes a problem, let the world ring out in a singular cry, "Time Trial told you so."

I fought hard to get the salary increases out of the traits because I didn't want people to make "improving my build" a "team cost thing", instead the traits should have been balanced such that there were no over-powered choices because any trait with a huge benefit should have come with an equivalent huge cost (to the build, not the team!).


i agree with this.
 
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