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Forum > Game Changes Discussion > Archived Changes > Changes to +% AEQ Discussion
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Dpride59
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Originally posted by cptafw163
COMING SOON:

can't take an attribute past 100.


Don't miss the feature presentation:
Everybody quits
 
Deathblade
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Originally posted by David Stern
Or you are the kid who got a 17 on his act, and you aren't able to comprehend when that 35 is typing to you 5 steps ahead of where you want to be.


I'm guessing you lost the point in the English section?
 
Dpride59
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Originally posted by Deathblade
I'm guessing you lost the point in the English section?


It was a long night, and she was really hot
 
Warlock
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Originally posted by Fumanchuchu
I think you're misinterpreting the nature of % EQ. It's not a % increase to your chance, it's a % increase to your break tackle score. +60% is a 60% bigger score. Stack enough VAs on a HB and he's well over doubling his attributes in the break tackle roll. The LBs have no viable choice other than their own 60% stack and they still don't have as many VAs to stack.


No. The HB is well over doubling the difference of his attributes (vs the attributes of the defender) in the break tackle roll. Thus when the attributes are similar, the bonuses from +% AEQ/VAs is lulz. 2 times 1% is a fucking 1% increase. That's a ratio of 1 additional broken tackle every 100 tackle attempts... so overpowerd, right?
 
Ahrens858
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I mean really. It helped add a different element to builds to make them a little different. Not only that, its not like it was unfair since all people could stack AEQs easily. What was positive from this hole thing? Nothing.
 
PLAYMAKERS
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Originally posted by Warlock
The only real argument that you have is that run-stuffing LBs are almost a myth in GLB and/or useless in many other situations. Although, this issue has nothing to do with +% bonuses being overpowered, it has to do with sim mechanics and community building trends. The sim mechanics issue is that some attributes are vastly more effective than others, unfortunately this proposed change does nothing to fix that issue.


honestly i don't care either way. it's not my job to decide what is overpowered or not. i trust in the testers and bort to know what is going on and make the game more balanced and fair. this isn't a subject that is up for vote. it's going to be changed. period.

for you to come in here when you have built like 6 total players and one high leveled built rushing FB I don't think you're very qualified to argue.

do i think stacking is overpowered...sure , but i can't prove anything. it's just what i think from watching power backs destroy defenses and knowing that LBs can't just fix their builds. they have to be a jack of all trades and help out in coverage.

 
Catch22
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Originally posted by cptafw163
COMING SOON:

can't take an attribute past 100.


Good idea. Thanks!
 
TxSteve
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Originally posted by Catch22
Good idea. Thanks!


heh - I was thinking more like 150
 
cptafw163
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To figure out what is really broken, lets look at the level up method:

1. you get 5 points per level up on a player that will get max level of 70-76
--The way players are built, you will not get a player with attribute levels NEAR any realistic scenario.
** GLB is full of players that have hardly any confidence or stamina or even main attributes:
eg: WR with 65 catching will drop maybe 10 passes in a season. So, why get it any higher?


2. With the way you MUST build players, attributes like catching, carrying, stamina and confidence will hardly ever get over 60 (especially stamina and confidence...OH jumping as well)
--You need to get speed super high mor moist all positions, and you can be successful with low attributes that are actually pretty necessary.
For example: LBs with 78 tackling and 78 strength. A good build, but LBs would need tackling closer to 90 to really be successful. BUT you need to get that speed and agility up there.

5 SP per level up is way too low. it should be 10 per level up so the attributes can be higher for those I had just mentioned.

I know i was joking, but maybe attributes not being allowed to be over 100 would help this. Less people would exploit speed, and it would divert points to the other attributes like tackling, catching, carrying, confidence, stamina.

Until the system gets fixed, everyone will just be looking at the next possible exploit.

THis change will not do anything really...when one person plays in the mud, we all play in the mud. So it will really change nothing.

--Dan

P.S. I guarantee that the guys who keep all AEQ will still dominate.
Example: Powerback keeps all break tackle AEQ, and a LB trades in one piece of make tackle chance...the HB will be at an advantage.
Example 2: fake backs will not be hampered... no one really uses any gear that prevents fakes.
 
Catch22
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we actually discussed capping what max attribute could be with EQ on - decided there were better ways to address the issues (ongoing discussion on that still).
 
cptafw163
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Originally posted by Catch22
Good idea. Thanks!


I actually put it in the survey

good to know you read them
 
Longhornfan1024
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Originally posted by cptafw163
To figure out what is really broken, lets look at the level up method:

1. you get 5 points per level up on a player that will get max level of 70-76
--The way players are built, you will not get a player with attribute levels NEAR any realistic scenario.
** GLB is full of players that have hardly any confidence or stamina or even main attributes:
eg: WR with 65 catching will drop maybe 10 passes in a season. So, why get it any higher?


2. With the way you MUST build players, attributes like catching, carrying, stamina and confidence will hardly ever get over 60 (especially stamina and confidence...OH jumping as well)
--You need to get speed super high mor moist all positions, and you can be successful with low attributes that are actually pretty necessary.
For example: LBs with 78 tackling and 78 strength. A good build, but LBs would need tackling closer to 90 to really be successful. BUT you need to get that speed and agility up there.

5 SP per level up is way too low. it should be 10 per level up so the attributes can be higher for those I had just mentioned.

I know i was joking, but maybe attributes not being allowed to be over 100 would help this. Less people would exploit speed, and it would divert points to the other attributes like tackling, catching, carrying, confidence, stamina.

Until the system gets fixed, everyone will just be looking at the next possible exploit.

THis change will not do anything really...when one person plays in the mud, we all play in the mud. So it will really change nothing.

--Dan

P.S. I guarantee that the guys who keep all AEQ will still dominate.
Example: Powerback keeps all break tackle AEQ, and a LB trades in one piece of make tackle chance...the HB will be at an advantage.
Example 2: fake backs will not be hampered... no one really uses any gear that prevents fakes.


What builds have you been looking at that rarely have stamina and confidence and that rarely have catching, carrying, jumping, and confidence over 60?
 
foofighter24
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As much as people would cry about capping attributes at 100, it would probably make the game better in the end. Then maybe adjustments to acceleration could be made so dots don't go from 0-100 in one tick at the upper levels.
 
Longhornfan1024
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Originally posted by foofighter24
As much as people would cry about capping attributes at 100, it would probably make the game better in the end. Then maybe adjustments to acceleration could be made so dots don't go from 0-100 in one tick at the upper levels.


How would it work with ALGs, though? Do they stop getting them once EQ+base=100, or are they forced to change their EQ once they reach 100? I don't see how it could be implemented. Besides, I don't think there is much of a problem with people taking one attribute up high. Those builds with one obscenely high attribute tend to suck anyways.
 
TCR
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Originally posted by cptafw163
COMING SOON:

can't take an attribute past 100.


This
 
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