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Forum > Goal Line Blitz 2 > S54 Changelog Suggestions
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Adderfist
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Originally posted by Corndog
I'd be more open to the idea, but also not entirely, because some of the same reasons you're not allowed to make players of any levels still applies.

Being able to rapidly churn out max level players to test them side by side greatly lowers barriers to "figuring out" the game. Considering most of what the game offers is in figuring out stuff, "any level players" equates to "lots of fun real fast, then lose interest". It's basically asking for cheat codes, which are a lot of fun for a short time but quickly trivializes the game.


What if you do something similar to the free players on GLB One? Can't make a free player of a position that isnt' in high demand. IE Can't convert a pickup player unless there's high demand.
Edited by Adderfist on Jul 2, 2021 13:57:19
 
ND Irish1
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Originally posted by ND Irish1
no off days or play 6out of 7 days ,3 0n 1 off speed up seasons will help big time ,or if not this add another div per league so more can qualify for playoff spots ,dont know how hard it would be to add that ,but faster seasons will help a lot


wow 3 down votes to speed up seasons surprised by that u guys cant need that much time to gm plan lol most peope use scout an get it done in like ten minutes
 
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Originally posted by Adderfist
Thoughts on all non-playoff teams playing a ladder game on league day?


Ladder and league are different animals with different trophies... But considering the playoff teams get an extra game to affect their ladder standing that's not nearly as bad to me. I dunno if I'd be ok with it (I'd have to ponder it), but it's a far better suggestion to me than a consolation tourney.

You all can downvote my opinion all you want, but it's how I feel and that's not gonna change it.
 
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Originally posted by ThePh33P
The NFL just expanded their playoffs by two teams and the NCAA added playoffs a couple years back. what are we up to a full 50% playoff participation in the nfl now? gotta be close lol.

Your also discounting everyone not playing with the goal of winning a sticker . Personally i have no interest in matching wallets over a browser game again. To me that ruins the integrity of the title. However i am very interested in building players and chronicling their stories. Looking over schemes and trying out plays and tactics in the playbooks or the tactics of players.

Chase rings and championships if that's your goal but don't chastise the people playing for different reasons. Almost every named player on Beta for example is a friend online that i do a report for each player throughout the season and send them replays and highlights/lowlights from individual games and the progression of their players. just counting content creators i have 12 of them on the team LOL


They expanded sure and the NCAA added a 4 team playoff, yep, I'm fully aware... but nowhere in there do they run consolation tourneys.

I wasn't chastising anyone (at least my intention), just stating a fact. We are playing a football sim and I like it to be at least somewhat like football I watch.

I'm also allowed to have my opinion just like you and he has his. I think we could better spend this energy on other aspects of this sim that could use some love.

Edited by Myrik_Justiciar on Jul 2, 2021 15:27:45
 
ThePh33P
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Originally posted by Myrik_Justiciar
They expanded sure and the NCAA added a 4 team playoff, yep, I'm fully aware... but nowhere in there do they run consolation tourneys.

I wasn't chastising anyone (at least my intention), just stating a fact. We are playing a football sim and I like it to be at least somewhat like football I watch.

I'm also allowed to have my opinion just like you and he has his. I think we could better spend this energy on other aspects of this sim that could use some love.



they sure do though its called the draft!as a browns fan this kinda hurts lol
 
ND Irish1
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Originally posted by ThePh33P
they sure do though its called the draft!as a browns fan this kinda hurts lol


shoot you guys are loaded this year im bengals fan an have lived in cleveland an was born in cincy an live there currently ,but your browns should dominate this yr if they sty heathy like all teams lol
 
Corndog
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Originally posted by Xars
So here's the User Story I'd write:

As a customer managing a higher tier team that has an open roster spot, I need a better mechanism than the current Marketplace/Pickup Player/CPU players(they suck) options to reload my team, so the team can stay competitive within our current tier and my existing fellow agents doesn't get discouraged and quit the game.

Now, what's a Bort/CDog approved idea that can be implemented for the above?


We don't have one, which is why one hasn't been implemented. Again, the same story has been posted hundreds of times over the past 4-5 years, usually by the same handful of users. Reiterating the story doesn't fix or solve the issues with creating players at any tier.

Suggesting halfassed workarounds piggybacking into the pickup player system, and eating even more processing power to do so, doesn't solve the problems. At best it just creates more issues and makes it even less appealing to do so on top of the issues that already exist. At no point has it ever been us just not being able to figure out how to make players of any level, and at no point have we been so lost that we need to attach it to an unrelated system to make it happen.

There's fundamental problems with being able to create players of any level, and when those have been brought up the user response has always either been downplaying or handwaving it. The issue is addressing those problems, not figuring out a way to code it. We don't have a good answer without changing the foundational gameplay loop of the game itself. The amount of restructuring that it would warrant basically means we're making a whole new game.
Edited by Corndog on Jul 2, 2021 21:16:41
 
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It's in the company's interest that customers reset their teams and players as often as possible. If you have players go inactive and then you reset your own players and team rather then sign some CPUs at 50% chemistry then it's a win for the company.

I understand it though I do think there have been a considerable amount of customers that have left due to that frustration. So hard to say that it's been the best long term strategy for retaining customers.

 
Corndog
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Originally posted by The Righteous One
It's in the company's interest that customers reset their teams and players as often as possible. If you have players go inactive and then you reset your own players and team rather then sign some CPUs at 50% chemistry then it's a win for the company.

I understand it though I do think there have been a considerable amount of customers that have left due to that frustration. So hard to say that it's been the best long term strategy for retaining customers.


Yeah that's definitely it.

It's not that being able to create players of any level would effectively decimate lower level leagues. Which in turn effectively removes any and all gameplay from player agents considering they just make their max level player then...do nothing else.
 
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Originally posted by Corndog
Yeah that's definitely it.

It's not that being able to create players of any level would effectively decimate lower level leagues. Which in turn effectively removes any and all gameplay from player agents considering they just make their max level player then...do nothing else.


If you let us create players of any level, I will never, ever, ever play anything else but Vet again. That's a straight shoot. Rookie and J-Man especially are pure hell for me to grind through. It would be somewhat better to stomach if J-Man and Pro were combined so Rookie would start a tier higher level dots so the games would be a lot less RNG let alone the bare tiers and having to play up 2 tiers.
Edited by Myrik_Justiciar on Jul 2, 2021 23:52:58
 
eTHICCalBEEF
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Originally posted by Myrik_Justiciar
so the games would be a lot less RNG.


I actually think rookie is the least RNG. Inconsistent elements like broken tackles, fumbles, interceptions, and long TDs are all minimized relative to vet so ultimately most of the gameplay loop comes down to whether or not you're forced to punt. Generally, in my experience if you call the right play with the right builds, the outcome is exactly what you'd expect. Where do you feel RNG plays too large of a part?
 
ThePh33P
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Originally posted by Kvothe27
I actually think rookie is the least RNG. Inconsistent elements like broken tackles, fumbles, interceptions, and long TDs are all minimized relative to vet so ultimately most of the gameplay loop comes down to whether or not you're forced to punt. Generally, in my experience if you call the right play with the right builds, the outcome is exactly what you'd expect. Where do you feel RNG plays too large of a part?


i agree with you on this. rookie is significantly more deterministic
 
Xars
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Originally posted by Corndog
We don't have one, which is why one hasn't been implemented. Again, the same story has been posted hundreds of times over the past 4-5 years, usually by the same handful of users. Reiterating the story doesn't fix or solve the issues with creating players at any tier.

Suggesting halfassed workarounds piggybacking into the pickup player system, and eating even more processing power to do so, doesn't solve the problems. At best it just creates more issues and makes it even less appealing to do so on top of the issues that already exist. At no point has it ever been us just not being able to figure out how to make players of any level, and at no point have we been so lost that we need to attach it to an unrelated system to make it happen.

There's fundamental problems with being able to create players of any level, and when those have been brought up the user response has always either been downplaying or handwaving it. The issue is addressing those problems, not figuring out a way to code it. We don't have a good answer without changing the foundational gameplay loop of the game itself. The amount of restructuring that it would warrant basically means we're making a whole new game.


Then maybe take away the option to convert a Pickup Player to a Normal Player? How often is the feature being used for it's intended purpose?

Then how about this idea that is Marketplace driven:

1. Add an Auto-Accept feature where an Agent will automatically accept an offer from a Team of an appropriate tier. Too often, you send contract offers to Players who haven't been online in a while and they don't log in fast enough to accept the offer for the Team Owner/GM to be able to manage their team. Add it as a column on the Marketplace so the offering team knows the offer will be accepted.

And/or

2. Add a Marketplace feature (or Player feature that is only shown on Marketplace) where you can "announce" that your player is open to offers. This automatically opens his build to everyone and activates the Auto-Accept feature above. Similarly, add a "Not Interested" Player option (or tag) so your player doesn't show up on the Marketplace. That way people aren't sending you offers you aren't interested in and you're not leading them on that you would be interested.

And/or

3. Change the Scheduled Scrim to a 50 point FLEX cost (for both teams), but make it a game that ADDs Chemistry for both teams. Quick Scrims don't, but Scheduled Scrims would ADD Chemistry to both teams. Scheduled Scrims can only be Scheduled on Off Days (the days with low processing power currently). This way Teams could run Scheduled Scrims to raise up Chem values of players they just added to the Roster. Yes it takes processing power but you are charging FLEX for it, so aren't you getting paid?

Summary:

Stop the Pickup Player conversion (if you feel it's a bad abuse).
Improve the Offer/Accept time cycle by allowing Agents to flag players as Auto-Accepting of Offers from Teams at their Tier level
Up the price of Scheduled Scrims to 50 FLEX, which can only be run on Off Days, that provide a Chemistry increase to both teams.

Isn't there something along these lines that can be tried?
Edited by Xars on Jul 3, 2021 03:11:17
Edited by Xars on Jul 3, 2021 03:10:26
Edited by Xars on Jul 3, 2021 03:09:11
 
Corndog
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Originally posted by Xars

Stop the Pickup Player conversion (if you feel it's a bad abuse).
Improve the Offer/Accept time cycle by allowing Agents to flag players as Auto-Accepting of Offers from Teams at their Tier level
Up the price of Scheduled Scrims to 50 FLEX, which can only be run on Off Days, that provide a Chemistry increase to both teams.

Isn't there something along these lines that can be tried?


I mean, I don't feel it's "bad abuse", we knew it would be used that way, but we certainly aren't going to make it easier to do.

As for the marketplace option, I'm pretty sure that ship has sailed. Most competitive owners that are blowing up the team because they lost a player, likely aren't going to want some random inactive player in the D-Leagues. Certainly not one that's set to accept any contract that comes his way. That's just not the way people play the game.

Bort and I talked about a potential remedy of sorts that might help ease the issue, but we'll see.
 
Xars
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Originally posted by Corndog

Bort and I talked about a potential remedy of sorts that might help ease the issue, but we'll see.


Thank you.

 
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