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

Is it possible that you can add a projected level and age for dots after the accelerated player development to their player profile? I get the gist of it all from reading the dozens of threads on it, but can we please have a clear layout on our player page like we do on our team page (i.e. next age 200, level 57). I know this can change based on how the build is done, but it would really help to know where out dots end up next year in one easy look as the build stands now. Recruiting will be flat out insane with these changes.

Newer players are going to be downright baffled by the process (as well as some moderately active agents), and it's really hard to weed through all the info if you just signed up, made 1 dot, and are barely getting your feet wet in the game

Thanks, Catch. Nothing drives forums like wholesale change.


Probably not - I will be posting approximate ages for each 40 day age range sometime soon though. Just double checking the numbers before posting them as I don't want to mislead anyone.
 
Catch22
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Originally posted by ricksta1975
Catch - furthur on from my previous question. If a dot is 559 days old at day 40 this season, would that mean they will still be considered in plataue? I mean I presume they dont get any training/vxp again until day 1 next season, so I would assume that means they may get 2 more seasons of plataue?

They were created on day a day 41 so I'm assuming they are 559 or possibly 560 by day 40 this season? Can anyone else clarify?


Will mean a lot obviously, as 60% of my roster wont neccesarily need changing if they still have time on their hands.


I'll say it one more time. If they are not in decline at the end of this season (whatever age they are on day 41), they will not be in decline at the beginning of next. All the changes will be implemented based upon where they are at end of this season, not where they will be beginning of next season.
Edited by Catch22 on Jul 15, 2011 15:31:30
 
Catch22
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Originally posted by Stray Doug
Hey Catch, don't know if you just missed it or didn't have an answer right now and needed to check with Bort... but noticed you answered a bunch of other ones so just highlighting in case it was an oversight:

http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=39#42833615

Basically, (1) wondering if the training page will be fixed, particularly due to the increased complexity (and potential magnification of errors) of the training calculation...and (2) where in the multi-training calculation the 1.6 factor gets applied. Thanks!


It's not broke per Bort so not fixing.

Implementation of the 1.6 factor will be similar to what we did with the initial training system changes outlined here:

http://goallineblitz.com/game/forum_thread.pl?thread_id=3946719

So for multi-training it would be:

Two Attributes: cost = 4 training points, receive 2 bonus tokens, +8% (changed from +5%) bonus to all attributes being trained
Three Attributes: cost = 6 training points, receive 3 bonus tokens, +32% (changed from +20%) bonus to all attributes being trained
Four Attributes: cost = 8 training points, receive 4 bonus tokens, +48% (changed from +30%) bonus to all attributes being trained

 
Catch22
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Originally posted by im4ut999
Not sure I've seen an answer to this, so I'll ask again....

In the current season, XP gain caps at 25/day and 100/game by level 29. This allows everyone to boost at the beginning of every season by the players 4th season.

Asking the same question several ways...to make sure the point of the question is understood....

In the new plan, it looks like seasonal XP does not level out until season 7, at 3 levels, so the question is how much if any delta in XP over each season based on early or late boosting?

If a player is boosted late every season (day 41 for example), what is the XP delta from a player that boosts late for seasons 1-3 and early for seasons 4-7 (same boosting plan as today)?

Also, it appears players in the new system can hit level 29 after 2nd season, and in current system that would put them at the final daily/game XP for the 3rd season...is there still XP delta in new system based on gaining 8 levels, 7 levels, 5 levels, etc over seasons 3, 4, 5, etc.....or can XP be based on age so that XP gain is still flat regardless of when a player is boosted, at least for later seasons, maybe after age 80 or 120....


I hate to seem like an idiot, but I have no idea what you're asking here.

XP gains will be very fixed. Max game XP is fixed for various level ranges. In the current system, where it might be 700 game XP for a level 1 player and 400 XP for a level 5 player (just using numbers for example) in the new system it will be a fixed 650 game XP for X number of levels and then will move to a fixed 500 game XP (again just using numbers for example) for the next X number of levels... so on and so on.
 
Catch22
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Originally posted by Slow Children
These changes are coming along nicely. Thanks Catch and DD for answering most of these issues.

One thought, On young players who are currently saving BTs for future use, what will be the conversion rate on those BTs saved? Will they remain unchanged, or will they be multuplied to a new total by 10, or 16, or something else. Not talking about BTs used on EQ, just unused saved BTs.


All BT values will be increased including those in player accounts.
 
Catch22
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Originally posted by Dave Mr Majors
I've read through a lot of this thread and I can't find what I'm looking for, so....

When Archetypes were rolled out, this announcement was made - http://goallineblitz.com/game/announcement.pl?id=322

Is a similar retirement offer for young dots going to be made when the new development system is rolled out? I realize that the efforts of support are to make this change over extremely similar to the current system, but faster. However, given the opportunity, I know that I would like to restart some of my young dots completely on the new development program.


No, probably not. We did discuss it but the change isn't fundamentally changing how players are built. That was not the case with archetypes.
 
tragula
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No answer for my Q ?

What happen to a semi pro player (created on day 41) that is age 279 when the season starts ? Under the new age he turn into a 207 old dot which is creation in mid season (something like day 34 ?). This mean he get to plateau in the mid season losing a bunch of TPs and 3 boost.

Originally posted by Catch22
I hate to seem like an idiot, but I have no idea what you're asking here.

XP gains will be very fixed. Max game XP is fixed for various level ranges. In the current system, where it might be 700 game XP for a level 1 player and 400 XP for a level 5 player (just using numbers for example) in the new system it will be a fixed 650 game XP for X number of levels and then will move to a fixed 500 game XP (again just using numbers for example) for the next X number of levels... so on and so on.


Today once a player get pass Lv 28 thet max XP/game is 100. This allow to boost early in the season with no XP lost. The new season violate this, and he just asked about the details. And will it affect boosting time.
Edited by tragula on Jul 15, 2011 15:43:37
 
CDZYO
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Re: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=44#42843511

Short version:

Current (days) -> S24 (days), S25 (days), S26 (days)
Sophomore (80) -> Prep (52), University (92), Reg. Minor (132)
Prep (120) -> University (72), Local Minor (112), Nat. Minor (152)
University (160) -> Local Minor (81), Reg. Minor (121), Semi Pro (161)
Local Minor (200) -> Reg. Minor (112), Nat. Minor (152), Semi Pro (192)
Reg. Minor (240) -> Nat. Minor (131), Semi Pro (171), Reg. Pro (211)
Nat. Minor (280) -> Upp. Nat. Minor (160), Semi Pro (200), Reg. Pro (240)

That works.
 
KingPB
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Hey catch

Will you guys be adjusting multi train to increase its trained % higher than just the conversion for all training. The new system seems to make multi training useless almost, dont you think? with less time to train and all
 
Catch22
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Originally posted by tragula
Today once a player get pass Lv 28 thet max XP/game is 100. This allow to boost early in the season with no XP lost. The new season violate this, and he just asked about the details. And will it affect boosting time.


What's your ? - I didn't see one in there.
 
Catch22
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Originally posted by pbmark50
Hey catch

Will you guys be adjusting multi train to increase its trained % higher than just the conversion for all training. The new system seems to make multi training useless almost, dont you think? with less time to train and all


No, 1.6 is the exact difference between current and new system. The multiplier is to make up for that less time to train. There will be no other adjustment then the 1.6 multiplier.
 
KingPB
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Originally posted by Catch22
No, 1.6 is the exact difference between current and new system. The multiplier is to make up for that less time to train. There will be no other adjustment then the 1.6 multiplier.


with less time to train, correct?

edit: PS- good luck in our rk tournament showdown tomorrow lol
Edited by pbmark50 on Jul 15, 2011 15:56:54
 
aceinthehouse
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Catch22,

Would you answer my question on page 44 please?
About my Punter?

I'm still waiting....

Thank you
 
reddogrw
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Originally posted by Catch22
Originally posted by reddogrw

will we be able to use reward points for the non-refundable equipment purchase?


No.


this is really the only bad part of this entire plan - having to spend flex that isn't required on additional CE - we should at least be able to spend the non refundable reward points so they have a little value
 
Mike1709
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Originally posted by Catch22
in the new system it will be a fixed 650 game XP for X number of levels and then will move to a fixed 500 game XP (again just using numbers for example) for the next X number of levels... so on and so on.


Would it be possible to tie the game and nightly XP to how many days old the player is rather than the players level?

Just thinking if its still tied to level we are going to have 7 seasons of waiting to the end of the season to boost if you want to max XP which seems counter-intuitive

I know the numbers you posted are just an example but if the fixed game XP drops by say 50 xp at a certain level, you could lose 800 XP over 16 games between boosting early and boosting late, multiply that by multiple seasons and you could find yourself with several levels difference just because of different boosting strategies.
 
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