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Forum > Game Changes Discussion > Proposed Changes > Accelerated Player Development Details and Discussion Thread
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jamz
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Originally posted by tautology
Originally posted by Catch22

We've added two seasons of extended plateau. Section now reads:

Season 8-12 (393-672 days, player age 281-480):

No game or training XP. Player enters extended plateau dependent upon number of boosts as follows:

20 boosts = 200 days (5 seasons)
-10 days for each boost <20
0 boosts = 0 days



wow....


Tautology just jizzed, Macho Pikachu will live forever now.
 
BigRatUno
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Good job guys. Should be fun.
 
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Originally posted by jamz
Tautology just jizzed, Macho Pikachu will live forever now.


but how manyWL titles?
 
Catch22
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Originally posted by reddogrw
actually, you are not - you are increasing the net price a little more


Only if 100% of the people take the 3 plateau boosts and all 3 CEQ options. I can guarantee you that won't happen, thus it's a small loss for GLB (especially now that we're essentially giving player an additional two free seasons).
 
BigRatUno
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Originally posted by jamz
Tautology just jizzed, Macho Pikachu will live forever now.


Build 11 players every season and Macho can supply fresh players.
It could change the farm team dynamics.
 
tautology
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Originally posted by jamz
Tautology just jizzed, Macho Pikachu will live forever now.


At least one of these statements is true.

Originally posted by Timetoshine-Beta
but how manyWL titles?


If my next generation doesn't win, then I will build 16 teams and take them all to the WL. Since I am virtually undefeatable in the regular season, I should easily be able to fill the playoffs with proxy teams that will lay down a red carpet for my inevitable championship.

I call it "plan B."



Originally posted by BigRatUno
Build 11 players every season and Macho can supply fresh players.
It could change the farm team dynamics.


bah...who has time for thinking small?

 
jamz
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All in all, after the plateau changes...

I've got to applaud GLB for doing this one right. Thanks for taking the sting out of the extra flex, and making it virtually the same pricing.
 
Mr. Me2
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Originally posted by Catch22
Player Development Model (real estimated time in parentheses, 40 day season, 8 day pre-season, 8 day off-season):

Season 1 (56 days, player age 40):

12 levels
3 boosts
Player that boosts would be level 16

Season 2 (112 days, player age 80):

10 levels
3 boosts
Player that boosts would be level 29

Season 3 (168 days, player age 120):

8 levels
3 boosts
Player that boosts would be level 40

Season 4 (224 days, player age 160):

7 levels
3 boosts
Player that boosts would be level 50

Season 5 (280 days, player age 200):

5 levels
3 boosts
Player that boosts would be level 58

Season 6 (336 days, player age 240):

5 levels
3 boosts
Player that boosts would be level 66

Season 7 (392 days, player age 280):

3 levels
3 boosts
Player that boosts would be level 72

Season 8-12 (393-672 days, player age 281-480):

No game or training XP. Player enters extended plateau dependent upon number of boosts as follows:

20 boosts = 200 days (5 seasons)
-10 days for each boost <20
0 boosts = 0 days

Season 13 (673+days, player age 481+):

No game or training XP. Player enters decline.


What is it right now? I guess I don't pay enough attention.
Edit: But it would be nice to see a side by side comparison.
Edited by Mr. Me2 on Jul 13, 2011 21:21:49
 
BigRatUno
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Originally posted by tautology
bah...who has time for thinking small?



Small...lol.
11 new players each season times 7 seasons growing until they are ready to replace the Veterans = 77 players in the pipeline. They could play around on various teams until their 8th season. Basically 77+ 55 supplies a top level team without too much hit to chemistry at the top. Now just decide how many teams you want to fund. I only got 2 so I guess I'm still small....
 
tautology
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Originally posted by BigRatUno
Small...lol.
11 new players each season times 7 seasons growing until they are ready to replace the Veterans = 77 players in the pipeline. They could play around on various teams until their 8th season. Basically 77+ 55 supplies a top level team without too much hit to chemistry at the top. Now just decide how many teams you want to fund. I only got 2 so I guess I'm still small....


Glad to see the Hot Mamas revived

 
Hagalaz
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Originally posted by Triathlon Dude
Catch - Question here.....


Is the 1.6% training boost going to use the "real numbers" or the non-rounded numbers?

Remember back when i was asking about the training percentages and trying to figure out why some of the percentages had decimals and some did not.. You asked Bort and he stated that the the decimal numbers where a bug.


So my question is this is Bort going to use 1.6% or 2% or 1% when he fixes the training percentages?????


It's not 1.6%. It's 1.6, or 160% if you want.
 
marcello
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Originally posted by tautology
If my next generation doesn't win, then I will build 16 teams and take them all to the WL. Since I am virtually undefeatable in the regular season, I should easily be able to fill the playoffs with proxy teams that will lay down a red carpet for my inevitable championship.

I call it "plan B."


What I would give to see this happen.
 
Catch22
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Originally posted by Behn
so existing dots "new" age will be determined by their current level?

I made it to page 9 of this thread, so if already answered I apologize.

But if the new age will be determined by the players current level at the time of conversion, will the really old, never once boosted dots turn into really young dots?


It will be determined by their current age, not their current level.
 
Catch22
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Originally posted by tautology


I would really like to have this spelled out in more detail so that I completely understand it.

Is the conversion based on age alone, or XP alone, or some combination of the two?

Specifically:

If a player was created on day 41, boosted to level 4 at end of season, and is now 244 days old, then they have 49,900 XP or so right now if they boosted already for this season.

If they boosted a little early to hit level 25 for VA purposes, that same player has around 49,400 XP or so.

If they didn't boost from 1 to 4 at the beginning, then they are at 48,xxx or something.

They are all the same age in days.

Will the more experienced players become "older" under the new system, thereby missing out on remaining days of XP and Training?

Because that would sort of defeat the whole purpose of having boosted from 1 to 4 out of the gate...you would now be punished by ending up with less training.


I would recommend a straight day for day conversion and leave the XP factors out of it completely, or perhaps have some sort of additional adjustment that specifically looked at boosts rather than level.




I spelled it out earlier. It's a straight age conversion BASED on what XP a player should have at a certain age using normal building methods and boosting. We used XP to determine what the conversion factor should be but it's a straight age for age conversion. A 350 day old dot will be converted to X day old dot no matter how much XP he has generated.
 
tautology
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Originally posted by Catch22
I spelled it out earlier. It's a straight age conversion BASED on what XP a player should have at a certain age using normal building methods and boosting. We used XP to determine what the conversion factor should be but it's a straight age for age conversion. A 350 day old dot will be converted to X day old dot no matter how much XP he has generated.


gotcha....sounds good
 
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