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Forum > Goal Line Blitz 2 > S47/48 Changelog Discussions and Future Content
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ThePh33P
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Originally posted by dredgar
Man you are complaining about how a game is designed and always will be designed. It has absolutely nothing to do with games played. It’s about stats that make an impact. "Lexington just had a star LB get to top 10 y’all of fame and didn’t play the last two seasons of his career." I have really liked you experimenting with builds but leave this hall of fame thing alone man. Y’all of fame is flawed for sure but what you have issue with is by far one of the dumbest issues I have seen. "The game runs 100% on paying people not free to play people"


you are correct Luke is in the top 10 for LB with 7 seasons played which is a FREE players natural career length. Stats can be easier to expand by playing an additional 30-90 games. It is important to note that these games are EXTRA. you get them by purchasing SP Boosts or by purchasing Cap Boosts. Leaderboards in most games are kinda a hollowed ground its something to chase and to strive for and when you can PAY for an advantage in placement its a hollow victory at best. If Luke had paid just a few dollars he could have been 9th for a few dollars after that he could have been 8th or better!. Even with subpar stats in those 60 games he could have added just enough to bump the Leaderboard.

I think a disconnect you have is that you think the 9 seasons is the baseline experience as evidenced in your statement about Luke missing out on his last two seasons despite playing an extra 30 games.

There are two arguments here as far as the HOF goes. A player bought extra games and their games deserve to be counted because they paid for them and a leaderboard is no place to show a wallet advantage.

I think that issue should be resolved in one of two ways. Limit the games that count to 180 games for leaderboard purposes or limit it to 270 games. Though i am tempted to say 240 only because the price of the 30 games that come from sp boosts are drastically different than cap boosts. on a QB for example its 1500 for 30 games vs 300 for 30 games through cap boost. obvious argument is the SP boost is worth more but the counter argument is why are they tied together anyway? for player convenience i hope this is eventually separated with a more appropriate cost for each and make each boost give a whole season, only getting 15 games is rather silly lol.

100% correct the game runs on paying players but too neglect the casual spenders and free to play players would be a mistake resulting in a shrinking playerbase. @Dredgar Your a whale and i love you for it and the game loves you for it and NEEDS players like you. People like you are the 2nd biggest contributor to this game besides the development team.

you could easily make an argument for a "youth" league HOF and an "older" league HOF but honestly the juice wouldn't be worth the squeeze coding wise.

what we could use is a different game mode designed to be much faster paced where we can hopefully attract new players and retain them easier to sorta filter into the main leagues. At this point the game is hard to get into. pickup games are pretty bland to watch unfortunately and if your watching one player on a cpu league for example you can root for him all you want but it leaves more to be desired. We need to find a way to transition these players into coaching/ownership roles. we have all these developmental leagues lets put them to good use through some incentive programs that allow players access to these otherwise "locked" features or even just a trial ownership for new accounts if they hit a daily login milestone. you can add a "mission" system or rewards for achievements even something a simple as forum flair or banners or exclusive team customization for winning or losing for that matter.

in fact now that im thinking about it im going to make a seperate post in the suggestions before we get to off-topic.
Edited by ThePh33P on Jul 13, 2020 11:09:12
 
o The Boss x
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I think the disconnect is you assume people care about HoF. It was cool for like the first 5 seasons, then people stopped caring about it.

edit: upon actually looking, I have a HB at 20 all-time offense on 7 seasons of gameplay. The next two RBs each have 9 seasons of gameplay, much better career stats, and are below him in the rankings. So take that for whatever that's worth.
Edited by o The Boss x on Jul 13, 2020 11:12:29
 
ThePh33P
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Originally posted by o The Boss x
I think the disconnect is you assume people care about HoF. It was cool for like the first 5 seasons, then people stopped caring about it.

edit: upon actually looking, I have a HB at 20 all-time offense on 7 seasons of gameplay. The next two RBs each have 9 seasons of gameplay, much better career stats, and are below him in the rankings. So take that for whatever that's worth.


just because its not something that's cared about much doesn't mean it should not function properly or have merit even the little things matter
 
Kayoh
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Originally posted by ThePh33P
maybe but the morale loss you suffer from being chased means that paticular qb will have very low morale their whole career


he could have 80 heart too
 
ThePh33P
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i recently started working on passing skills on the low sack qb but i'll work on heart and see how it effects the morale
 
Raid
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Originally posted by o The Boss x
I think the disconnect is you assume people care about HoF. It was cool for like the first 5 seasons, then people stopped caring about it.

edit: upon actually looking, I have a HB at 20 all-time offense on 7 seasons of gameplay. The next two RBs each have 9 seasons of gameplay, much better career stats, and are below him in the rankings. So take that for whatever that's worth.


HoF rankings for HBs favor broken tackles and TDs to any and all other stats, in that order.

You could get a guy to HoF with a 1.5 ypc so long as he broke about 3 tackles more than the guy with 7.2
Edited by Raid on Jul 14, 2020 15:57:51
Edited by Raid on Jul 13, 2020 15:33:55
 
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Originally posted by Raid
HoF rankings for HBs favor broken tackles and TDs to any and all other stats, in that order.

You could get a guy to HoF with a 1.5 ypc so long as he broke about 3 tackles more than the guy with 7.2


This has been one of my complaints (at least in regards to HBs) about the HoF forever... why does broken tackles count so high vs TDs and total yards. BT should be a factor but so top heavy.
 
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Since we buffed passing to make harder throws more difficult to intercept, how about we buff zone awareness? As it stands, it was good against the pass with a trade-off of being weak af vs the run...with the pass change maybe we should balance it by making zone a tad better at least against rushing.
 
Bretto007
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Originally posted by Myrik_Justiciar
Since we buffed passing to make harder throws more difficult to intercept, how about we buff zone awareness? As it stands, it was good against the pass with a trade-off of being weak af vs the run...with the pass change maybe we should balance it by making zone a tad better at least against rushing.


That seems a little preliminary. Shouldn't we have more data and let the season play out? It's only been 3 games. We can't sit here and say zone defense has been destroyed. Zone Defenses were picking off too many passes and most QB's in the this game try to get away by having low Pass Power so this is a welcomed change.
 
vipermaw82
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Originally posted by Bretto007
That seems a little preliminary. Shouldn't we have more data and let the season play out? It's only been 3 games. We can't sit here and say zone defense has been destroyed. Zone Defenses were picking off too many passes and most QB's in the this game try to get away by having low Pass Power so this is a welcomed change.


i have corners in zone that dont respond until the back is 5 yards upfield on the outside with 90 zone awareness.
 
dredgar
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Originally posted by vipermaw82
i have corners in zone that dont respond until the back is 5 yards upfield on the outside with 90 zone awareness.


there is one solution to this problem but it has negative aspects. If you set the CB pursuit style to aggressive they will head straight to the HB quickly, but you are of course more prone to the play action killing you.
 
Raid
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In reality, zone defense should be much better against the run and man coverage much better against passes, at least on the outside and downfield.

LBs in zone start out looking at the backfield to make sure it's not a run, then create depth to help cover the pass. In fact, just about everyone in a zone defense does this - it's why the play action is so ridiculously effective against zone at creating larger holes, players have to give that first bit of focus to the run game.

in man to man LBs have assignments they follow, and will make progressions. First they check the guy they are to man up on, follow him if he goes out for a route, or often times add to the blitz if he is held in to help block. This is why the 'late screen' type routes from the HB tend to get them wide open, as the guy covering them has now committed himself to the blitz. but generally, their first focus is the pass, and they react to the run, where in zone first focus is run, then react pass.


It's hard enough balancing this game as it is properly in these deep aspects on man to man, the only way to make zone work as well is to basically program an entirely new set of ways the sim acts for defense and offense - and that's just not gonna happen. I fear Zone will forever be broken in one way or another.
Edited by Raid on Jul 15, 2020 15:18:27
 
dredgar
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There are some things that could probably be done to make it reasonable. If you raised all man and zone awareness strength it could make a pretty big impact. But I can defiantly see that causing a problem if then zone awareness is stronger the LB would start making more INT, with the change they made this season INT may balance out some. But the big flaw is that QB have like no pass power. My QB has good pass power (50 is his good compared to most around 30 at least). Maybe making acceleartion/quickness have a stronger impact could play a big impact. I have seen a lot of defenders slow on the first movement in another direction.
 
Mattress Man
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People complaining about zone defense sucking against the run - are you actually calling the CBs to blitz down into running lanes?
 
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If by game logic and design Man is better vs the Run (while still being solid vs the pass) and Zone was made to be good vs the pass while being subpar vs the Run and you then buff passing, logic would dictate that we trade off a little buff to Zone Run Def to offset the nerf to keep a balance. I'm not talking about individual players just the bigger picture in regards to balance. Zone sucks ass vs the Run and was formidable vs the pass, now not so much.

I thought we wanted variety and balance in this game instead of easy mode for one particular type of play.
Edited by Myrik_Justiciar on Jul 16, 2020 13:20:36
 
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