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Lokiness
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I know that, and it sucks balls imho, I don't think it's exciting at all, it's just 5 plays with 5 differents power HB that trucks defenders for a homerun.

I'm talking about a highlights compilation of a great player with more than 5 randoms plays, to show people what can be built.
Edited by Lokiness on Jun 24, 2015 08:16:15
Edited by Lokiness on Jun 24, 2015 08:15:35
 
Parab00n
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As someone who recently walked away for the most part I'll list some things that I think would help the game.

1. Whether he likes it or not, Corndog is the face of GLB2. He has to do a better job communicating with the community. Obviously he knows stuff is broken(end of half/game logic), a sticky thread that he responds to every couple weeks with his replies on user complaints/reported bugs would help. The strategy of pretending it isn't there does more harm than good. It would also help if he acted like a business professional when he responds to his customers, in the same amount of time it takes for him to come up with his smart ass comments he could easily type something a little more professional and be done with it.

2. A sticky thread with a list of issues currently being worked on and possible changes for the upcoming season.

3. This game is all about the coaches and coordinators, you either need to add more stuff for the guys who don't coach and have 2-3 players to do each day or you need to cheapen flex and push each user to own/operate their own team. Examples below:

Flex Package 1 - Create and Initial Boost for 20 Offensive players -
Flex Package 2 - Create and Initial Boosts for 20 Defensive players -
Flex Package 3 - Create and Initial Boosts for complete team -
etc
etc

4. Screw new plays, fix the ones that are already there first. I would guess that at least half of the passing plays have that double route running move built in that keeps most people from running them.

 
AirMcMVP
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What I'm reading is you need a way to hook new users. Why not follow the model of pretty much every "app" out there...the tutorial.

When a new user signs up they should get a scripted walkthrough of the website functions. Highlight the major tabs (Home, Players, Games, Teams, Leagues, Community). The initial tutorial should team a user how to build a player.

1) Start in Players Tab
--- Create new player creation walkthrough
----- High level explanation of positions
----- Create player of choice, including explanation of how height/weight, attributes affect build and explanation of traits
----- If user creates low demand player (QB, HB, etc.) alert the user that they may have trouble finding a team but allow tutorial to continue

--- Create player page walkthrough
----- Explain boosting
----- Explain how to spend SP
----- Explain adding abilities

--- Return to home page
----- Give achievement for creating first player (positive feedback from the game right away).

2) Move to Games Tab
--- Have 1 game in the games tab (during tutorial only) immediately
----- Make note for player that this is a sample game only (manage expectations)
----- Suggest using a Veteran league championship game for this example
----- Go through buttons on Games screen
----- Replace the actual player in the game with the newly created player's name (display only)
----- Walk through options available when watching a game
----- Go over box score (again, replacing 1 player's name with the newly created player name

--- Return to home page
----- Give an achievement for watching first sim.

3) Review Offers
--- Walk the user through the process of signing to a team
----- Set up Marketplace Ad
----- View current offers
----- Explain the different between CPU offers and auto-offers (ie. can still sign with a human team if owner = CPU)
----- Allow user the option to either sign an offer or remain a free agent

--- Return to home screen
----- If user signed with team, give achievement for first signing

4) Introduction to Community
--- Support
--- Forums
----- Explain (at a high level) the forum layout

--- Return to home screen
----- Give user an achievement, Forum Member

Sure, there's a level of effort required to make this happen, but I suspect it would "hook" new users better than the current model.
 
bhall43
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Originally posted by Laggo
Nobody gives a fuck about the rookie ladder because it is totally imbalanced.


wat
 
bhall43
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Originally posted by Corndog
The overwhelming majority of new players aren't around long enough to watch a pickup game. It is much better than not having it, but it is still not that great.

Basically the only reason anyone stays around is because of friends, or because they are really, really into the "idea" of the game.


Change the chemistry aspect then. I would rather retire a player than spend a whole season recovering chemistry.
 
Corndog
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Originally posted by AirMcMVP
What I'm reading is you need a way to hook new users. Why not follow the model of pretty much every "app" out there...the tutorial.

When a new user signs up they should get a scripted walkthrough of the website functions. Highlight the major tabs (Home, Players, Games, Teams, Leagues, Community). The initial tutorial should team a user how to build a player.

1) Start in Players Tab
--- Create new player creation walkthrough
----- High level explanation of positions
----- Create player of choice, including explanation of how height/weight, attributes affect build and explanation of traits
----- If user creates low demand player (QB, HB, etc.) alert the user that they may have trouble finding a team but allow tutorial to continue

--- Create player page walkthrough
----- Explain boosting
----- Explain how to spend SP
----- Explain adding abilities

--- Return to home page
----- Give achievement for creating first player (positive feedback from the game right away).

2) Move to Games Tab
--- Have 1 game in the games tab (during tutorial only) immediately
----- Make note for player that this is a sample game only (manage expectations)
----- Suggest using a Veteran league championship game for this example
----- Go through buttons on Games screen
----- Replace the actual player in the game with the newly created player's name (display only)
----- Walk through options available when watching a game
----- Go over box score (again, replacing 1 player's name with the newly created player name

--- Return to home page
----- Give an achievement for watching first sim.

3) Review Offers
--- Walk the user through the process of signing to a team
----- Set up Marketplace Ad
----- View current offers
----- Explain the different between CPU offers and auto-offers (ie. can still sign with a human team if owner = CPU)
----- Allow user the option to either sign an offer or remain a free agent

--- Return to home screen
----- If user signed with team, give achievement for first signing

4) Introduction to Community
--- Support
--- Forums
----- Explain (at a high level) the forum layout

--- Return to home screen
----- Give user an achievement, Forum Member

Sure, there's a level of effort required to make this happen, but I suspect it would "hook" new users better than the current model.


Most of that tutorial is already in the game.
 
bhall43
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Originally posted by Parab00n


4. Screw new plays, fix the ones that are already there first. I would guess that at least half of the passing plays have that double route running move built in that keeps most people from running them.



The absolute only problem the plays beyond screens have is progressions. The only thing is if you change them significantly to make those plays good you probably are rarely ever gonna have the HB or FB as a top 3 progression.
 
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Originally posted by Dee.
This is what I hoped would come out of this thread...

I think a combine simulator that simply shows the player running a 40 yard dash, Vertical Jump, Broad Jump and Cone Drill. Possibly a passing drill for QBs/Bench Press for OL.

Have a way to display top 10 stats in tier so we can have lol bragging rights.


THIS!!! Show more Stat comparison! Take a few days and write a bunch of queries. Give us all time leader boards.
 
jfbueno
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Originally posted by bhall43
The absolute only problem the plays beyond screens have is progressions. The only thing is if you change them significantly to make those plays good you probably are rarely ever gonna have the HB or FB as a top 3 progression.


Is that really a bad thing though? Most passing plays in real life don't have HB/FB as top 3 progression unless we're talking about screens.
 
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Originally posted by Corndog
There's already top plays on the front page.


The plays chosen suck. Only choose plays from league or ladder games. Nobody cares about pick up games. And select plays the MATTER to that game. Like last second FGs.
 
jfbueno
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Originally posted by Galactic Empire
THIS!!! Show more Stat comparison! Take a few days and write a bunch of queries. Give us all time leader boards.


I think it's a good idea but probably does little as far as corndog's dilemma with retaining new users.
 
bhall43
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Originally posted by jfbueno
Is that really a bad thing though? Most passing plays in real life don't have HB/FB as top 3 progression unless we're talking about screens.


It isn't a bad thing as far as making plays usable. At least 90% of the playbook could be good plays if given progressions that make any sort of sense on a game level.
 
AirMcMVP
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Originally posted by Corndog
Most of that tutorial is already in the game.


Where?

I'm talking about a pure walkthrough.

Click here...click here...click here...etc.

That information may be in the game but its scattered all over the place. You're stuck on the excuses of "niche market" and "people don't want to wait". Find a solution beyond social advertising. Most of my friends who would play a game like this played GLB Classic and aren't interested in coming back.
 
Cuivienen
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Stop bullying Cornblade guys.
 
AirMcMVP
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Originally posted by Cuivienen
Stop bullying Cornblade guys.


Honestly, this is one of the best dialogues we've had with admins in a couple seasons.
 
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