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Forum > Suggestions > Create more choices and uniqueness... (Perhaps starting with player money)
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The players earn money from their contracts, why not let them do something with it. They could buy home workout equipment, position coach training time, apartments, condos, houses, cars, public relations, start a charity, etc. Anything you want to put in there. And these purchases could affect on the field gameplay slightly. Either through temporary skill/ability bonuses, morale boosts, chemistry increases, or anything else that might help. Maybe they have an off-the-field happiness or life satisfaction meter which affects all of those things like morale, energy, chemistry, etc. But based on a player type different things make your dot happy than make my dot happy. Maybe my guys is only happy if he performs well on the field and gets good stats, whereas your guy might care more about his saving account, or public opinion of him, and so on.

I really like the new look of the game and the added skills. But the hallmark of great RPGs is a ton of choices and customization--really living the life so to speak, and having it be unique to each player solely dependent on your choices. It starts nicely when creating a player with a good amount of options, but there doesn't seem to be much depth of gameplay once your dot is created. And since all dots roughly get the same amount of skill points and abilities (excluding superstars), it seems like most of us are all going to have very similar players.

Add some personality to the players, add as many more choices as you can think of and the game will be that much better for it. (Sorry for the stream of consciousness typing, but lots of ideas in there)
 
kjoe51689
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The problem is if you play with more than one player its a REALLY big pain in the ass to do this on your build. Equipment in the previous version was like manual labor to set up and hope you don't forget about.

That being said, I do wish this game had more tactics available that you could adjust for your player and then GLB would take the Coordinators tactics and the player tactics to adjust the game outcome. (This way an coordinator wouldn't have complete control over everything that happens in a game.)

For example: a qb could have a tactic to be cocky and try to squeeze a ball into tight windows
or could feel free to pull the ball down more and try to run with it if no one is open

and a Dline player could try to jump the snap or read the lines reaction... This way the people only playing as a player feel like they have some type of relationship to the game outside of just how a player is built. (Once you start to build a guy there isn't a way to change how they play unless you have some more tactics for them).
 
bhall43
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Players using in game bonuses is just another level of one agent armies and networks running the game. No on field league or ladder game bonuses plz. However what if you got temp bonus options for off day games and pick up games? That gives money some fun value and adds neat strategies to things like tournaments and lolscrims .
 
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Originally posted by bhall43
Players using in game bonuses is just another level of one agent armies and networks running the game. No on field league or ladder game bonuses plz. However what if you got temp bonus options for off day games and pick up games? That gives money some fun value and adds neat strategies to things like tournaments and lolscrims .


I don't really understand how this suggestion allows one agent armies and networks to run the game. If everyone has equal opportunity to do the things mentioned, it just adds more decisions to be made and allows for more unique players and personalities. I guess I'm missing something.
 
NiborRis
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You haven't done anything to convince me that the game doesn't already have lots of choices and customizations in it. My WR has 27 different skills to choose from, and then there's SAs on top of that. Couple that with lots and lots of different starting choices that impact how much skills cost and so forth, with height, weight, traits, and attributes, and I think there's plenty of choices and uniqueness.

Letting people "buy stuff" with their salaries won't make for more customization, it will just make for one more piece that everyone does the same based on the category of build they have. It's just another min/max tool and a way to separate dots into the "elite" and the "gimps" which just isn't needed.

Player salaries already have a purpose - salary cap management for team balance and morale/chem effects. From a role-play perspective the player spends his money on non-game stuff, like a fancy house. But I want to play a football rpg, not Sim Cribz, so we can leave that part out of the game.
 
bhall43
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Originally posted by Phantom Cannon
I don't really understand how this suggestion allows one agent armies and networks to run the game. If everyone has equal opportunity to do the things mentioned, it just adds more decisions to be made and allows for more unique players and personalities. I guess I'm missing something.


You don't see how players with game to game individual bonuses they can use doesn't revolve around a unified effort to capitalize on winning?
 
bhall43
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Equal opportunity doesn't hold water when not everyone is a team player building in a unified effort to win. That is just an advantage to those who are unified. One agent armies and networks.
 
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I think it's apparent to most that once your player is created the choices diminish quite a bit. I agree that the starting decisions are fun and plenty. However once the character is made, uniqueness is really downhill. Like you said, everyone does things very similarly based on the category of build they have. So what makes people stand apart from each other?

I understand that player salaries have a purpose from an overall game perspective, but why not give it more value if possible. And I'm not saying turn this into Sim Cribz, the house was just one idea of something that could affect happiness or satisfaction. I guess my point is, if you and I both wanna build a speedy WR, or a hard hitting LB, and were both reasonably familiar with the game, what's going to be the difference between our guys. Furthermore what is there to really do with a created player other than watch the replays and add a couple skill points here and there. Once a season or so you get an ability and that's cool to look forward to, but there's just not enough in the game right now.

I wasn't just saying, buy a house for the sake of having a house, I think everything to some extent, even if indirectly, should be related to how the dot plays on the field (after all that's why we're here). I just think you can't overdo customization in an RPG, and it seems like most of the on-the-field skills are taken care of. So why not have some off-the-field personality stuff that affects the dot's ability make an on-the-field impact.
 
NiborRis
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You absolutely can overdo customization in an RPG. Balance is more important than enough choices. Often you have to restrict choices to make the choices interesting. Usually what happens when you expand choices without care is that most of the choices become obvious.

I can imagine many choices for a "Speedy WR" for example. The speed/quickness ratio, how much conditioning, elusiveness in routes vs elusiveness after the catch, how much grip you are satisfied with. Is slow built worth it to get a higher cap on speed but lower values on other stats as you can't afford as much for them, and so on and so on.

Sure, if we have the same perspective on the game, we'll end up with very similar WRs. But that won't change just because I can buy "off-field" stuff - we'll do that the same too, right? I mean, why wouldn't we? This won't add diversity.
 
bhall43
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Originally posted by NiborRis

Sure, if we have the same perspective on the game, we'll end up with very similar WRs. But that won't change just because I can buy "off-field" stuff - we'll do that the same too, right? I mean, why wouldn't we? This won't add diversity.


This absolutely.
 
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Yes, I agree that expanding choices haphazardly is a bad idea. Thought should clearly be put into them so as not to create obvious choices, just different paths that are mostly equally appealing but in varied ways. I don't agree that just because we have similar game play styles we'll absolutely end up with very similar players if given enough choices, in fact that's the point.

If we see things similarly and we're given two choices we may choose exactly the same. But if we see things similarly and are given 1000 choices there's likely to be some substantive variation unless we're clones. Now those are extremes, obviously we have more than two choices now and I don't think anyone would want 1000. But the point is that more choices (quality choices) will lead to more varied characters. I think this is especially true when you start combining bonuses as is done with the abilities. To stick with the speedy WR example, perhaps our initial builds are very similar, but I choose an off-the-field personality like Diva WR and that makes him faster but lowers team chemistry and morale when he plays poorly. You too are focused on speed so you choose the Team Player WR which increases speed slightly less but gives bonuses to chemistry. From there I get options like Hold A Press Conference to Talk About a Recent Game which could divide the locker room but boost my ego/PR, but you make a choice like Watch Movies with Your Teammates. The more choices you make the more cemented your path becomes and so on.

Those are choices originally based on a mutual interest (speed) but with a varied outcome. Those are the types of choices that would allow for more uniqueness. I don't know if I'm really getting my point across well, I'm kind of tired. In the end I just think the game needs more depth, but as it is I still like it and am enjoying it. I just think it could be even better. That's all.
 
Jampy2.0
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tl;dr
 
DiMo28
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Originally posted by Jampy2.0
tl;dr


 


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