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Forum > Suggestions > Buff Defenses Against Pass-Only/Run-Only Teams
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Detroit Leos
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Defenses are simply at a disadvantage because they need to be able to stop/slow down pure rushing teams, pure passing teams and balanced attacks. SP needs to be spread out all over the place or more salary needs to be spent on specialized defenders to swap around depending on who you are playing. Offenses get to specialize to run specific plays efficiently. Maybe defenders could get a boost after seeing the same play "x" amount of times but majority of success against teams still comes down to Gameplanning. DCs have to do much, much more Gameplanning but if defenses are built properly you can typically slow most teams down enough to out score them. This also assumes that your offensive builds are built as they should be to execute your offensive PB/Tactics.

Bottom line is that the better Gameplan/proper builds win majority of the time. Could defenses get a boost? Sure they could, but there is no telling how much damage this could do to offenses so minor changes would have to be made over time. Once defenses are performing well people will complain about how their offenses are not doing well enough. Just like the NFL, most people want to see their teams put up points. If defenses are shutting owners down consistently some/many may leave GLB out of frustration.
 
Xars
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Just lower Defensive player skill costs by 5% across the board. Leave caps where they are.

More Defenders get to hit more caps making them able to do multiple tasks well without changing the Max values they can perform at.

Re-evalaute and see if a 10% reduction is needed. It's the easiest way to do it without re-coding the entire game.


 
DeeVee8
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Originally posted by Xars
Just lower Defensive player skill costs by 5% across the board. Leave caps where they are.

More Defenders get to hit more caps making them able to do multiple tasks well without changing the Max values they can perform at.

Re-evalaute and see if a 10% reduction is needed. It's the easiest way to do it without re-coding the entire game.




This makes sense.

I think it's wrong to assume that every build requires the same amount of SPs to be effective. Sure it was a good baseline to start off with but we are now seeing that defense needs more because of specialized offenses, kickers need more because lolkickers and HBs/FBs could use more so they can block, catch and rush not just do 1.
 
Stobie
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Lets not even get started on the ineffectiveness of kickers.
 
peeti
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Originally posted by DeeVee8
This makes sense.

I think it's wrong to assume that every build requires the same amount of SPs to be effective. Sure it was a good baseline to start off with but we are now seeing that defense needs more because of specialized offenses, kickers need more because lolkickers and HBs/FBs could use more so they can block, catch and rush not just do 1.


uhm I totally disagree here. What he meant was LOWER the SP prices on Defensive Skills I think.
Also...really? Give more SPs (or lower costs) to HB? loool. You really think this would lead to mixed builds? Cmon...the only thing that would happen is even higher investements into the pure rushing skills^^ You can already have a HB that can do all 3. Easy. OFC he wont be very good on one of those but still.Your idea would change nothing. A jackofallkinds HB would sstill be inferior to the pure rushing HB
 
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Originally posted by Detroit Leos
Just like the NFL, most people want to see their teams put up points. If defenses are shutting owners down consistently some/many may leave GLB out of frustration.


I'd rather see a 17-10 game then a 49-42 game.
 
DeeVee8
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Originally posted by peeti
uhm I totally disagree here. What he meant was LOWER the SP prices on Defensive Skills I think.
Also...really? Give more SPs (or lower costs) to HB? loool. You really think this would lead to mixed builds? Cmon...the only thing that would happen is even higher investements into the pure rushing skills^^ You can already have a HB that can do all 3. Easy. OFC he wont be very good on one of those but still.Your idea would change nothing. A jackofallkinds HB would sstill be inferior to the pure rushing HB


A reduction in skill costs or more SPs.. tomatoe,tomatoe

I know how much good my bHB on WCW is doing for our offense (http://glb2.warriorgeneral.com/game/player/86459 ) but in the end he is going to be much less effective rusher. Same for FBs. It'd be nice to have the ability to do both well.
Edited by DeeVee8 on Jan 15, 2015 09:50:49
 
bhall43
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Originally posted by Xars
Just lower Defensive player skill costs by 5% across the board. Leave caps where they are.

More Defenders get to hit more caps making them able to do multiple tasks well without changing the Max values they can perform at.

Re-evalaute and see if a 10% reduction is needed. It's the easiest way to do it without re-coding the entire game.




Not only does this make S*'s super stupid but it also doesn't bring forward any actual good changes to the game.
 
bhall43
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Originally posted by DeeVee8
A reduction in skill costs or more SPs.. tomatoe,tomatoe

I know how much good my bHB on WCW is doing for our offense (http://glb2.warriorgeneral.com/game/player/86459 ) but in the end he is going to be much less effective rusher. Same for FBs. It'd be nice to have the ability to do both well.


 
bhall43
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Why is the answer to every problem always make building retarded?
 
peeti
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Originally posted by DeeVee8
A reduction in skill costs or more SPs.. tomatoe,tomatoe

Why do ppl never actually read what I write? Or at least try to understand it? Doesnt matter what of both, both are stupid and would only do what I described!

Originally posted by DeeVee8
I know how much good my bHB on WCW is doing for our offense (http://glb2.warriorgeneral.com/game/player/86459 ) but in the end he is going to be much less effective rusher. Same for FBs. It'd be nice to have the ability to do both well.


Well...yeah. Glad you are not a designer of this game. I dont even think you understand what you wrote there, cause it doesnt make much sense
 
Galithor
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The run v pass skill splitting is at the heart of most of the issues with the game. Forced offenses to extremes, and defenders can't match those extremes.

We've also got unecessary skill splitting too. Why are carrying grip and receiving grip two different skills? Route Elusiveness and Elusive Running? Catch in Traffic and Power Running? Receivers and Backs could be much more fun if they didn't have to go 6 skills deep into receiving just to be able to reliably catch passes. There's no in-between. You're either a good receiver, or a good ball carrier. You can juke folks out on routes, or with the ball, not both.

Blocking and Block Breaking skills should've been organized like the SAs. Skills for pushing and resisting pushing that work for both run and pass blocking or block-engaging. Not run block power vs pass block power. More like resist power and push power would've been better.

Lots of stuff like that.

And morale should be a handicapping mechanic, not a snowball mechanic. Relabel it to focus or resolve or something. Start everyone at 50. Bad plays give you a buff towards 100, good plays cause you to relax towards 0. Have the skills setup to help mitigate or enhance the effect. Would keep games closer and more interesting.
 
bhall43
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The skill caps are set at 100. Combining skills into less skills isn't going to make anything better and would only make building that much more stupid. You may as well just give a person 5-6 options and let them choose that build and then let them add SA's to that build along the way.

At the same time it makes Superstars that much more idiotic. Which I already think they are. I have to admit I didn't think it was going to be all that bad during the testing state but as the game has progressed and several seasons have passed, Superstars are the worst part of this game.

I do like the morale idea though of starting at 50 and working up and down for good and bad effect. But only if that isn't effected by the SA's or skills at all and only by the plays in the game. Which would make entirely much more sense and be more realistic.
 
DeeVee8
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Originally posted by peeti
Well...yeah. Glad you are not a designer of this game. I dont even think you understand what you wrote there, cause it doesnt make much sense


Damn peeti, chill out. You're totally harshing my mellow...

Originally posted by Galithor
The run v pass skill splitting is at the heart of most of the issues with the game. Forced offenses to extremes, and defenders can't match those extremes.

We've also got unecessary skill splitting too. Why are carrying grip and receiving grip two different skills? Route Elusiveness and Elusive Running? Catch in Traffic and Power Running? Receivers and Backs could be much more fun if they didn't have to go 6 skills deep into receiving just to be able to reliably catch passes. There's no in-between. You're either a good receiver, or a good ball carrier. You can juke folks out on routes, or with the ball, not both.

Blocking and Block Breaking skills should've been organized like the SAs. Skills for pushing and resisting pushing that work for both run and pass blocking or block-engaging. Not run block power vs pass block power. More like resist power and push power would've been better.

Lots of stuff like that.

And morale should be a handicapping mechanic, not a snowball mechanic. Relabel it to focus or resolve or something. Start everyone at 50. Bad plays give you a buff towards 100, good plays cause you to relax towards 0. Have the skills setup to help mitigate or enhance the effect. Would keep games closer and more interesting.


I miss it when having strength meant you were a good blocker and tackle breaker, or vision meant you can see rushing lanes and an incoming pass better.
 
Xars
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Originally posted by bhall43
Not only does this make S*'s super stupid but it also doesn't bring forward any actual good changes to the game.


It's only for D. There's already way too many S* on O. S* O players are massively overpowered due to the "parabolic effect but linear cost" argument I keep making. S* D players aren't as dominant because they can't always be in perfect position.

And fixing the game is a huge project code-wise. This is a much easier fix. And if they don't like the results, they can change it back. Try that with the rest of the code.
Edited by Xars on Jan 16, 2015 18:59:43
Edited by Xars on Jan 16, 2015 18:59:05
 
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