Originally posted by . Ninja
Most online games do not allow a new player to have full access to all the areas of a game, this one does. It is a steep learning curve in my mind because of this.
The benefit of having a new player not being allowed to own a team/make a HB/make a QB for the 1st 30 days would have the agent learn the game, which WG needs to improve on, and not to get let down. I do not have statistics to this but am sure Corn/Bort does:
- 90% of agents who are new within 30 days of sign up and own a team do not finish in the top 25 of a ladder. The agent will get let down and sell their team, other agents lose out and they possible quit also. Snow ball effect.
- 90% of agents who are new within 30 days of sign up and own a HB/QB are on a CPU team or a team out side the top 25 of a ladder. My suggestion would be to grey out the HB/QB in the Create A Player page and put in parenthesis once you are active for 30 days this will unlock.
Why have an option for a new agent to own a team/HB/QB when it is nearly impossible to succeed? Follow a basic model that is proven to be successful and have these 3 options as unlockables after 30 days. This will improve the stay/leave rate of new sign ups and force new agents to learn, which brings quality to builds and team ownership > competitiveness.
What if instead of every inactive team destroying new/casual player interest as they dissolve, crashing teams can be auctioned off to new ownership at a reduced price, say 250 flex the first year. Kind of way to get more owners. Also allow these saved teams allowable as a '2nd, 3rd..etc' owned team so owners can own multiple teams that way. But pure rookie creation kept to 1 per agent. To Avoid abuse just make it so a 'saving' agent who wishes to buy a used team must have either 1 team previously owned, or 5 or more players active.