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Corndog
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Originally posted by Bretto007
If star players are the least important why does your team Blood, Sweat & Beers need 11 stars? That twice the amount of any other team in your league. It's no wonder you are undefeated and embarrassing the other teams in that league.

If you think its coaching and builds then show us. Do a no star team.


I mean. Its pretty obvious.

A superstar with a bad build is no better than a normal player with a good build, so build is clearly more important than superstar count. And no matter how good builds are, you're going to lose spamming the worst plays for your team.

Number of superstars is not the leading reason that teams are losing. Yes, if teams are identical the one with more superstars will likely win more,but if you're getting stomped by 50 points having a couple extra superstars isn't going to turn that into a win.
Edited by Corndog on Jan 27, 2021 00:06:03
 
Bretto007
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Originally posted by Corndog
I mean. Its pretty obvious.

A superstar with a bad build is no better than a normal player with a good build, so build is clearly more important than superstar count. And no matter how good builds are, you're going to lose spamming the worst plays for your team.

Number of superstars is not the leading reason that teams are losing. Yes, if teams are identical the one with more superstars will likely win more,but if you're getting stomped by 50 points having a couple extra superstars isn't going to turn that into a win.


If builds and coaching are similar/comparable then yes we all agree that the number of stars gets you the victory. You can be smart, dedicated, ect but if you don't have the double digit star power you will lose.

And this is the problem. If we have 20 newish users in the game right now- they can learn builds and coaching but they can't just whip up 200 star players to fit on their rosters in order to compete again the star smashers club.

The game as it stands is impossible to feed double digit stars for every roster.
 
Ghanima
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The goal is to let medicore players compete... mayby we should add season mods that will mess with some stats to disturb perfect builds? That would help to flatten the level more than meddling with stars.
 
Corndog
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Originally posted by Ghanima
The goal is to let medicore players compete...


But that's not the goal. People still want advantages, they just want us to take away or minimize advantages that other teams have. Either that, or to minimize advantages to the point where it wouldn't actually negatively impact their winrate.

People that want competitive games will work to achieve that. People that want to win will work to achieve that. Too often the latter masquerades as the former, wanting competition as long as it doesn't threaten their winning, or using the guise of competition to increase their odds of winning.

You can see the sharks circling the rubber banding mechanic that I mentioned. If it can't be gamed around and manipulated into an advantage to improve chances of winning, people aren't interested in the idea of competitive games. You can see it in people throwing a fit about losing 7 to 21 against a tier up and wanting it to be a 50 to 0 blowout for them against a same tier team.

People that want challenging and competitive games will just avoid using the best possible strategy at all times. They'll beat Pokemon with just Weedle. They'll finish Final Fantasy game at level 1 with only the main hero. They'll do naked Dark Souls playthroughs. They'll only play Dan in Street Fighter.

This game sadly has an extreme dearth of people that actually want to try winning from behind even if it means losing. We need more GE type players dedicated to making the most out of weaker strategies. That's when the game is most fun for everyone.
 
Raid
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Originally posted by Corndog
But that's not the goal. People still want advantages, they just want us to take away or minimize advantages that other teams have. Either that, or to minimize advantages to the point where it wouldn't actually negatively impact their winrate.

People that want competitive games will work to achieve that. People that want to win will work to achieve that. Too often the latter masquerades as the former, wanting competition as long as it doesn't threaten their winning, or using the guise of competition to increase their odds of winning.

You can see the sharks circling the rubber banding mechanic that I mentioned. If it can't be gamed around and manipulated into an advantage to improve chances of winning, people aren't interested in the idea of competitive games. You can see it in people throwing a fit about losing 7 to 21 against a tier up and wanting it to be a 50 to 0 blowout for them against a same tier team.

People that want challenging and competitive games will just avoid using the best possible strategy at all times. They'll beat Pokemon with just Weedle. They'll finish Final Fantasy game at level 1 with only the main hero. They'll do naked Dark Souls playthroughs. They'll only play Dan in Street Fighter.

This game sadly has an extreme dearth of people that actually want to try winning from behind even if it means losing. We need more GE type players dedicated to making the most out of weaker strategies. That's when the game is most fun for everyone.



Could also let teams records determine league placement for the next year, wouldn't help much at rookie but would give teams going into sophomore more hope if they got placed in the easier league.
Edited by Raid on Jan 27, 2021 02:32:16
 
Corndog
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Originally posted by Raid
Could also let teams records determine league placement for the next year, wouldn't help much at rookie but would give teams going into sophomore more hope if they got placed in the easier league.


I think it already does something when it condenses leagues.

Admittedly is a moot point with one league per tier.
 
Raid
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Originally posted by Corndog
I think it already does something when it condenses leagues.

Admittedly is a moot point with one league per tier.


Only journeyman is at one right now, admittedly there is no pro league at the moment outside of developmental leagues, but 2 vets - 2 soph - 3 rookie. So it's not as bleak as one per in most cases.

Even just having it work that way every year in vet as there's usually 2 leagues there would be neat.

Also, wow that is a lot of developmental leagues... couldn't we cut some of those out somehow to save server usage?
Edited by Raid on Jan 27, 2021 02:42:20
Edited by Raid on Jan 27, 2021 02:41:38
 
Corndog
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Originally posted by Raid
Also, wow that is a lot of developmental leagues... couldn't we cut some of those out somehow to save server usage?


The craziest thing is that there's players on almost every vet league developmental team. Not sure what they're developing for at that point, haha.
 
Raid
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Originally posted by Corndog
The craziest thing is that there's players on almost every vet league developmental team. Not sure what they're developing for at that point, haha.


I mean, if the team is there someone is going to sign up for it. Lot of those vet leagues have pro players on the teams for some reason, probably finishing out unboosted players they made to initially get s* points. I guess if there's no reason to retire them, why not just let em play? dunno.
 
Corndog
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Speaking of D-Leagues, I have been wondering the viability/acceptability of single user leagues. Whether it would be passable only running the actual sim for the user's team and just making up the CPU stats, that way we only have to sim roughly the normal amount of games for that team, and don't have to run hundreds of CPU vs CPU games for no reason.
 
william78
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Originally posted by Corndog
The craziest thing is that there's players on almost every vet league developmental team. Not sure what they're developing for at that point, haha.


Yes get the pruning shears cut it to 1 Vet D-League in the off-season.


Originally posted by Corndog
Could also let teams records determine league placement for the next year, wouldn't help much at rookie but would give teams going into sophomore more hope if they got placed in the easier league.


I think it already does something when it condenses leagues.

Admittedly is a moot point with one league per tier.


Also still like the FWIW of a idea of a newcomer league like Hzachary1 is doing. Something to guide in brand new players who click the Facebook link and he gives them build advice , league advice.

The ladder games alone let them know something more challenging is coming.

But a newcomer league with veteran player input where everyone still plays - city youth league style - seems to make good sense. It's a better user experience with teammates and guidance.

That doesn't require any real level of in game rules changes beyond the playbooks in league games.

Plus you are , if memory serves, not long from the GLB bump of guys after the SuperBowl when they look for an alternative football fix - I mean I'm sure there will be Chiefs fans on here wanting to replay the whipping Tampa is about to give them in my hometown. Might as well take their money.
 
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Originally posted by Corndog
The craziest thing is that there's players on almost every vet league developmental team. Not sure what they're developing for at that point, haha.


Maybe do away with Vet Development leagues? That way these players would be forced to look for human teams?

Also combining Pro/J-Man and giving another season to Vet will make it easier for teams to Reset and roll more players, allowing to correct mistakes or try new things.

Lastly, wouldn't DL's suggestion to allow the SP meters to fill up again after you create a star (but have to be on a different team) allow more player creation/flex spending and spread the wealth at least some?

Originally posted by Corndog
Speaking of D-Leagues, I have been wondering the viability/acceptability of single user leagues. Whether it would be passable only running the actual sim for the user's team and just making up the CPU stats, that way we only have to sim roughly the normal amount of games for that team, and don't have to run hundreds of CPU vs CPU games for no reason.


Love it... and then maybe you can add a cpu leage for each tier to help ladder diversity so we don't have to punch up/down as much?
Edited by Myrik_Justiciar on Jan 27, 2021 06:14:22
Edited by Myrik_Justiciar on Jan 27, 2021 06:13:19
 
dredgar
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Originally posted by Myrik_Justiciar
Love it... and then maybe you can add a cpu leage for each tier to help ladder diversity so we don't have to punch up/down as much?


The refilling of the star power and it just has to be in a different team is definitely a great idea. Gets more stars in the game, allowing for more on other teams and making people talk and come together more
 
jay529
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I have a suggestion. what if you can create a S* when you want but make it double. or earn it regular..



instead of it being 150, 100, 75 make it S*300. S*200 S*150 if you don't earn them the regular way... or more.

but if you take the time to build them the regular way then youre good.

also limit 2 per class.....just a suggestion...
 
rch3
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Are QB able to roll at all in a screen or are they kind of stuck in the pocket i know some of the screens have them move a little bit. But does the QB tactic effect how much he does move off the screen? Are QB able to just not throw the screen and run if they are set to Scramble.



 
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