Well, maybe "extremely low", but I'm guessing you were talking about the other extreme.
Forum > Goal Line Blitz 2 > Journeyman Top 15 Ladder Matches July 18
USC_Trojans
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Originally posted by Corndog
Well, maybe "extremely low", but I'm guessing you were talking about the other extreme.
Yes what I mean is I shouldn't have to pump heart to 80 to have the drop only hit me for 6 (just a guess have no idea how much 80 would reduce a dropped pass) or another big morale drop when the avg intimidation on the other team is 20-30. With the way it works now when you see your team avg morale is about 50-60 it's basically game over as your teams stats are already reduced and anything short of a long touchdown or two wont give you enough morale to crawl out of the hole but that also assuming your teams reduced stats don't lead to more bad plays which slam you for more. Right now morale is basically a black hole in the fact there is no escape once you get sucked in.
Well, maybe "extremely low", but I'm guessing you were talking about the other extreme.
Yes what I mean is I shouldn't have to pump heart to 80 to have the drop only hit me for 6 (just a guess have no idea how much 80 would reduce a dropped pass) or another big morale drop when the avg intimidation on the other team is 20-30. With the way it works now when you see your team avg morale is about 50-60 it's basically game over as your teams stats are already reduced and anything short of a long touchdown or two wont give you enough morale to crawl out of the hole but that also assuming your teams reduced stats don't lead to more bad plays which slam you for more. Right now morale is basically a black hole in the fact there is no escape once you get sucked in.
Edited by USC_Trojans on Jul 19, 2014 01:23:19
So you shouldn't have to invest in a skill that helps win the morale game to not lose the morale game.
USC_Trojans
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Originally posted by Corndog
So you shouldn't have to invest in a skill that helps win the morale game to not lose the morale game.
Not exactly, more that you shouldn't have to invest in a skill to not lose the morale game if your opponent isn't building to take morale from you. Basically neither defense nor offense have to put any points into intimidation to morale spiral a team with 40-50 heart, they just force a few bad plays.
Originally posted by Corndog
Though, that said, there's non-heart ways to keep morale up, and those will probably be looked into soon.
And I wouldn't be opposed to making more slightly more volatile.
More volatile would probably solve most of the problem with morale and make games more interesting as there would always be the threat of a team overcoming a morale spiral and taking control of the game. Interested in the non heart stuff too.
So you shouldn't have to invest in a skill that helps win the morale game to not lose the morale game.
Not exactly, more that you shouldn't have to invest in a skill to not lose the morale game if your opponent isn't building to take morale from you. Basically neither defense nor offense have to put any points into intimidation to morale spiral a team with 40-50 heart, they just force a few bad plays.
Originally posted by Corndog
Though, that said, there's non-heart ways to keep morale up, and those will probably be looked into soon.
And I wouldn't be opposed to making more slightly more volatile.
More volatile would probably solve most of the problem with morale and make games more interesting as there would always be the threat of a team overcoming a morale spiral and taking control of the game. Interested in the non heart stuff too.
Originally posted by USC_Trojans
Not exactly, more that you shouldn't have to invest in a skill to not lose the morale game if your opponent isn't building to take morale from you. Basically neither defense nor offense have to put any points into intimidation to morale spiral a team with 40-50 heart, they just force a few bad plays.
Um, there is no counter build to heart, so...
Not exactly, more that you shouldn't have to invest in a skill to not lose the morale game if your opponent isn't building to take morale from you. Basically neither defense nor offense have to put any points into intimidation to morale spiral a team with 40-50 heart, they just force a few bad plays.
Um, there is no counter build to heart, so...
USC_Trojans
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Originally posted by Corndog
Um, there is no counter build to heart, so...
Wouldn't a team built around intimidation counter heart? Or is heart that much stronger than intimidation?
Um, there is no counter build to heart, so...
Wouldn't a team built around intimidation counter heart? Or is heart that much stronger than intimidation?
They affect completely different rolls, so not directly, no.
I mean, they both affect morale, so they are loosely related, but not really "counter builds".
I mean, they both affect morale, so they are loosely related, but not really "counter builds".
USC_Trojans
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Originally posted by Corndog
They affect completely different rolls, so not directly, no.
I mean, they both affect morale, so they are loosely related, but not really "counter builds".
Ah then I can see why then you have be careful with heart to avoid completely destroying the morale mechanic. Though I do think some volatility would do it some good. Also just want to take a second to thank you for keeping in touch with the community. I come from games like wow and league where you're lucky to get a response from a gm about a serious in game issue within 24 hours yet alone a response on a forum post. I know there are far less people here but I also know that's its basically you and Bort running this game (maybe a few behind the screen guys) so it still means a lot that you take time out to communicate with us on stuff like this
They affect completely different rolls, so not directly, no.
I mean, they both affect morale, so they are loosely related, but not really "counter builds".
Ah then I can see why then you have be careful with heart to avoid completely destroying the morale mechanic. Though I do think some volatility would do it some good. Also just want to take a second to thank you for keeping in touch with the community. I come from games like wow and league where you're lucky to get a response from a gm about a serious in game issue within 24 hours yet alone a response on a forum post. I know there are far less people here but I also know that's its basically you and Bort running this game (maybe a few behind the screen guys) so it still means a lot that you take time out to communicate with us on stuff like this
Yeah, I play and enjoy the game as much as anyone else.
Probably not in the exact same way, but enjoy it nonetheless.
Probably not in the exact same way, but enjoy it nonetheless.
Actually, I probably "play" it more, I have this crap open like 12-14 hours a day almost every day. But yeah, winning and such isn't nearly as high of priority as most people. I just like making offkey setups and seeing how they work.
peeti
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Originally posted by Corndog
But yeah, winning and such isn't nearly as high of priority as most people. I just like making offkey setups and seeing how they work.
Words of a loser
Nah, JK
For me winning has the most fun of all things here
But yeah, winning and such isn't nearly as high of priority as most people. I just like making offkey setups and seeing how they work.
Words of a loser

Nah, JK
For me winning has the most fun of all things here
Well, "being the best" would kind of be the hollowest victory ever when I look at and edit the code daily. Which, I mean, I don't mind because even when I'm not coding a game, spamming the "best" tactic over and over is...still a pretty hollow victory to me.
I'm always a "make the most of mid tier" kind of guy, with a touch of "I want to make this themed thing work to some degree". And that mentality actually works pretty well, since it is essentially testing in a live environment.
I guess that could all be derived from testing on my box...but the amount of time and effort I already put into it is ridiculous, and the amount of data that comes out of that testing is a drop in the ocean compared to games that sim live every day.
I'm always a "make the most of mid tier" kind of guy, with a touch of "I want to make this themed thing work to some degree". And that mentality actually works pretty well, since it is essentially testing in a live environment.
I guess that could all be derived from testing on my box...but the amount of time and effort I already put into it is ridiculous, and the amount of data that comes out of that testing is a drop in the ocean compared to games that sim live every day.
Generally in some form or another, a lot of changes usually don't make it live though.
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