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Forum > Game Changes Discussion > Proposed Changes > Accelerated Player Development Details and Discussion Thread
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joemalaka
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Catch...now that some of the older players may get a few extra days of XP they were not expecting...any way to reverse cashing in the XP? Some people might have converted XP but now realize they might be able to be a level higher if they didn't and got that XP they were not expecting?

And FYI..I unfortunately am not in that boat. I will still miss going up a level. Just realize some might.
 
AngryDragon
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How much real money will a fully developed player cost and how long will he be effective before decline?
 
im4ut999
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Originally posted by Catch22
Updated the first page with several things.

1 - conversion numbers for player ages
2 - increased retirement return for younger players who wish to retire and start over
3 - XP breakdown by level for new system


Originally posted by Catch22

XP Breakdown

Level 1-40
50 XP daily for training

Level 41+
25 XP daily for training

Level 1-15
625 Max Game XP

Level 16-31
500 Max Game XP

Level 32-52
375 Max Game XP

Level 53-68
250 Max Game XP

Level 69+
125 Max Game XP


So, a boost 4 levels before your first season is worth 825 XP at the end of a career.....

The plan really makes it hard to boost effectively and get any value for 3x boost early.....

Even for a player who doesn't boost before first season, it's not straight forward how to get to max XP by end of career...too many "level" breaks that will make a full level difference in end build just due to boosting on day 10 of season in some cases....

Really doesn't seem like this was thought out well, imo.....I'll run some more numbers tonight, but right now, I don't think I'll be boosting early anymore.....screws up competitiveness at low levels as you can boost on day 0 season 1 and not have any penalty....non-boosters can't even play pee-wee and be competitive as they will be 3 levels behind boosters the entire season.

Screws up "competitive" teams where one team boosts before the rollover but can wait until day 33 to boost for the playoffs and not have significant XP loss (200 XP)....even 2nd season is similar.

But the big difference happens when the game XP drops....a player boosted to level 4 will lose over 2 levels on 3 game XP change levels....that is a horrible plan, imo.....
Edited by im4ut999 on Jul 19, 2011 20:29:07
 
tautology
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Originally posted by AngryDragon
How much real money will a fully developed player cost and how long will he be effective before decline?


creation
+30 boosts (this is the maximum)
+Custom

so

3900 flex for o-line
7000 flex for standard
9900 flex for premier

you'll have 5 seasons at level 77 or so, plus perhaps a season of decline?

I don't know if you count the pre-peak seasons or not (I don't give them a ton of weight myself)

And of course you'll get quite a bit of flex refund at the end of that.



Edited by tautology on Jul 19, 2011 19:12:04
 
Rage Kinard
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Originally posted by mandyross
Dear Catch,

Will the rounded, whole-number training gains that we currently see be multiplied by 1.6, and then rounded again?

Or will the pre-rounded training gains (that we can't currently see) be multiplied by 1.6, and then rounded?

It would be great if this could be clarified and put into the post on the opening page, even up to a list of the training gains that we will be seeing from next season. It is important to know this now as the number of stars we enhance attributes today depends on whether the enhancement helps us increase the training value even just an additional 1% at high attribute values in the future.


Originally posted by tautology
You may have answered this already Catch, but is there a "drop dead" date by which the decision to implement season 24 vs season 25 will be made?

I think it would be very helpful to make sure we know whether this is happening by day 24 or so, and certainly by day 32.



 
TruthHammer
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Originally posted by Rage Kinard
Originally posted by mandyross

Dear Catch,

Will the rounded, whole-number training gains that we currently see be multiplied by 1.6, and then rounded again?

Or will the pre-rounded training gains (that we can't currently see) be multiplied by 1.6, and then rounded?

It would be great if this could be clarified and put into the post on the opening page, even up to a list of the training gains that we will be seeing from next season. It is important to know this now as the number of stars we enhance attributes today depends on whether the enhancement helps us increase the training value even just an additional 1% at high attribute values in the future.



Originally posted by Catch22
Pre-rounded gains will be multiplied by 1.6 and then rounded.
 
TruthHammer
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Originally posted by Rage Kinard

Originally posted by tautology

You may have answered this already Catch, but is there a "drop dead" date by which the decision to implement season 24 vs season 25 will be made?

I think it would be very helpful to make sure we know whether this is happening by day 24 or so, and certainly by day 32.





I hope they tell us before day 23 ...
 
AngryDragon
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Originally posted by tautology
creation
+30 boosts (this is the maximum)
+Custom

so

3900 flex for o-line
7000 flex for standard
9900 flex for premier

you'll have 5 seasons at level 77 or so, plus perhaps a season of decline?

I don't know if you count the pre-peak seasons or not (I don't give them a ton of weight myself)

And of course you'll get quite a bit of flex refund at the end of that.





Ok, thanks.
 
tautology
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A few questions:


1) When will the conversion be performed? Will it be day 42ish, so that folks can see what's what while signing new players? Or day -8 (rollover) ? Since the GLB clock cannot be turned back after it starts, I would recommend day 42ish, just in case we have some issues to sort through


2) When does a player get plateau boosts? Is he eligible immediately upon hitting day 281?

 
ijg
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So when the XP chart says

Level 16-31
500 Max Game XP

does that literally mean it is the same max XP at each of those levels as opposed to the current gradually declining max XP/level?

The reason I ask is this would imply there is no penalty for boosting from lvl 22 to 25 so it becomes an automatic decision. Amirite?
 
im4ut999
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Originally posted by ijg
So when the XP chart says

Level 16-31
500 Max Game XP

does that literally mean it is the same max XP at each of those levels as opposed to the current gradually declining max XP/level?

The reason I ask is this would imply there is no penalty for boosting from lvl 22 to 25 so it becomes an automatic decision. Amirite?


That's the plan....from 1000 to 15999 you get the 650, from 16000-31999, you get 500....etc.....

Problem is, the ranges provided make it extremely hard to plan boosting in LATE career, while making early career very easy to boost on day -8......
 
lizrdgizrd
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Originally posted by im4ut999
Originally posted by ijg

So when the XP chart says

Level 16-31
500 Max Game XP

does that literally mean it is the same max XP at each of those levels as opposed to the current gradually declining max XP/level?

The reason I ask is this would imply there is no penalty for boosting from lvl 22 to 25 so it becomes an automatic decision. Amirite?


That's the plan....from 1000 to 15999 you get the 650, from 16000-31999, you get 500....etc.....

Problem is, the ranges provided make it extremely hard to plan boosting in LATE career, while making early career very easy to boost on day -8......


The real question about when to boost will be about maximizing training value. Boost day 0 vs -8 vs 32 vs 48 for what difference in training values.
 
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Will be the BT a player have in stock converted to the new system and what would be the mulitplicator?
 
ricksta1975
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Originally posted by Disastermaster
Will be the BT a player have in stock converted to the new system and what would be the mulitplicator?


they said 1.6x I think. of course they may have to round that up or down a little.....
 
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Originally posted by ricksta1975
they said 1.6x I think. of course they may have to round that up or down a little.....


most logical, but so far catch only posted the BT gains and not about the already existing BT

Originally posted by Catch22


To account for this, we also need to adjust bonus token gains by 1.6. To do this we are increasing BT gain rate by 2 and BT costs by 1.25 (2/1.25 = 1.6) with some rounding up/down to nearest whole number. Changed values are as follows:
Edited by Disastermaster on Jul 20, 2011 05:56:08
 
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