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Forum > Goal Line Blitz 2 > Can't find the rules on player decline - how long is a career?
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pottsman
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Originally posted by NiborRis
Wait - I thought there was some talk of a "decline" if you were playing the season out past your last game. Since there are multiple ways to run out of games in the middle of the season (purchasing a half season boost, missing some games in season and never using the "catch up" option), you either have to have a way to play out the season at a penalty, or you have to have players drop off of teams partway through the season.

What's going to happen with players who reach Legend mid-season?


In a thread a while back, Bort/Cdog said that players will be able to finish out the season, with a significant CHEMISTRY decline as they go.
 
Galithor
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Originally posted by pottsman
In a thread a while back, Bort/Cdog said that players will be able to finish out the season, with a significant CHEMISTRY decline as they go.


So you just don't buy the 4th career booster, and deal with low chemistry, which doesn't seem to do a whole lot anyhow.
 
InRomoWeTrust
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Originally posted by Galithor
and deal with low chemistry, which doesn't seem to do a whole lot anyhow.


 
Rom_Fox
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Originally posted by InRomoWeTrust
Originally posted by Galithor

and deal with low chemistry, which doesn't seem to do a whole lot anyhow.




 
Stobie
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Originally posted by InRomoWeTrust
Originally posted by Galithor

and deal with low chemistry, which doesn't seem to do a whole lot anyhow.




Actually hilarious coming from someone who passes the ball quite a bit, he must have forgotten the days of low levels and low chem.
 
Galithor
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Yeah, I watched Laggo's S* QB pass the ball just fine with like 10 chemistry in a league championship game against Air Raid. There was literally nothing different about how he played with Zorp at 100 chemistry vs how he played in that game for Lost Lounge with 10.

And all I know about rookie/sophomore vs Journeyman passing is there's fewer sacks, but I'm still seeing 10%ish drop rates despite the QB and pass-catchers all having much higher skills than they did at rookie and sophomore.
 
Laggo
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Honestly there is so much variance in the game as it is that Chemistry really doesn't make a noticeable dent. All your games aren't automatically terrible at low chemistry.
 
Xavori
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Originally posted by Galithor
Yeah, I watched Laggo's S* QB pass the ball just fine with like 10 chemistry in a league championship game against Air Raid. There was literally nothing different about how he played with Zorp at 100 chemistry vs how he played in that game for Lost Lounge with 10.

And all I know about rookie/sophomore vs Journeyman passing is there's fewer sacks, but I'm still seeing 10%ish drop rates despite the QB and pass-catchers all having much higher skills than they did at rookie and sophomore.


Laggo's S* QB had enough of a skill advantage at that point it didn't matter.

But, if you watched Lost Lounge at the start of the season after the massive personnel overhaul we did where we lots a ton of games versus now where we're beating those teams that beat us, it's obvious that chemistry can matter a very great deal.
 
Galithor
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Originally posted by Xavori
Laggo's S* QB had enough of a skill advantage at that point it didn't matter.

But, if you watched Lost Lounge at the start of the season after the massive personnel overhaul we did where we lots a ton of games versus now where we're beating those teams that beat us, it's obvious that chemistry can matter a very great deal.


eh, we just smoked a team that beat us earlier in the year too. I'm of the opinion it's got far more to do with how we've adjusted playbooks and builds throughout the season. Have you not adjusted playcalling since earlier in the season? Can you really isolate it to the chemistry difference?
 
Xars
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Chemistry clearly effects turnovers. Maybe it doesn't effect anything else, but turnovers increase a lot.

So low chem with Defensive players may not matter much, but have low chem on a QB, HB, WR and you'll definitely feel it. Our skill position players with high chem have dramatically less turnovers than the skill position players with low chem.

I'm firmly against Chemistry at this point. This is a MMO style game. People are going to come and go.

Suffering through Chemistry issues because I stayed, played and paid while others left (and had to be replaced) is a joke.

It's an insult to paying customers.

Find some other way to implement it or get rid of it.

 
NiborRis
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Originally posted by pottsman
In a thread a while back, Bort/Cdog said that players will be able to finish out the season, with a significant CHEMISTRY decline as they go.


That's right - it was a chemistry hit. Still it should be well documented in the FAQ once the game is old enough for players to hit legend.
 
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