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Forum > Goal Line Blitz 2 > Beware - Attack of the Clones
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Corndog
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Originally posted by rabidlizard24
So this is my next question. Say we have a S* LB that is a baller and just picks of any pass near him. What’s to stop an owner from being like, I want 2 of those!! So him and the agent conspire to not sign a contract and he goes inactive until the offseason. The owner clones the S* LB and then boom the other agent logs back in and signs with the team in time to get in a 50 chemistry and be put in a high contract so he catches up quickly. Now there are two of that bastard roaming around.


I mean, there's already nothing stopping people from having two identical players. Player building is deterministic.
 
Corndog
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But like, either way, you can't resign to a team you've been cut from recently.
 
ThePh33P
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Originally posted by Corndog
But like, either way, you can't resign to a team you've been cut from recently.


its like 10 days? could this method be used to "Dupe" players?
 
Corndog
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Originally posted by ThePh33P
its like 10 days? could this method be used to "Dupe" players?


I guess? It costs flex and you lose chemistry, if the "seed" player and the team want to spend seasons sandbagging to "dupe" the player they could easily just recreate naturally then, okay I guess?
 
ThePh33P
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Originally posted by Corndog
I guess? It costs flex and you lose chemistry, if the "seed" player and the team want to spend seasons sandbagging to "dupe" the player they could easily just recreate naturally then, okay I guess?


well i mean they cant recreate them naturally AND observe the superstar caps imposed on agents. If you only cared about competing at vet it would be a viable strategy.

definitely looks like that's an unintended use of the mechanic and not cost or time effective but in theory its a convoluted and expensive work around of the superstar cap. like it probably wont be used enough to really hurt the health of the game but SOMEONE will do it just to say they did lol.
 
_OSIRIS_
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What a great change.
 
Xars
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Originally posted by Myrik_Justiciar

If you truly believed about not having a deterrent for multi-agent teams then this should've been a solution years ago because the system has favored single user teams since the start.


The basic question is: What advantage does a multi-agent team have over a single-agent team on the field?

Chemistry is either a positive effect for the single-agent team or at worst, neutral.

If you like the Chemistry dynamic and want to keep it so badly, what other mechanism exists to give a potential benefit to a multi-agent team that's similar, but not exact, to a single-agent team? Something that can be a benefit, or at worst, is neutral.

Perhaps like Play-Knowledge, there's a long-term bonus that a multi-agent team gets as the progress to Vet. So the less turnover you have as you rise through the ranks, you eventually get a slight edge to your team. Have a bunch of turnover and there's no bonus. Have none and there's a bonus. Have a little and there's a proportional bonus somewhere in the middle.

I hate to make it Chemistry-like but perhaps a multi-agent team gets an additional 1% bonus for every tier depending on how many of the players resign. So at Vet a multi-agent team has a 105 Chemistry rating, or has a 102.87 rating because there was some turnover but not a lot.

I don't know how your code is organized and what's the best item to tweak, but the basic problem of your Chemistry position is that it's anti-cooperation amongst multiple players. It's why "we" hate it.

I don't know what to suggest that fixes the problem. But while you implement changes that the customer base wants, each of them individually has kept the inherent advantage of solo player over multi-player.

We want the opposite. Great teams beat great individuals in real sports, for the most part.

Change the "culture" of the game. The "spirit" if you will.
Edited by Xars on Jul 11, 2021 05:00:07
Edited by Xars on Jul 11, 2021 04:59:09
 
Cybertron
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Originally posted by Corndog
I mean, there's already nothing stopping people from having two identical players. Player building is deterministic.


But if you work with another agent or agents, you could potentially have a team with all players and 12 S*s, owned by one agent.
Edited by Cybertron on Jul 11, 2021 09:33:17
 
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Originally posted by Xars

If you like the Chemistry dynamic and want to keep it so badly, what other mechanism exists to give a potential benefit to a multi-agent team that's similar, but not exact, to a single-agent team? Something that can be a benefit, or at worst, is neutral.




I don't necessarily like it, but as it was explained to me years ago it was implemented to prevent gaming the system, ie. loaning out players to one another and stacking rosters for big games, etc.
 
rabidlizard24
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So what about a team like the Rabid Lizards. We don’t reset, we pick up the players that don’t have a home in Vet and stay in Vet. The chemistry hit gets us every single season. So we do something good for the game by taking in agents players but we are punished every year for it.
 
ThePh33P
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Originally posted by rabidlizard24
So what about a team like the Rabid Lizards. We don’t reset, we pick up the players that don’t have a home in Vet and stay in Vet. The chemistry hit gets us every single season. So we do something good for the game by taking in agents players but we are punished every year for it.


maybe a system or bonus where if its a vet team that has not reset in 6+ seasons players could start at higher chemistry? sort of a team seniority bonus? or maybe accelerated chemistry gain?
Edited by ThePh33P on Jul 11, 2021 21:20:35
Edited by ThePh33P on Jul 11, 2021 21:20:09
 
Raid
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Originally posted by ThePh33P
maybe a system or bonus where if its a vet team that has not reset in 6+ seasons players could start at higher chemistry? sort of a team seniority bonus? or maybe accelerated chemistry gain?


I kinda like this idea, a team that has been at vet longer has a better defined culture for the team in general so they could acclimate new players faster.. Would give them more a chance early season.
 
rabidlizard24
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Originally posted by Raid
I kinda like this idea, a team that has been at vet longer has a better defined culture for the team in general so they could acclimate new players faster.. Would give them more a chance early season.


Yes

Like if we had this, we probably make the playoffs last season cause chemistry hit us early.
 
Xars
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Originally posted by rabidlizard24
So what about a team like the Rabid Lizards. We don’t reset, we pick up the players that don’t have a home in Vet and stay in Vet. The chemistry hit gets us every single season. So we do something good for the game by taking in agents players but we are punished every year for it.


Exactly.

Make off-season roster changes at full Chemistry and for the first 7 days of the season.

Make late season pickups (where you are gaming the system for a playoff game, etc.) with the current Chem system - where the new player is less effective because they don't have the Chem bonus.

Or something.

But these are 2 different situations in my book and I think most people's.

 
Bretto007
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Originally posted by Xars
Exactly.

Make off-season roster changes at full Chemistry and for the first 7 days of the season.

Make late season pickups (where you are gaming the system for a playoff game, etc.) with the current Chem system - where the new player is less effective because they don't have the Chem bonus.

Or something.

But these are 2 different situations in my book and I think most people's.



 
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