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Forum > Goal Line Blitz 2 > What would you do to grow GLB2?
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Originally posted by Xars
If you only have 1-2 players, you really aren't paying much actual cash into the game so I would hope those people are a little more patient.

I don't know of any "leveling" game, where my noob toon was particularly good at anything. Usually just surviving was considered an accomplishment.


I don't disagree with you but we're not talking about me. I like this game and always have. I'm OK with sucking it up early and taking my lumps. I'm OK with learning the game and banging my head on the wall. I am doing the defense game planning for Windsor and the offense for Ollo in rookie. I have had a few games where I said "hmm wonder what this does" then we lose 34-0. I have nearly 20,000 flex saved up from when I played on GLB1. I'm not the guy they need to hook.

Getting your hooks into that 1-2 player agent and turning him into me is what you need. That's the point of this thread, how can we get more people into GLB. How do you make the game more interesting for that guy? Most browser or app games have something that you need to do if you want to stay competitive. Owning your own team is really the only way to keep things interesting from what I see. If I didn't have game planning and other shit to do, the game would be boring. Now I will say that a big difference between 1 and 2 is that in 1 CPU teams were not viable. GLB2 at least makes CPU players competitive for the first season.
 
bhall43
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Originally posted by Xars
Ummm perhaps it's the math guy in me, but I talk about getting more Passing plays to a 6 yard YPA and you counter with 1-3 yard Comeback/drags?


The short plays that aren't being used because if you get a reception out of it, it nets you maybe 3 yards. You keep saying they need to buff short passes, but that won't really change anything about how guys gameplan because a 1-3 yard completion isn't worth the time of day in most cases.
 
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Originally posted by Sir William PD
I don't disagree with you but we're not talking about me. I like this game and always have. I'm OK with sucking it up early and taking my lumps. I'm OK with learning the game and banging my head on the wall. I am doing the defense game planning for Windsor and the offense for Ollo in rookie. I have had a few games where I said "hmm wonder what this does" then we lose 34-0. I have nearly 20,000 flex saved up from when I played on GLB1. I'm not the guy they need to hook.

Getting your hooks into that 1-2 player agent and turning him into me is what you need. That's the point of this thread, how can we get more people into GLB. How do you make the game more interesting for that guy? Most browser or app games have something that you need to do if you want to stay competitive. Owning your own team is really the only way to keep things interesting from what I see. If I didn't have game planning and other shit to do, the game would be boring. Now I will say that a big difference between 1 and 2 is that in 1 CPU teams were not viable. GLB2 at least makes CPU players competitive for the first season.


This game was made for people who don't spend all day playing video games and have a life. I would quit if I had to spend hours a day playing this game...and I own my own team and that is boarderline to much time spent on here.
 
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Originally posted by Galactic Empire
This game was made for people who don't spend all day playing video games and have a life. I would quit if I had to spend hours a day playing this game...and I own my own team and that is boarderline to much time spent on here.


Then it wasn't made to be successful. If you want to make money in an MMO, you need to make a reason for them to log in often and spend money.
 
Nyria
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Originally posted by Sir William PD
Then it wasn't made to be successful. If you want to make money in an MMO, you need to make a reason for them to log in often and spend money.


If you want to give people a reason to spend money, it might be most profitable to limit how much there is to do with each player, so people feel a need to make more to have more fun.

However, I tried to advocate for a middle ground of striving for: "You can succeed playing 6 hours per week, but there's enough to do to occupy you 6 hours per day." Right now, obviously, if you're agent-only and aren't into the message boards, the max you'll usually get is 6 hours a week.

But what one should be able to do for 6 hours per day should be entertaining adjuncts to the game that you can be successful without doing, but are fun to do. People have suggested various such things, like players that can only play pickup games but advance from the pickup games and if you play a whole bunch you can have the player at pro level in maybe a week. He can't play in the official games, but maybe he can earn the reward notices you can get (separate category, perhaps)-- plus a newbie can fairly quickly see what a pro player is like. More people would be in the pickup games, so he'd be playing more human opponents.

Maybe people who want to learn to coach could make game plans for the pickup games or something.

I'd usually be entertained by spending hours per day on here, and can find things to do now that I'm in the coaching/GM side of the game and all. However, there are definitely days I need to be on and off in an hour as well. And some people really only want to spent 6 hours a week on here in any given week, and they also should be accommodated.
 
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Some people probably see "6 hours per day" and freak out but if you look at successful browser (Travian, Evony, etc) or app games (Clash of clans, Game of war, etc) they are successful because there is something to click on for the user. Something to keep them busy, something new to strive for. A lot of games put a "quest" type system in to have something to click on every day. I know the examples I gave are war sim games etc, but there's no reason why GLB can't set the trend for sports sim games. It was a very innovative game when it first came out, now it's stagnant.

Here's what I don't have insight into and it might make all of our arguments totally moot. What are the long term goals of WG for the game. Is it development complete and they just want to let it run until it dies? Is it something that they even want to continue work on?
 
Homage
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Corndog
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Originally posted by Galactic Empire
This game was made for people who don't spend all day playing video games and have a life. I would quit if I had to spend hours a day playing this game...and I own my own team and that is boarderline to much time spent on here.


Originally posted by Sir William PD
Then it wasn't made to be successful. If you want to make money in an MMO, you need to make a reason for them to log in often and spend money.


And that's what some might call "the rub".

There's not much potential for growth with the current model. However, without the current model we don't have our current customers, and without our current customers, we don't exist.
 
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Originally posted by Corndog
And that's what some might call "the rub".

There's not much potential for growth with the current model. However, without the current model we don't have our current customers, and without our current customers, we don't exist.


It just really depends on your dedication to growing the brand. GLB has combined the most popular sport in the country with a very viable money making gaming platform. There are a lot of ways that you can accommodate both the veteran users and attract new players. It just depends on how much time you and the WG team wants to put into it. Will it make you rich? I don't know but you'll never know if you don't try. I'm sure that some of these guys with over 1000 games under their belts wouldn't mind seeing new blood to play against and would adapt to any changes that are made.
 
Corndog
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Originally posted by Sir William PD
I'm sure that some of these guys with over 1000 games under their belts wouldn't mind seeing new blood to play against and would adapt to any changes that are made.


Yeah, not likely. GLB Classic to GLB2 isn't even that big of leap, it's the same basic format just polished and streamlined, yet:
http://glb.warriorgeneral.com/game/forum_thread_list.pl?forum_id=4
Edited by Corndog on Sep 22, 2015 10:22:52
 
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Originally posted by Corndog
Yeah, not likely. GLB Classic to GLB2 isn't even that big of leap, it's the same basic format just polished and streamlined, yet:
http://glb.warriorgeneral.com/game/forum_thread_list.pl?forum_id=4


Not sure what you're showing me in that forum.

I'm sure you get a lot of these "fix these things and the game will rock" suggestion posts. I also understand that it's difficult to interpret mood via forum posts but from what I have seen from your posts thus far I get the impression you're already defeated and resigned to leaving things as they are. If that's the case then I will just shut up and play the game until it dies.

There are a lot of good suggestions here from people who have no financial interest whatsoever. They just want to see the game succeed and the only way it can succeed is if you bring in new players.
 
DeeVee8
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Originally posted by Corndog
Yeah, not likely. GLB Classic to GLB2 isn't even that big of leap, it's the same basic format just polished and streamlined, yet:
http://glb.warriorgeneral.com/game/forum_thread_list.pl?forum_id=4


Ahhhhh! I swore to myself I'd never go there again! Thanks Cdog, I got classicrolled!
 
PhireHawk
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Originally posted by Corndog
There's not much potential for growth with the current model.


Is this meant to be sarcastic?
 
AirMcMVP
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Originally posted by PhireHawk
Is this meant to be sarcastic?


CDog has been very vocal that this game appeals to a niche market. I suspect his answer was 100% sincere.
 
Xars
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Originally posted by bhall43
The short plays that aren't being used because if you get a reception out of it, it nets you maybe 3 yards. You keep saying they need to buff short passes, but that won't really change anything about how guys gameplan because a 1-3 yard completion isn't worth the time of day in most cases.


Here's how I look at it:

Here are S12 statistics from Vet per Stobie. I used 10 plays as the cut off. (For just the first part.)

Passing:
8+ YPA: 4
7+ YPA: 5
6+ YPA: 15
5+ YPA: 26
4+ YPA: 42
3+ YPA: 38
2+ YPA: 17
1+ YPA: 8
Less than 1 YPA: 22

24 plays with less than 10 play calls.

There are 55 "Short" plays.

Of these,
10+ YPC: 8 plays but only 2 at 6+ YPA. Conclusion: 6 could be tweaked.
9+ YPC: 7 plays but only 1 at 6+ YPA (and that had only 9 play calls) Conclusion: 6 could be tweaked.
8+ YPC: 12 plays but 0 at 6+ YPA Conclusion: 12 could be tweaked.
7+ YPC: 7 plays but 0 at 6+ YPA conclusion: 7 could be tweaked.

There are 77 "Medium" plays.

Of these,
10+ YPC: 49 plays but only 16 at 6+ YPA. Conclusion: 33 could be tweaked.
9+ YPC: 4 plays but 0 at 6+ YPA (and that had only 9 play calls) Conclusion: 4 could be tweaked.
8+ YPC: 8 plays but 0 at 6+ YPA Conclusion: 8 could be tweaked
7+ YPC: 6 plays but 0 at 6+ YPA Conlcusion: 6 could be tweaked

I just listed 92 (31 Short) plays with YPC's over 7 that could be tweaked to generate 6+ YPA (or close to it).

Above 10 YPC: 39 plays that could be improved
Above 9 YPC: 50 (39+11) plays that could be improved
Above 8 YPC: 70 (50+20) plays that could be improved

The issue isn't the 1-3 yard drags.

Edited by Xars on Sep 22, 2015 13:47:47
Edited by Xars on Sep 22, 2015 13:43:30
Edited by Xars on Sep 22, 2015 13:38:17
Edited by Xars on Sep 22, 2015 13:33:59
 
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