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Originally posted by Sov.
yeah i think its been around since 08-09 so a good 6-7 years now actually. to explain my to my point a little more in detail, when the original owner who created the game was around, the game had a similar fade away period. from 08-11 the game was booming, then in 12-13 due to the owner going inactive and not producing anymore updates or additions, the game was basically a ghost town and had around maybe 50ish dedicated every day players. then irish bought the game around a year or two ago and released new content that was in the suggestions threads forever and added a ton of new content and now the game has probably around double what the highest ever activity was back in the 08-11 era.

im sure plenty of this growth was due to the fact he marketed the game pretty well, but i would assume his marketing budget was very close to what WG spends on this game. this game has high production value and upkeep as well im sure, but it also has a pay scale where it probably takes in 5x what mmarmy would if the user amount was dead even. kinda a chicken or the egg scenario, gotta spend $ to make $$$


Appreciate the post. I've spent zero money on marketing. I'm holding off until all the changes are made. All i've done is add shit to the game that everyone wanted and continue to do so. Avoiding any wants and needs that disrupt balance of the core mechanics. Having a balanced game that mirrors the sport you are reflecting is key imo.
 
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Originally posted by Corndog
Most of that tutorial is already in the game.


I don't know - perhaps the old definition of insanity applies here. Taking a fresh look at the tutorial approach should be considered. My first couple of days playing - I can't tell you how many times I had no idea what something meant or why I cared. Just sort of clicked around, spent points and hoped to see some decent football sims. Finally started to read the forums and things started to make some sense (seriously, is there an ability to search the forums somewhere?). Don't know about your bandwidth - but I would have preferred downloading a pdf with instructions and screen shots vice poking around forums.

Speaking of forums - Football talk, GLB talk, Sports talk...all good and well. But what is with the free for all crap?

"Pedophilia related comments, humor, etc. will no longer be tolerated and will be enforced with a b1 suspension. Please be cognizant of this rule amendment"

Seriously? You have to tell your users not to talk about sex with children? A new users signs up and sees this bs? Take the game play and AI out of the discussion for the moment. This is the image your want your game to show?

how about this one?

"Night Crew Hideout: She tasted like penis"

The title of a thread and it is a STICKY? Wow. Now me personally, I could give a damn and simply don't read those threads. But how many of your new customers see this crap and figure you are a bunch of 12 year olds running a company? There are plenty of places out on the internet to act the fool. Why bring it into a football simulator? Don't mod this stuff...remove it.

end rant...sorry - back to game planning

 
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Originally posted by Sov.
that got a nice lol out of me.


yeah idk, story with this game is honestly you get out what you put in. there have been tons of great suggestions for season after season that never even get a response from admins. huge issues that go on and on and on with out a fix. its sad because this game does have potential.

the example i like to use for that is MMArmy. that is a game none of you are probably familiar with, but it is owned/run by irishwhiskey. game prob has around 3x the active players as this game (or more) and it is a pixel-y basically text only MMA sim. that game is WAY more of a "niche market" than this game as MMA is probably a tiny fraction as popular as football and there is literally a fraction of the graphics and marketability that this game has. but what that game DOES have is admins who care about their game, engage with the community, address issues that come up with quick fixes, add new content, etc.

one small example but it goes to show, if you care and improve the game, population will increase regardless of the market and the quality of the game. if you dont give a shit, berate and ignore suggestions, dont introduce new content, etc, your game will fade and die out. (biggest shame is they FINALLY fixed the shitty ladder but it was 1 or 2 seasons too late, might have been the thing to save this game if they got around to doing that 6-7 seasons sooner)


 
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Originally posted by Sov.
yeah i think its been around since 08-09 so a good 6-7 years now actually. to explain my to my point a little more in detail, when the original owner who created the game was around, the game had a similar fade away period. from 08-11 the game was booming, then in 12-13 due to the owner going inactive and not producing anymore updates or additions, the game was basically a ghost town and had around maybe 50ish dedicated every day players. then irish bought the game around a year or two ago and released new content that was in the suggestions threads forever and added a ton of new content and now the game has probably around double what the highest ever activity was back in the 08-11 era.

im sure plenty of this growth was due to the fact he marketed the game pretty well, but i would assume his marketing budget was very close to what WG spends on this game. this game has high production value and upkeep as well im sure, but it also has a pay scale where it probably takes in 5x what mmarmy would if the user amount was dead even. kinda a chicken or the egg scenario, gotta spend $ to make $$$


I've been saying for a long time that this game has HUGE potential and the people are out there who would join. But the admins cannot put the burden on us to "recruit our friends". They need to put their big boy pants on and go advertise themselves. There are less expensive ways to advertise...it just takes a little creativity and ambition.
 
euchrid
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No need to be coy - if you have an inexpensive, effective method for advertising a niche game like this, please share it!
 
Corndog
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Originally posted by Sov.
one small example but it goes to show, if you care and improve the game, population will increase regardless of the market and the quality of the game.


Well, here's a compiled changelog. Not saying we couldn't have done more since release, but I think acting like we've just sat around is a bit absurd.

- Uploaded fix for CPU auto cutting when signing players. You can disable the behavior with a checkbox on the roster page.
- Fixed a bug with signup verification email sending.
- GLB2 now has a new favicon (probably requires clearing browser cache to show up)
- Fixed layout issue on green alert boxes when there are multiple items listed
- Fix for player search page
- Fixed typo on Technique Man/Crusher trait conflict and on elusive rusher, unpredictable, and power rusher
- Updated sprites to use a faster server to help initial replays load a bit faster
- Fixed bug with subforums "outer" view always showing new threads/posts
- Fixed issue with private forum list not matching up between GLB1 and 2
- Player retirement percentage changed to be based on level instead of days old, since players on GLB2 don't have an age, and it's easy to see what level you are. This also gives you a little more time to try a player before deciding if you want to keep him, since he could play a couple XP games.
- Fixed a couple more bugs with CPU cutting when signing human players
- Fixed SP boost costing wrong amount for 75/150 FP players
- Fixed a couple of defense plays that had incorrect coverage settings.
- Teams can now enable auto offer option so players can get offers from the "request offers" button (checkbox on the roster page)
- Fixed play button on games page
- Fixed renegotiate issue when team is full
- Fix to make sure retired players get cut from teams
Fixed all CPUs starting with 100 chemistry
- Bumped up free scrimmage allowance during preseason to 4 instead of 2
- Fixed issue when renegotiating a contract when near the salary cap
- Fixed issue causing home pages with lots of players to load slowly
- League forums added with links on team/league pages
- Added "team events" log to team page to track recent activity - contract signings and coach additions will be tracked in the future here
- More "normal" forum font for thread list (you might need to refresh)
- Added check for duplicate names amongst own players on create player to help avoid accidental double creation
- Create player now generates CPU contracts as part of the generation process
- Fixed an issue when loading replay data for timeouts
- Fixed disabled buttons not showing up as greyed out on IE11
- Fixed a bug where the wrong position of CPU could get cut when signing players with a full roster
- Fixed an issue with "my games" page making it take longer to load than it should
- Adjusted default roster sort order to mimic the roster sort from GLB classic
- Added a back button to inbox after a message is sent so you can get back to message list
- Fixed inbox to not load a message on first load (choose one to view)
- Fixed issue with wg bar where a long user name would push flex points and buttons off the bar
- A couple fixes added for chemistry
- Fix to XP awarded for "experienced" player creation where it was not accounting for ladder game
- Fix to make sure players cannot team-hop for extra XP (only one XP game counts per day)
- Fixed scrimmage challenge not checking current FP balance properly
- Fixed a couple typos
- Fixed link on game of the week
- Fixed issue with stand-in trophy images showing on team page on mobile devices
- Added game type icons to games page
- Adjusted QB so he will more readily throw the ball when majority of receivers are reaching his max range, to help with all-streak route plays using weaker QBs
- Fixed QB spy so he will attempt to tackle the QB when the QB rolls out a decent distance, rather than standing there and staring at him, and will attempt to intercept passed ball when it's thrown
- Fixed bug with going out of bounds in endzone after interception/fumble recovery not resulting in a touchback
- Fixed achievement math for matching multi-stat achievements and avg achievements. These will be retracted and must be re-earned.
- Coaching record on own home page is now "click to reveal" so your game results will not be spoiled
- Fixed inbox game origin icons (for future messages)
- Fixed sim countdown clock on team page
- Removed broken record column on team rankings page and replaced with a league column
- Added auto play looping option to replay options - will cause play to replay indefinitely
- Fixed level listing on league MVP race list (when cache expires)
- Fixed missing XP bug for today's matches. Ran a script to retroactively apply proper XP to players from games on hour 8 and before.
- Fix for missing chem updates as well
- Fixed a bug with contract signing of certain positions to teams with full rosters but a couple of CPUs available to cut where the contracts would not be acceptable
- Added dropdown on player stats to view league/ladder stats
- Added a bunch of updates to handle D League teams and receiving contracts from human teams while on D league teams
- Ladder game generator now favors non-league matchups first
- Fixed auto contract generator to properly check for and filter out teams at max roster
- Auto contracts now give you 3 CPU team and 3 human team contracts, assuming they are available
- Added a server time clock to home page
- Subforum breadcrumbs added
- Forum titles moved under user name so longer ones will fit properly
- Home page clock now counts down while viewing the page
- Home page now shows team forum links and new post status
- Fixed a couple issues with mobile view on account page
- Fixed D league team contract handling so they will drop as many CPUs as needed rather than keeping one around for some positions
- Added average ladder rank to league page (avg of all teams in league)
- Teams with inactive owners (gone over a week) will now start to function like CPU teams - auto send offers, reorder depth charts, allow contracts to be sent to players on team, etc
- Depth chart fixed to allow any player on all special teams charts
- Added down/distance to player replay log popup
- Fixed bug with player replay log on kickers where it appended extra points to the previous play description, even though it was not related. This also sometimes caused a server error if the kicker's first play was an extra point
- Fixed replay AJAX handler not loading first play by play id like the normal replay page does - this seemed to manifest from people using replay rewrite type scripts
- Fixed bug where team could call a timeout before a spike play call
- Fixed some general bugs with fumble/knock loose timing by just rewriting/replacing the related code
- Fixed a bug where the ball carrier could get stuck in "run to the endzone" mode after falling down while losing the ball, instead of becoming a blocker or tackler
- Fixed bug with recent depth chart update where it didn't remove assigned players from the "available" list
- Updated pickup games to generate a more bare-bones roster setup so each player gets more playing time
- Added a "follow player" function to replays that will change the next/prev play buttons to go through only that player's replays. Accessing the replay via the player's replay popup will automatically highlight and follow him, or you can follow him from the replay page.
- Changed HoF rankings on player page to load via AJAX only when viewing the bio tab, in order to speed up initial page loads of player pages by a fair amount.
- Tracked down and fixed some crash-causing issues with replays on iOS devices, related to canvas scaling and the player list at the bottom of the page, and some extra unneeded files being loaded. Mobile devices will now use a non-scaling version of the replay, and have the player list disabled. Tested on a recent version iPad mini and iPhone, replays now run at much better speed and no longer crash.
- Inbox updated to more easily differentiate saved messages.
- Inbox now has a select all button.
- Removed "swipe to delete" functionality on mobile inbox, since it was not properly supported on android devices
- Fixed a few issues on inbox where unrelated buttons didn't always hide on various states, along with various polish type fixes, including some for mobile.
- Updated playbooks to display better on mobile devices
- Experienced players now receive a full refund on retirement if they have played zero games, so you can retire without losing anything if you can't find a team
- Added some text to player page when choosing a low demand position to help new players understand they might not find a team
- Fixed a math error on hall of fame causing improper sorting - this will sort itself out as players play more games and complete the season
- Fixed forum bug where "lock thread with this post" option did not work properly
- Fixed a bug where players were sometimes pulled from special teams depth chart to play in normal offensive plays when they should not have been
- Fixed spy logic so defender will "drift" toward his target when the target is heading to his side of the field, instead dashing over as fast as possible and ending up out of position. This also fixes some overrunning type issues vs certain pitch plays.
- Added Rookie/Sophomore option on team wait list page
- Added team reset option on team profile page
- Teams can now renegotiate contracts during playoff week. Playoff teams cannot sign NEW players while still in the playoffs (no ringers).
- Added an inactivity identifier to team roster page (yellow light with ! instead of red or green offline/online) with last action available on hover
- Fixed roster page showing everyone as inactive if owner was inactive
- Players made on the last day of the season may no longer earn XP on the same day (heads off possible exploits with superstars, etc)
- Added proper handling for trophies, and some more achievements related to earning trophies
- Removed "stats" tab from roster page that didn't do anything
- Consolidated replay controls, and cleaned up styling a bit. Now there's a background behind the replay instead of just flat grey, etc.
- Replay has a new option to hide the play progress bar until the last frame. It is disabled by default, but can be enabled in the settings box if you feel it spoils things for you.
- Fixed a couple issues with mobile display on achievement page and pickup game button
- Fix for combine stats wrapping to 2 rows
- Inbox now has a more easily identifiable style for unread messages
- WG bar minimize arrow is now graphical instead of being made up of the letter "v"
- Added handler to allow a player to "catch up" during the offseason (after day 48) - similar to experienced, this allows the player to make sure he's caught up to level 5/10/15 etc in case he missed a game or something. Option appears on relevant player profiles after day 48.
- Fixed bug with quick scrimmage list showing teams who have been removed from leagues
- Updated offer page to not remove team from list when it is ineligible to send an offer but instead show an error as to why (except for level cap related)
- Fixed bug where respec page required flex point count to be > cost instead of >= cost (the bug made free respecs impossible if user had zero flex points)
- Some fixes for a few places where long team or player names caused weird wrapping on tables
- Removed keystroke shortcuts from replay, since they conflicted with the chat window too often (especially space bar)
- Stiff Arm signature ability improved.
- Fixed a bug where man coverage would sometimes not cover one of the backs when they both went out the same direction (certain plays vs certain defenses)
- Fixed/improved intercept math for pass defenders after pass is thrown to cover player more closely, if possible
- Fixed issue with using a follow link breaking replay page javascript
- Added a spoiler-free "most recent" game section on team game list to make it easier to find, and separated completed scrimmages into their own section
- Cut/release will now add a note to the team event log
- Fix for occasional streak route coverage issue from recent coverage update
- Fixes for some FB rushing plays that had needed smoother/better handoff points or lead block targets
- Added C1 WR Smother play (3-4) that didn't originally make the cut from the test server
- Fixed "most recent game" on team page to show the proper game, added date/time to it, and reversed the order of completed scrimmage list
- Fixed bug with field goal logic where it was not taking into account max FG range setting properly
- Fixed issue with 4th quarter logic where "near fg range < 5min" setting took precedence over the "3 minute offense" setting when near FG range, when trailing by more than 3. Since this was confusing did not synchronize well with the tactics on when to try a FG, this tactic setting has been redefined to only handle situations where the team is trailing by 3 or less.
- Reduced handoff/snap fumbles due to low chemistry a little bit
- Added league forum links with new post status on home page
- Fixed issue where it would sometimes ask you if you want to save when searching on the marketplace, and fixed a couple links
- Added by-tier filter to ladder rankings page, and tier ranking to team page
- Fix for scrollbars covering trophies on some browsers
- Fixed league page showing total stats instead of just league stats
- Fix for box score and games page sometimes not showing all players, if they had no stats
- Fixed games page day selector to show correct available days (-1 to 52)
- Fixed bad "play" link on games page
- Box score sections now scroll horizontally instead of removing columns when width is too narrow to show them all
- Fixed bug with offense/defense/st rankings on player bio tab
- Fixed occasional bug with randomly too much energy drain, relating to First Step sig ability
- Fixed "Pick Six" sig ability giving incorrect acceleration values in game
- Fixed player HoF ranking only updating after ladder games and not league games
- Fixed a bug with rankings for tied ranks on player bio tab
- Added tier selection/tracking on player HoF page. Tier data will fill in as players play games, over time.
- A few new defensive plays added
- Fixed a rare bug with strong/weak man coverage choosing the wrong direction on HB/FB
- Fixed a bug causing fumbles lost stat to not be recorded
- Fixed bug with replay where player hover overlays were in the wrong place after pausing and hitting "rewind" button
- Updated various places on the site with wide column tables (stats tables) to allow the tables to scroll horizontally on narrower screens (mobile devices)
- Fixed a couple places where long team names broke layout
- A couple fixes for mobile device screen sized layout
- Added an experimental heuristic module for man coverage assignment logic, to help deal with instances where a defense play's default coverage settings didn't match well with the opposing offense play, and some receivers would end up going uncovered. This can be enabled in the defense tactics with a checkbox, if you're using defense plays where this has been an issue. (Help us test and point out issues if you see them, please!)
- Updated defense to try and play tighter coverage when in the end zone.
- Fixed CSS issue where save/cancel buttons were not visible for mobile sized screens on player page skill points spending
- Fixed potential exploity situation where you could sign a player who was one or two games shy of the level cap and end up ahead of other teams. Now there is also an XP cap that follows the # of games played so far in the season. Players who already on teams can be resigned as usual, but will be unable to sign to the same level cap if they are cut.
- Fixed a bug with Sophomore+ catch up code
- Fixed text on "Unstoppable Force" achievement
- Fixed bug on compare teams page where it was using incomplete yardage totals for offense yardage displays
- WG bar now auto hides on mobile when any text area or input box gains focus. This should help with the bar sometimes covering the login boxes, etc.
- Fixed replay bug where rewind button would switch between pause/play on sequential presses
- You can now always choose any defense play for any section of the D playbook and they will be called, instead of being limited by # of WR in the play definition. Be mindful that you should probably use the man coverage heuristic option in your tactics if you are using plays in this manner.
- Blitzers now always get "locked in" to pass rush mode and will keep rushing the QB until they get close to the ball or make an awareness check, regardless of if it's a run or pass play. This should allow runs to better beat those edge blitzes.
- Fixed Long Reach and Ball Hawk traits
- Removed Experimental Man Coverage option, as it is now the default, and only, coverage option.
- The experimental man coverage from last season is now the default (and only) coverage system.
- Safeties no longer move when covering backs or TEs, should prevent the weird piling up against I formations and various other things.
- A new, hopefully improved, checkdown on the man targets that should prioritize better.
- Hopefully fixed some of the issues with coverage introduced in last night's changes.
- Condensed edits per user per post
- Reduced line height for signatures (to fit single line quotes)
- Auto pass halo for blitz changes increased
- CBs should move to cover their targets now
- LBs should bump out to cover WRs
- Possibly fixed the grenade fumbles on the sideline
- Tunnel Vision should only fire when the QB still has the ball
- Defenders now favor backpedaling a lot more
- Defenders in coverage "default" face vector is now towards QB rather than their target
- On an Island bug fixed, should have a lot more opportunities to fire
- Smoothed the transition from backpedaling to sprinting
- Defenses should react better to certain outside rushes
- Slightly lowered baseline blocking levels
- Made blocks in open field more difficult to maintain
- Fixed depth chart fallbacks to more logically fill positions
- Amped up out of position penalty a bit
- New code that should automatically fix overleveled players and missed XP
- Added some variety to preset defensive playbooks against goalline
- Fixed backup players being largely ignored
- WRs will now break their runoff if they are not covered
- Pulled back the outside blocking change a bit
- Fixed reaction time to QB rushes
- Fixed some depth chart issues
- Fixed weird thing with backpedaling while being engaged in an interaction
- Facing angle changed from "toward QB" to more horizontal.
- Opening up now has a slightly smaller threshold.
- Too many tweaks to list entirely. All of the priority values changed, fixed a couple logic errors
- QBs can now hold in blockers with a minimum of 5 blitzers instead of 6.
- QB Pass Power has a larger role in pass quality for longer passes.
- QBs now have a "rattled" mechanic. The more often you are getting hurried and sacked, the more rattled your QB becomes. The more rattled the QB, the more likely he is to hold in blockers regardless of blitzers.
- Tweaked blitz pick up logic so that players are less likely to get confused and bounce between players.
- Stats
- Notification on player page after participating in an all star game
- Improvements to the request CPU feature.
- End of half logic tweaked and hopefully improved (feedback appreciated)
- Fixed turnover logic, should see ball carrier get confused less
- Fixed couple issues with plays where the FS/SS swapped zones
- Coverage commander should show for kickoffs
- Closing Speed...kind of...works for K/P, but only after they leave their lane
- Ladder games will now prioritize previously unplayed teams
- Teams now have the option to accept quick scrimmages from scheduled opponents (defaults to off)
- Expiring contract notifications on home page
- Option to renegotiate all contracts in one swoop from the home page
- Fixed 3-4 Gap Press play not being classified as a "Blitz" play
- Fixed bug where defense could get stuck in the wrong pursuit mode vs a couple plays (most notably Weak I HB Counter Sweep Strong), seeming to be stuck "on rails"
- Any contract signed during offseason or before day 6 (including renegotiations) will reset chemistry to a minimum of 50
- QB leadership score is now affected by his morale and energy, and does not affect the QB himself (only his teammates)
- Added a couple extra data columns to league list page, and legend league section
- Fixed inability to sign lv 25's with XP > 0
- Strength of counter fakes reduces slightly
- Increased the resistance to counter fakes of zone and blitzes even further.
- Spin moves near sidelines will now favor spinning back inside instead of away from defenders (who usually just push you out of bounds anyway)
- Fixed a bug where defenders would use the player's previous movement vector when finding path target to tackle a player after they fell down
- Slightly increased base level pass awareness and pass consistency so low level QB's with no points in those skills yet will be slightly less dumb vs blitzes
- Juke moves near sidelines will now favor juking back inside instead of away from defenders, like spin move
- Shed Block chance to fire increased, cooldown decreased
- Shed Block now gives a balance bonus
- Unstoppable Force now gives a balance bonus
- Trash Talk can only take a QBs morale so low, based on toughness
- Trash Talk morale penalties decreased by about 25%
- Mr Reliable only gives balance bonus behind line of scrimmage
- Added Contain Expert, bonus Break Run Block and Balance against outside rushes
- Hail Mary bonuses greatly increased
- Hail Mary conditions changed to trailing in 4th quarter
- Tuck and Run now lasts for the rest of the play
- Tuck and Run now gives higher Carry Grip instead of Elusive Rushing
- Added Quick Hitter SA for QBs
-- Bonus to passing skills to passes less than 6 yards on 1st and 2nd down
- Eyes On The Prize no longer has tackle penalty
- Eyes On The Prize now gives a bonus to Vertical
- Eyes On The Prize bonuses increased
- YAC Attack now gives a bonus to Balance
- Grinder now gives a bonus to Balance
- Power Through no longer gives a bonus to Balance
- Power Through gives a reduction to Quickness
- Opportunist activation chance greatly increased
- Zone Shark ability added...knocked loose synergy for zone
- Pancake Chef now adds Run Block Power
- Pancake Chef balance penalty halved
- Brace For Impact now mitigates morale and energy losses
- Interceptions made a bit easier
- Fixed bugs with several Signature Abilities that had their levels reversed or overwritten
- Reduced fake out duration from Head Fake ability a little bit
- Fixed Zone Shark tooltip
- Fixed some buggy/missing server-side validation on depth chart and playbook pages.
- Sims will now also pre-validate data with the updated depth chart and playbook validation code, and will simply revert to default settings if data is bad
- Fixed Catch in Traffic skill not being included in Superstar SP discounts. A script will adjust SP with extra points for those who need it.
- Changed the way block power and block technique costs scale
-- Now cheaper at lower levels but escalate more quickly than other skills (extra SP's will be awarded to players who should have them after this change)
- Default tactics used in games should show in the history now
- Added knocked loose to player stats page
- Depth chart updated to have 4-4 big and 5-2
- Fixed Leadership in "All Skill" traits
- Fixed play count on player stats page
- Added a Teams looking for Coaches forum (under teams looking for players) - have at it!
- Morale now starts at and gravitates towards 50
- Weighted break block skills a little toward the defense
- Pass consistency checks a little harder (more hurry effect)
- Pocket awareness checks a little harder (more likely to take sack)
- Possible miss radius on bad passes increased
- Low quality (wobbly) passes a little harder to catch
- Deflecting a little more likely to affect catch chance, base value weighted a little higher in general
- Max pass velocity reduced a little
- Max punt and kickoff velocity reduced a little
- Run D play selection code will now choose inside/outside run defense specific plays first (before pass/run plays) when looking for those play types (100% inside run D setting will always choose "inside run" play first, if available)
- Sim will treat blocking skill values as a rebalanced lower level based on amount of extra SP currently in player build, in order to account for recent blocking SP value changes and differences between existing players and new. Effect will be scaled each season in order to "ease" into it as players retire and are replaced.
Marketplace Overhaul
-- Removed little used features like comments and interest
-- Cleaned up bugs
-- Prettied up interface
-- Removed inactives
-- More reliably adds free agents to the search
- K-value increased by about 50%
- Custom field settings for replays! (edit settings on your team's settings page) - does not apply to mobile version of replay
- Added option for Acronym (first letter of each word) and concatenated team names for endzone text
- Updated player AI on outside coverage guys to play contain better (don't let the play get outside them) when reading outside run, instead of blitzing at the play instantly
- For open field blocking interactions only: Increased chance of breaking blocks by a small amount, and slightly increased swim distance when winning break block rolls
- Man and underneath zone pass defenders are now more willing to play a smaller cushion or even underneath based on the amount of nearby over the top help (improves bracketing when double teams happen)
- ELO K value bumped up a bit again
- Fixed Singleback Big QB Rollout Rush Weak play QB pathing so he moves backwards properly to start the play
- ELO has been reset to an average value for each tier, across all tiers. All teams are now at the same footing again and will battle it out to win the ladder!
Edited by Corndog on Jun 27, 2015 09:05:23
 
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Damn.
 
Cuivienen
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Corndog, you haven't fixed your builds yet.
 
Corndog
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Originally posted by Cuivienen
Corndog, you haven't fixed your builds yet.


He's retiring in two games Not nearly enough time to fix it
 
Corndog
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Though, he might be the last pre-nerf S* OL still around, so quite possibly one of the best builds in the game.
 
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Originally posted by Corndog
Inviting your friends has and always will be the best recourse if you feel the game is dying. Everyone benefits.


He doesn't have any, that's why he plays this game
 
DeeVee8
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Originally posted by cyberninja
He doesn't have any, that's why he plays this game


I've got friends! I pay most of them but that's beside the point.

Also my thread just got pwned by Corndog...
Edited by Dee. on Jun 27, 2015 18:24:42
 
DeeVee8
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Originally posted by Corndog
Though, he might be the last pre-nerf S* OL still around, so quite possibly one of the best builds in the game.


I guess balance isn't that important eh?....Ehhhhhh?
 
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Originally posted by Corndog
Well, here's a compiled changelog. Not saying we couldn't have done more since release, but I think acting like we've just sat around is a bit absurd.

- Uploaded fix for CPU auto cutting when signing players. You can disable the behavior with a checkbox on the roster page.
- Fixed a bug with signup verification email sending.
- GLB2 now has a new favicon (probably requires clearing browser cache to show up)
- Fixed layout issue on green alert boxes when there are multiple items listed
- Fix for player search page
- Fixed typo on Technique Man/Crusher trait conflict and on elusive rusher, unpredictable, and power rusher
- Updated sprites to use a faster server to help initial replays load a bit faster
- Fixed bug with subforums "outer" view always showing new threads/posts
- Fixed issue with private forum list not matching up between GLB1 and 2
- Player retirement percentage changed to be based on level instead of days old, since players on GLB2 don't have an age, and it's easy to see what level you are. This also gives you a little more time to try a player before deciding if you want to keep him, since he could play a couple XP games.
- Fixed a couple more bugs with CPU cutting when signing human players
- Fixed SP boost costing wrong amount for 75/150 FP players
- Fixed a couple of defense plays that had incorrect coverage settings.
- Teams can now enable auto offer option so players can get offers from the "request offers" button (checkbox on the roster page)
- Fixed play button on games page
- Fixed renegotiate issue when team is full
- Fix to make sure retired players get cut from teams
Fixed all CPUs starting with 100 chemistry
- Bumped up free scrimmage allowance during preseason to 4 instead of 2
- Fixed issue when renegotiating a contract when near the salary cap
- Fixed issue causing home pages with lots of players to load slowly
- League forums added with links on team/league pages
- Added "team events" log to team page to track recent activity - contract signings and coach additions will be tracked in the future here
- More "normal" forum font for thread list (you might need to refresh)
- Added check for duplicate names amongst own players on create player to help avoid accidental double creation
- Create player now generates CPU contracts as part of the generation process
- Fixed an issue when loading replay data for timeouts
- Fixed disabled buttons not showing up as greyed out on IE11
- Fixed a bug where the wrong position of CPU could get cut when signing players with a full roster
- Fixed an issue with "my games" page making it take longer to load than it should
- Adjusted default roster sort order to mimic the roster sort from GLB classic
- Added a back button to inbox after a message is sent so you can get back to message list
- Fixed inbox to not load a message on first load (choose one to view)
- Fixed issue with wg bar where a long user name would push flex points and buttons off the bar
- A couple fixes added for chemistry
- Fix to XP awarded for "experienced" player creation where it was not accounting for ladder game
- Fix to make sure players cannot team-hop for extra XP (only one XP game counts per day)
- Fixed scrimmage challenge not checking current FP balance properly
- Fixed a couple typos
- Fixed link on game of the week
- Fixed issue with stand-in trophy images showing on team page on mobile devices
- Added game type icons to games page
- Adjusted QB so he will more readily throw the ball when majority of receivers are reaching his max range, to help with all-streak route plays using weaker QBs
- Fixed QB spy so he will attempt to tackle the QB when the QB rolls out a decent distance, rather than standing there and staring at him, and will attempt to intercept passed ball when it's thrown
- Fixed bug with going out of bounds in endzone after interception/fumble recovery not resulting in a touchback
- Fixed achievement math for matching multi-stat achievements and avg achievements. These will be retracted and must be re-earned.
- Coaching record on own home page is now "click to reveal" so your game results will not be spoiled
- Fixed inbox game origin icons (for future messages)
- Fixed sim countdown clock on team page
- Removed broken record column on team rankings page and replaced with a league column
- Added auto play looping option to replay options - will cause play to replay indefinitely
- Fixed level listing on league MVP race list (when cache expires)
- Fixed missing XP bug for today's matches. Ran a script to retroactively apply proper XP to players from games on hour 8 and before.
- Fix for missing chem updates as well
- Fixed a bug with contract signing of certain positions to teams with full rosters but a couple of CPUs available to cut where the contracts would not be acceptable
- Added dropdown on player stats to view league/ladder stats
- Added a bunch of updates to handle D League teams and receiving contracts from human teams while on D league teams
- Ladder game generator now favors non-league matchups first
- Fixed auto contract generator to properly check for and filter out teams at max roster
- Auto contracts now give you 3 CPU team and 3 human team contracts, assuming they are available
- Added a server time clock to home page
- Subforum breadcrumbs added
- Forum titles moved under user name so longer ones will fit properly
- Home page clock now counts down while viewing the page
- Home page now shows team forum links and new post status
- Fixed a couple issues with mobile view on account page
- Fixed D league team contract handling so they will drop as many CPUs as needed rather than keeping one around for some positions
- Added average ladder rank to league page (avg of all teams in league)
- Teams with inactive owners (gone over a week) will now start to function like CPU teams - auto send offers, reorder depth charts, allow contracts to be sent to players on team, etc
- Depth chart fixed to allow any player on all special teams charts
- Added down/distance to player replay log popup
- Fixed bug with player replay log on kickers where it appended extra points to the previous play description, even though it was not related. This also sometimes caused a server error if the kicker's first play was an extra point
- Fixed replay AJAX handler not loading first play by play id like the normal replay page does - this seemed to manifest from people using replay rewrite type scripts
- Fixed bug where team could call a timeout before a spike play call
- Fixed some general bugs with fumble/knock loose timing by just rewriting/replacing the related code
- Fixed a bug where the ball carrier could get stuck in "run to the endzone" mode after falling down while losing the ball, instead of becoming a blocker or tackler
- Fixed bug with recent depth chart update where it didn't remove assigned players from the "available" list
- Updated pickup games to generate a more bare-bones roster setup so each player gets more playing time
- Added a "follow player" function to replays that will change the next/prev play buttons to go through only that player's replays. Accessing the replay via the player's replay popup will automatically highlight and follow him, or you can follow him from the replay page.
- Changed HoF rankings on player page to load via AJAX only when viewing the bio tab, in order to speed up initial page loads of player pages by a fair amount.
- Tracked down and fixed some crash-causing issues with replays on iOS devices, related to canvas scaling and the player list at the bottom of the page, and some extra unneeded files being loaded. Mobile devices will now use a non-scaling version of the replay, and have the player list disabled. Tested on a recent version iPad mini and iPhone, replays now run at much better speed and no longer crash.
- Inbox updated to more easily differentiate saved messages.
- Inbox now has a select all button.
- Removed "swipe to delete" functionality on mobile inbox, since it was not properly supported on android devices
- Fixed a few issues on inbox where unrelated buttons didn't always hide on various states, along with various polish type fixes, including some for mobile.
- Updated playbooks to display better on mobile devices
- Experienced players now receive a full refund on retirement if they have played zero games, so you can retire without losing anything if you can't find a team
- Added some text to player page when choosing a low demand position to help new players understand they might not find a team
- Fixed a math error on hall of fame causing improper sorting - this will sort itself out as players play more games and complete the season
- Fixed forum bug where "lock thread with this post" option did not work properly
- Fixed a bug where players were sometimes pulled from special teams depth chart to play in normal offensive plays when they should not have been
- Fixed spy logic so defender will "drift" toward his target when the target is heading to his side of the field, instead dashing over as fast as possible and ending up out of position. This also fixes some overrunning type issues vs certain pitch plays.
- Added Rookie/Sophomore option on team wait list page
- Added team reset option on team profile page
- Teams can now renegotiate contracts during playoff week. Playoff teams cannot sign NEW players while still in the playoffs (no ringers).
- Added an inactivity identifier to team roster page (yellow light with ! instead of red or green offline/online) with last action available on hover
- Fixed roster page showing everyone as inactive if owner was inactive
- Players made on the last day of the season may no longer earn XP on the same day (heads off possible exploits with superstars, etc)
- Added proper handling for trophies, and some more achievements related to earning trophies
- Removed "stats" tab from roster page that didn't do anything
- Consolidated replay controls, and cleaned up styling a bit. Now there's a background behind the replay instead of just flat grey, etc.
- Replay has a new option to hide the play progress bar until the last frame. It is disabled by default, but can be enabled in the settings box if you feel it spoils things for you.
- Fixed a couple issues with mobile display on achievement page and pickup game button
- Fix for combine stats wrapping to 2 rows
- Inbox now has a more easily identifiable style for unread messages
- WG bar minimize arrow is now graphical instead of being made up of the letter "v"
- Added handler to allow a player to "catch up" during the offseason (after day 48) - similar to experienced, this allows the player to make sure he's caught up to level 5/10/15 etc in case he missed a game or something. Option appears on relevant player profiles after day 48.
- Fixed bug with quick scrimmage list showing teams who have been removed from leagues
- Updated offer page to not remove team from list when it is ineligible to send an offer but instead show an error as to why (except for level cap related)
- Fixed bug where respec page required flex point count to be > cost instead of >= cost (the bug made free respecs impossible if user had zero flex points)
- Some fixes for a few places where long team or player names caused weird wrapping on tables
- Removed keystroke shortcuts from replay, since they conflicted with the chat window too often (especially space bar)
- Stiff Arm signature ability improved.
- Fixed a bug where man coverage would sometimes not cover one of the backs when they both went out the same direction (certain plays vs certain defenses)
- Fixed/improved intercept math for pass defenders after pass is thrown to cover player more closely, if possible
- Fixed issue with using a follow link breaking replay page javascript
- Added a spoiler-free "most recent" game section on team game list to make it easier to find, and separated completed scrimmages into their own section
- Cut/release will now add a note to the team event log
- Fix for occasional streak route coverage issue from recent coverage update
- Fixes for some FB rushing plays that had needed smoother/better handoff points or lead block targets
- Added C1 WR Smother play (3-4) that didn't originally make the cut from the test server
- Fixed "most recent game" on team page to show the proper game, added date/time to it, and reversed the order of completed scrimmage list
- Fixed bug with field goal logic where it was not taking into account max FG range setting properly
- Fixed issue with 4th quarter logic where "near fg range < 5min" setting took precedence over the "3 minute offense" setting when near FG range, when trailing by more than 3. Since this was confusing did not synchronize well with the tactics on when to try a FG, this tactic setting has been redefined to only handle situations where the team is trailing by 3 or less.
- Reduced handoff/snap fumbles due to low chemistry a little bit
- Added league forum links with new post status on home page
- Fixed issue where it would sometimes ask you if you want to save when searching on the marketplace, and fixed a couple links
- Added by-tier filter to ladder rankings page, and tier ranking to team page
- Fix for scrollbars covering trophies on some browsers
- Fixed league page showing total stats instead of just league stats
- Fix for box score and games page sometimes not showing all players, if they had no stats
- Fixed games page day selector to show correct available days (-1 to 52)
- Fixed bad "play" link on games page
- Box score sections now scroll horizontally instead of removing columns when width is too narrow to show them all
- Fixed bug with offense/defense/st rankings on player bio tab
- Fixed occasional bug with randomly too much energy drain, relating to First Step sig ability
- Fixed "Pick Six" sig ability giving incorrect acceleration values in game
- Fixed player HoF ranking only updating after ladder games and not league games
- Fixed a bug with rankings for tied ranks on player bio tab
- Added tier selection/tracking on player HoF page. Tier data will fill in as players play games, over time.
- A few new defensive plays added
- Fixed a rare bug with strong/weak man coverage choosing the wrong direction on HB/FB
- Fixed a bug causing fumbles lost stat to not be recorded
- Fixed bug with replay where player hover overlays were in the wrong place after pausing and hitting "rewind" button
- Updated various places on the site with wide column tables (stats tables) to allow the tables to scroll horizontally on narrower screens (mobile devices)
- Fixed a couple places where long team names broke layout
- A couple fixes for mobile device screen sized layout
- Added an experimental heuristic module for man coverage assignment logic, to help deal with instances where a defense play's default coverage settings didn't match well with the opposing offense play, and some receivers would end up going uncovered. This can be enabled in the defense tactics with a checkbox, if you're using defense plays where this has been an issue. (Help us test and point out issues if you see them, please!)
- Updated defense to try and play tighter coverage when in the end zone.
- Fixed CSS issue where save/cancel buttons were not visible for mobile sized screens on player page skill points spending
- Fixed potential exploity situation where you could sign a player who was one or two games shy of the level cap and end up ahead of other teams. Now there is also an XP cap that follows the # of games played so far in the season. Players who already on teams can be resigned as usual, but will be unable to sign to the same level cap if they are cut.
- Fixed a bug with Sophomore+ catch up code
- Fixed text on "Unstoppable Force" achievement
- Fixed bug on compare teams page where it was using incomplete yardage totals for offense yardage displays
- WG bar now auto hides on mobile when any text area or input box gains focus. This should help with the bar sometimes covering the login boxes, etc.
- Fixed replay bug where rewind button would switch between pause/play on sequential presses
- You can now always choose any defense play for any section of the D playbook and they will be called, instead of being limited by # of WR in the play definition. Be mindful that you should probably use the man coverage heuristic option in your tactics if you are using plays in this manner.
- Blitzers now always get "locked in" to pass rush mode and will keep rushing the QB until they get close to the ball or make an awareness check, regardless of if it's a run or pass play. This should allow runs to better beat those edge blitzes.
- Fixed Long Reach and Ball Hawk traits
- Removed Experimental Man Coverage option, as it is now the default, and only, coverage option.
- The experimental man coverage from last season is now the default (and only) coverage system.
- Safeties no longer move when covering backs or TEs, should prevent the weird piling up against I formations and various other things.
- A new, hopefully improved, checkdown on the man targets that should prioritize better.
- Hopefully fixed some of the issues with coverage introduced in last night's changes.
- Condensed edits per user per post
- Reduced line height for signatures (to fit single line quotes)
- Auto pass halo for blitz changes increased
- CBs should move to cover their targets now
- LBs should bump out to cover WRs
- Possibly fixed the grenade fumbles on the sideline
- Tunnel Vision should only fire when the QB still has the ball
- Defenders now favor backpedaling a lot more
- Defenders in coverage "default" face vector is now towards QB rather than their target
- On an Island bug fixed, should have a lot more opportunities to fire
- Smoothed the transition from backpedaling to sprinting
- Defenses should react better to certain outside rushes
- Slightly lowered baseline blocking levels
- Made blocks in open field more difficult to maintain
- Fixed depth chart fallbacks to more logically fill positions
- Amped up out of position penalty a bit
- New code that should automatically fix overleveled players and missed XP
- Added some variety to preset defensive playbooks against goalline
- Fixed backup players being largely ignored
- WRs will now break their runoff if they are not covered
- Pulled back the outside blocking change a bit
- Fixed reaction time to QB rushes
- Fixed some depth chart issues
- Fixed weird thing with backpedaling while being engaged in an interaction
- Facing angle changed from "toward QB" to more horizontal.
- Opening up now has a slightly smaller threshold.
- Too many tweaks to list entirely. All of the priority values changed, fixed a couple logic errors
- QBs can now hold in blockers with a minimum of 5 blitzers instead of 6.
- QB Pass Power has a larger role in pass quality for longer passes.
- QBs now have a "rattled" mechanic. The more often you are getting hurried and sacked, the more rattled your QB becomes. The more rattled the QB, the more likely he is to hold in blockers regardless of blitzers.
- Tweaked blitz pick up logic so that players are less likely to get confused and bounce between players.
- Stats
- Notification on player page after participating in an all star game
- Improvements to the request CPU feature.
- End of half logic tweaked and hopefully improved (feedback appreciated)
- Fixed turnover logic, should see ball carrier get confused less
- Fixed couple issues with plays where the FS/SS swapped zones
- Coverage commander should show for kickoffs
- Closing Speed...kind of...works for K/P, but only after they leave their lane
- Ladder games will now prioritize previously unplayed teams
- Teams now have the option to accept quick scrimmages from scheduled opponents (defaults to off)
- Expiring contract notifications on home page
- Option to renegotiate all contracts in one swoop from the home page
- Fixed 3-4 Gap Press play not being classified as a "Blitz" play
- Fixed bug where defense could get stuck in the wrong pursuit mode vs a couple plays (most notably Weak I HB Counter Sweep Strong), seeming to be stuck "on rails"
- Any contract signed during offseason or before day 6 (including renegotiations) will reset chemistry to a minimum of 50
- QB leadership score is now affected by his morale and energy, and does not affect the QB himself (only his teammates)
- Added a couple extra data columns to league list page, and legend league section
- Fixed inability to sign lv 25's with XP > 0
- Strength of counter fakes reduces slightly
- Increased the resistance to counter fakes of zone and blitzes even further.
- Spin moves near sidelines will now favor spinning back inside instead of away from defenders (who usually just push you out of bounds anyway)
- Fixed a bug where defenders would use the player's previous movement vector when finding path target to tackle a player after they fell down
- Slightly increased base level pass awareness and pass consistency so low level QB's with no points in those skills yet will be slightly less dumb vs blitzes
- Juke moves near sidelines will now favor juking back inside instead of away from defenders, like spin move
- Shed Block chance to fire increased, cooldown decreased
- Shed Block now gives a balance bonus
- Unstoppable Force now gives a balance bonus
- Trash Talk can only take a QBs morale so low, based on toughness
- Trash Talk morale penalties decreased by about 25%
- Mr Reliable only gives balance bonus behind line of scrimmage
- Added Contain Expert, bonus Break Run Block and Balance against outside rushes
- Hail Mary bonuses greatly increased
- Hail Mary conditions changed to trailing in 4th quarter
- Tuck and Run now lasts for the rest of the play
- Tuck and Run now gives higher Carry Grip instead of Elusive Rushing
- Added Quick Hitter SA for QBs
-- Bonus to passing skills to passes less than 6 yards on 1st and 2nd down
- Eyes On The Prize no longer has tackle penalty
- Eyes On The Prize now gives a bonus to Vertical
- Eyes On The Prize bonuses increased
- YAC Attack now gives a bonus to Balance
- Grinder now gives a bonus to Balance
- Power Through no longer gives a bonus to Balance
- Power Through gives a reduction to Quickness
- Opportunist activation chance greatly increased
- Zone Shark ability added...knocked loose synergy for zone
- Pancake Chef now adds Run Block Power
- Pancake Chef balance penalty halved
- Brace For Impact now mitigates morale and energy losses
- Interceptions made a bit easier
- Fixed bugs with several Signature Abilities that had their levels reversed or overwritten
- Reduced fake out duration from Head Fake ability a little bit
- Fixed Zone Shark tooltip
- Fixed some buggy/missing server-side validation on depth chart and playbook pages.
- Sims will now also pre-validate data with the updated depth chart and playbook validation code, and will simply revert to default settings if data is bad
- Fixed Catch in Traffic skill not being included in Superstar SP discounts. A script will adjust SP with extra points for those who need it.
- Changed the way block power and block technique costs scale
-- Now cheaper at lower levels but escalate more quickly than other skills (extra SP's will be awarded to players who should have them after this change)
- Default tactics used in games should show in the history now
- Added knocked loose to player stats page
- Depth chart updated to have 4-4 big and 5-2
- Fixed Leadership in "All Skill" traits
- Fixed play count on player stats page
- Added a Teams looking for Coaches forum (under teams looking for players) - have at it!
- Morale now starts at and gravitates towards 50
- Weighted break block skills a little toward the defense
- Pass consistency checks a little harder (more hurry effect)
- Pocket awareness checks a little harder (more likely to take sack)
- Possible miss radius on bad passes increased
- Low quality (wobbly) passes a little harder to catch
- Deflecting a little more likely to affect catch chance, base value weighted a little higher in general
- Max pass velocity reduced a little
- Max punt and kickoff velocity reduced a little
- Run D play selection code will now choose inside/outside run defense specific plays first (before pass/run plays) when looking for those play types (100% inside run D setting will always choose "inside run" play first, if available)
- Sim will treat blocking skill values as a rebalanced lower level based on amount of extra SP currently in player build, in order to account for recent blocking SP value changes and differences between existing players and new. Effect will be scaled each season in order to "ease" into it as players retire and are replaced.
Marketplace Overhaul
-- Removed little used features like comments and interest
-- Cleaned up bugs
-- Prettied up interface
-- Removed inactives
-- More reliably adds free agents to the search
- K-value increased by about 50%
- Custom field settings for replays! (edit settings on your team's settings page) - does not apply to mobile version of replay
- Added option for Acronym (first letter of each word) and concatenated team names for endzone text
- Updated player AI on outside coverage guys to play contain better (don't let the play get outside them) when reading outside run, instead of blitzing at the play instantly
- For open field blocking interactions only: Increased chance of breaking blocks by a small amount, and slightly increased swim distance when winning break block rolls
- Man and underneath zone pass defenders are now more willing to play a smaller cushion or even underneath based on the amount of nearby over the top help (improves bracketing when double teams happen)
- ELO K value bumped up a bit again
- Fixed Singleback Big QB Rollout Rush Weak play QB pathing so he moves backwards properly to start the play
- ELO has been reset to an average value for each tier, across all tiers. All teams are now at the same footing again and will battle it out to win the ladder!


Pass Coverage defenses aren't strong enough. Especially the Safeties. Idk why they are penalized in coverage.

Mainly i just wanted to quote this long post to make people scroll more.
 
DeeVee8
Bucc'd Up
offline
Link
 
Originally posted by Irishwhiskey119
Pass Coverage defenses aren't strong enough. Especially the Safeties. Idk why they are penalized in coverage.

Mainly i just wanted to quote this long post to make people scroll more.


Damn you!!!!
 
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