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BoDiddley
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Originally posted by Corndog

More and improved SAs, while I'm a big fan of the idea, I don't think is really going to change much. People will still naturally gravitate towards what works best, until everything else is "garbage". It adds a few seasons of chaos at best, and then it's back to being bored because everything is figured out, again.


More & better SAs would defitniely improve the building aspect. It's probbaly been the #1 want of most agents for years. Just the few added the past few years alone did a lot to help. At the end of the day, players are built around their SAs, so the more the better.

For example, QB SAs are pretty lackluster. Hail Mary only activates in the 4th, when your team is down. Could simply lower activation, and make it a deep thrower SA all game(A Brett Farve type build). On defense, we still don't have things like a decent DB interception SA, since EotP is for zone coverage. I don't know how hard it is to code in new SAs, but any new ones would open up more build possibilites.
 
Bretto007
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Originally posted by BoDiddley
More & better SAs would defitniely improve the building aspect. It's probbaly been the #1 want of most agents for years. Just the few added the past few years alone did a lot to help. At the end of the day, players are built around their SAs, so the more the better.

For example, QB SAs are pretty lackluster. Hail Mary only activates in the 4th, when your team is down. Could simply lower activation, and make it a deep thrower SA all game(A Brett Farve type build). On defense, we still don't have things like a decent DB interception SA, since EotP is for zone coverage. I don't know how hard it is to code in new SAs, but any new ones would open up more build possibilites.


Absolutely agree. Rather then dump 10-20 new defensive plays on us per season maybe we can get some new SA's. We don't want an SA to be overpowered and change the game but it could enter more entertainment and creativity in games and player building. For example There should be a QB scramble SA where he get's a bust to elusive movements behind the line of scrimmage like a Russell Wilson, or a DE should have a SA that actually allows him to have a chance to swat passes from the Dline like JJ Watt.
Edited by Bretto007 on Oct 9, 2019 03:11:10
 
Redkg
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It would be interesting if when you made a new player- based on what size, weight, and traits you picked for them that certain Special Abilities would be available to certain beginning build criteria.
 
Super. Man.
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Add an SA that negates weather effects for players
 
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Originally posted by Super. Man.
Add an SA that negates weather effects for players


Or reduces the penalty would prob have a better chance to get. Some guys like cold weather or hot weather so the penalty is cut in half.
 
Corndog
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Originally posted by Bretto007
Absolutely agree. Rather then dump 10-20 new defensive plays on us per season maybe we can get some new SA's.


And previously, everyone just said all we needed to do was add a bunch of new plays.

Variety is great, but more options doesn't lead to greater variety. People still just pick the handful of whatever is best, except for the newbs and CPUs running weak builds and gameplans getting destroyed because they aren't using the handful of best options. The unfortunate side effects of competitive gaming.
 
agerm73
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Corndog, has Admin talked at all about the possibility of opening CPU builds and or using templates for CPU dots or is this just a pipe dream? With the dwindling number of agents creating dots many teams rely on CPU players that we can't see their builds and are most likely random builds.
 
Bretto007
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Originally posted by Corndog
And previously, everyone just said all we needed to do was add a bunch of new plays.

Variety is great, but more options doesn't lead to greater variety. People still just pick the handful of whatever is best, except for the newbs and CPUs running weak builds and gameplans getting destroyed because they aren't using the handful of best options. The unfortunate side effects of competitive gaming.


People would try new options for player builds. And if they actually work as advertised then that would add more options for player building which would mean some variety.
 
ShadyMcCoy
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Originally posted by Corndog
And previously, everyone just said all we needed to do was add a bunch of new plays.


Everyone? Whoever said all this game needed was new plays is an idiot.

 
Xars
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Originally posted by Corndog
And previously, everyone just said all we needed to do was add a bunch of new plays.

Variety is great, but more options doesn't lead to greater variety. People still just pick the handful of whatever is best, except for the newbs and CPUs running weak builds and gameplans getting destroyed because they aren't using the handful of best options. The unfortunate side effects of competitive gaming.


There are ways to fix that.

Let the player base build CPU templates. Let the player base build Defensive game plans and Tactics.

You/Bort/DD could then test and implement them.

Make it randomized somewhat and then playing a CPU team might be at least a bit more interesting.

 
Corndog
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Originally posted by Xars
There are ways to fix that.

Let the player base build CPU templates. Let the player base build Defensive game plans and Tactics.

You/Bort/DD could then test and implement them.

Make it randomized somewhat and then playing a CPU team might be at least a bit more interesting.


I mean, that's kind of missing the point. Ensuring that everyone only uses the 20 best plays and ignores the other 600 doesn't really add variety. The same with builds and SAs. Even still, those templates would be outdated and become useless anyway with meta shifts, balance changes, and new additions.

And until the pricing structure is changed, making CPUs a viable alternative to real players isn't really going to be a thing.
Edited by Corndog on Oct 16, 2019 04:22:56
Edited by Corndog on Oct 16, 2019 04:19:59
 
agerm73
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What if purchasing templated CPU players at a discounted flex cost was an option? This would bring in more $, would be cheaper than making all your own dots and would be more fun and less frustrating than building a team with horrible random CPU dots.
 
ThePh33P
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Originally posted by Corndog

And until the pricing structure is changed, making CPUs a viable alternative to real players isn't really going to be a thing.


i feel like i said this same sentiment in a different post lol. currently a whale can drop 500+ on a full boost team for about a year which is pretty good by browser game standards. 95% of that cost is on the player boosts rather than the creation which is also really great for the casual player.

so the question shifts to how to make the cpu more effective but not as effective as a booster. you could do an archetype system but i think you would need to take the boosts away from the cpu at the very least and even then the archetype non-boosted cpus would be better than the average first builds of new players. you would need multiple tiers of archetypes i believe. Top Tier being a well built and Bottom tier being totally random. i would say 40% would be random 40% would be mid tiers and 20% being well built players. Again i think the boosts to cpu could be rolled back. couple of other changes that would help the cpus is if that they get one SA then try to level it to gold before taking another SA. It would create some interesting cpu players even in the current format. a good example would be getting a cpu DL that has gold spin cycle or gold tunnel vision. You will atleast know that DL will be somewhat effective at passrushing. A LB with line crasher and trashtalk would be a nice inside blitz guy that you can throw in sometimes.

Same applies to offensive skill positions. Getting a cpu player with Gold Brace for impact would at least mean hes going to be a sorta safe return man option.

I Think having some cpu players be situational is going to be about the best we can hope for. Granted if you can gather enough of those players up you could field a pretty good team but it wont be the top team in the league without some STELLAR coaching.
 
o The Boss x
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Originally posted by Corndog
Even still, those templates would be outdated and become useless anyway with meta shifts, balance changes, and new additions.


Whens the last time the meta shifted lol, it's been the same since when I left to when I came back to now and everyone's pretty much figured it out. Tech based lines, balanced offenses, speed skill positions, etc.
 
vipermaw82
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Originally posted by o The Boss x
Whens the last time the meta shifted lol, it's been the same since when I left to when I came back to now and everyone's pretty much figured it out. Tech based lines, balanced offenses, speed skill positions, etc.


tbf, the sim is still at its highest level, not sure what they could change sim wise except maybe having power on the lines matter more. Based on an RNG situation though it seems as close as we are going to get to a real sim except some of the power running. Balanced offenses are kinda the main goal of a lot of football teams so thats kinda the way a "Meta" should be.
 
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