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Forum > Goal Line Blitz 2 > Has this game gotten any better?
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Xavori
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Originally posted by Adderfist
If you like Catan, you'll really like Ticket to ride and Carcassonne.

and MTG is even more of a money sink than this game... at least you can flip the cards for profit though lol.


Ya. I sold my collection a year ago for a little over a grand. Not bad for something I prolly only spent $300 on and then stuck in a box in the closet for years.

'Course, I sold them at a board game shop and walked out with a dozen new games...

Catan and Carcassone are both good games. Ticket to Ride is a good drinking game (because so much stupid luck is involved).
 
vinman
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I gave it 2 seasons, and find the game very stale and boring already. Seems to be a theme with GLB, maybe Bort should sell the game to someone who gives a chit about the product.
 
Corndog
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Originally posted by bhall43
How about the feeling of almost winning and the act of reverses and skips being laid down to keep you out of the game?


I usually play pretty defensively, so I'm not THAT concerned or expecting to go out right away. I don't mind missing a few turns while holding a blue 2. Even if someone else goes out, everyone already burned their reverses and skips.
 
Corndog
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Going out with a +4 hella funny, though.
 
Time Trial
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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.
 
Time Trial
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Originally posted by Corndog
Monopoly is just a long boring death until you finally just get bored and quit.

The shift from laughing at the person sitting beside you right before they play their +4 is a sudden sinking feeling.


Yeah, my buddy has a massive board game collection... the "classics" like monopoly and risk are ancient history. Thank God for the influence of German and Dutch game designers and the Euro movement.

They updated Risk (Risk Legacy) and it is now actually a much better game. Like 50 times better.
 
bhall43
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You are throwing together 20+ seasons of change against 3 seasons. Do I remember all that stuff? Absolutely. But those changes certainly didn't fly in as fast as you make it seem. And a lot of the larger changes came to be because people gamed the systems to exploit it.
 
Time Trial
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Originally posted by bhall43
You are throwing together 20+ seasons of change against 3 seasons. Do I remember all that stuff? Absolutely. But those changes certainly didn't fly in as fast as you make it seem. And a lot of the larger changes came to be because people gamed the systems to exploit it.


But player building was never this boring.

The problem with front loading the entire process (specs, traits, attributes, caps) is that it doesn't leave future you anything fun to do. Old you got the fun of designing the build. Present you is just stuck signing in to click a couple of + signs in any order you feel like.
 
Time Trial
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Once a season you get to add a special ability or level up one that you already have. That's about the most fun that you are going to get out of player building after season 1.

Oh wait, I get a cap booster every couple of months now. That's a + 5 to one of my caps. Super excited about that.

Part of the scaling SP cost issue is that in season one you really see your player develop. By the time the third season comes around, that player development slows down to a crawl.
 
tbray222
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What would keep people from eventually just creating that exact same player tough if for instance your example turned out to be the best. I'm all for improvements and additions but I feel like once you know the best possible combination, whether it be a 3 step or 63 step process, why not do it?
 
Time Trial
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Originally posted by tbray222
What would keep people from eventually just creating that exact same player tough if for instance your example turned out to be the best. I'm all for improvements and additions but I feel like once you know the best possible combination, whether it be a 3 step or 63 step process, why not do it?


I guess that's the problem with a sim that has a "best". Not saying there is in this sim, but if there is no counter to what the team knows is coming, you have iSlam seasons and BigI bitches.
 
bhall43
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Originally posted by Time Trial
But player building was never this boring.

The problem with front loading the entire process (specs, traits, attributes, caps) is that it doesn't leave future you anything fun to do. Old you got the fun of designing the build. Present you is just stuck signing in to click a couple of + signs in any order you feel like.


You can always add things to the building process. GLB1 did that several times. If it had just stayed the way it was from the start we both know that wouldn't have been very interesting.
 
Time Trial
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Originally posted by bhall43
You can always add things to the building process. GLB1 did that several times. If it had just stayed the way it was from the start we both know that wouldn't have been very interesting.


I mean we don't need something as end-build breaking as ALGs, but we do need something to matter.

With no Bort in sight, it makes me think that the potential that this game had is going to be wasted.
 
Adderfist
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Originally posted by bhall43
You can always add things to the building process. GLB1 did that several times. If it had just stayed the way it was from the start we both know that wouldn't have been very interesting.


I actually liked it better before it got overly complex. Before the change you managed your energy, after? You had some choices sure... But it was significantly less fun.
 
Time Trial
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Like is scrims bugged for anyone else right now?

When I send a quick-scrim those teams aren't depopulating from my list like they normally do and all of my scrims are being set for 4:00 am tomorrow. I've got three games all simming at the same time right now, that never used to be possible.
 
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