Originally posted by bhall43
I find the "stale" argument rather hilarious. Why wasn't GLB1 stale into its 3rd season? Because not even the developers knew where the end game mark was, you were constantly trying to get the highest leveled players in the game through recruiting or just blind thievery, and people largely had no idea what worked besides speed and strength. It wasn't like the games were super close and great, it wasn't like people weren't gaming whatever they could to win, it wasn't even like the sim was all that super interesting. (i was mostly just watching the scrolling PBP at that point because there was no advanced AI)
While this game probably won't get near the advanced AI GLB1 sits on (and for good reason really) it still has the opportunity to grow in all the other areas. Things aren't set in stone. We haven't even ran through one full set of tiers yet. Relax, have some fun, and play it like the game it is. Because if you can't just have fun what is the point?
Yeah, but think of the change log on GLB in the early days. Shit got fixed. The developers were active, major elements of the game were considered and improved upon. Do you remember the major changes that they made to the player building process? Do you remember them changing the way EQ was purchased? AEQ? VAs? DPC? Training used to require energy... Major improvements and a clear vision of where they wanted to see the game grow. Now we see patches to stuff thrown in every once in awhile to repair the OP of the day, but one that doesn't address the underlying issues that cause the problem.
Yeah, we don't want to see major code changes midseason, but we also don't want known issues to go 120 days without being addressed.
Why is it stale? Because it is stale. The skill points that I got for the last six games are almost meaningless even only in the third season. You make minimal improvements that result in inconsequential changes in the performance of the bot.
Instead of logging in to assign 4,000 SPs to meaninglessly increase a couple of skills, I'd love to see something better.
Physical Specs? Important.
Base Attributes? Important.
Traits? Important.
Special Abilities? Important.
More individual choice in player tactics that matter? Yes please.
Paper/Rock/Scissors Builds and Tactics? Yes please.
Because right now, I really don't see it. I just don't.
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God... even give me a tree system where my choices early in the build actually matter. Like a tech tree in other games, but for football.
Choose a position.
Choose the physical specs.
Choose the attributes.
Choose the traits.
Okay, you have a HB with 8 speed, 8 strength, 8 agility, 3 vision, 3 stamina, 5 confidence.
That means that the Special Ability trees for Speed/Strength, Speed/Agility, Speed/Confidence, Strength/Agility, Strength/Confidence, and Agility/Confidence are available. All Vision and Stamina trees are unavailable.
In addition, the traits that you chose will add or subtract abilities that can be learned.
Your player automatically improves every game based on how you chose to start him, but also improves in the area that you direct in order to learn on the field skills. Just like in other games where you learn "tech" you select an ability to improve or a skill to learn and every game your player gets closer to unlocking the skill. An 8/8 Strength/Speed build might learn "Surge" faster than an 8/5 build, but not as fast or as effectively as a 10/10 build. Surge can get better if you continue to train it and as your natural skills develop. Once you have learned Surge and Power Thru, it unlocks Freight Train, a more powerful skill that sometimes gives your player a boost to speed and tackle breaking when running up the gut. Choosing Freight Train makes elusive skills like Juke and Spin unavailable, but if you master it, it unlocks a third level tech tree skill like Juggernaut (Intimidation + Tackle Breaking), The Blob (Slows you down, but big bonus to tackle breaking, carrying, and balance).
Perhaps third level tech tree skills are only available to superstars, which makes the "feature" of the team not just be a player, but a player type. P/R/S applies. Especially when the individual player tactics can actually affect the game play.
Anyway... something not totally dreary like a bunch of bars that you click that don't translate to changes in the play of your bot.