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Forum > Goal Line Blitz 2 > If I Could Change Things, I Would Do Differently
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Parab00n
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I don't like the SS system or at least this version of them. They are the biggest reason offense had to be toned down. If we stay where SSs are this much better than regular players I hope we limit the amount of SSs on a team. I think that 1 SS per team at each level would be much better (i.e. 150, 100, 50).
 
TxSteve
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Agree -


I also liked the idea someone else pitched: for every superstar on your roster add a 10% salary penalty (or whatever).

 
Xars
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Originally posted by Corndog
You can make unlimited normal players.

If anyone could make any number of superstars then superstars wouldn't be that awesome. And you'd never find a team for yours because the owner of every team would just have all of his own superstars.

Not seeing how it is a huge boon to player-only users.


Your making a huge assumption here that has been proven wrong a million times over.

Games like WoW, etc. never limited how many players any one person could play at one time. Many people ran 5box, 10box, even full raids of characters with only one person controlling them. Yet at the same time, millions of other people were subscribing, grouping, joining raiding guilds, etc.

The people that ran armies solo didn't prevent millions of other players from having fun and being competitive.

I like having a team of my own players. By not allowing me to have more than 3 S* I'm effectively at a disadvantage to networks of players that can band together and put 6+ S* on a team. But there are hundreds of teams and tons of agents that have players on many different teams at different tiers. To think that people aren't going to find a home for their Superstar is crazy.

You were obviously too busy with MB during the recruitment period of S9. There were numerous team owners complaining about the lack of available S*. So yes as to your final comment, it would be a huge boon to player-only users. Those players are joining teams that are now short S* and won't be competitive against the few teams that get them.

 
Longneck1845
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I'm cool with getting rid of the S*s all together.

If Corndog thinks that would be a better way to loosen up the the glamour positions from S*s.

Still think incentivizing players works best.......but I'm not in charge here
Edited by Longneck1845 on Feb 17, 2015 12:10:57
 
Longneck1845
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Originally posted by Xars


You were obviously too busy with MB during the recruitment period of S9. There were numerous team owners complaining about the lack of available S*. So yes as to your final comment, it would be a huge boon to player-only users. Those players are joining teams that are now short S* and won't be competitive against the few teams that get them.



Well said

I've got 3 offers for season 10 teams all looking for S*s. Asking if I had any tiers open. All the core agents are tapped out on S*s. All we are asking for is a way to pay/earn more S*s.

What browser based game has ever restricted how you spend your in game currency or limit your access to paid content???? Most of these type of games are trying to figure out how to make you spend it faster.

I use to spend big $$$$$ just spinning the wheel in Evony just to be able to acquire better heroes.
 
Mysterio
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Allow 150 flex worth of free players: so you could have either 1 150 flex, a 100 and a 50, or 3 50 flex players. Would incentivize initial free players to make positions that are actually needed and help find a human team.
Edited by Mysterio on Feb 17, 2015 13:34:13
Edited by Mysterio on Feb 17, 2015 13:34:12
 
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Originally posted by Parab00n
I don't like the SS system or at least this version of them. They are the biggest reason offense had to be toned down. If we stay where SSs are this much better than regular players I hope we limit the amount of SSs on a team. I think that 1 SS per team at each level would be much better (i.e. 150, 100, 50).


I figured the salary cap/lack of depth would counter the high number of SS on a team.
 
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I love the SS system. It's my favorite part of this game. I am also against being able to have more than 3 SS per user. They are SS for a reason...they should be rare. However I do think the SS salary should be raised even more so as to reduce the number of SS one team can have.
Edited by Galactic Empire on Feb 17, 2015 14:18:14
 
Xars
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Originally posted by Parab00n
I don't like the SS system or at least this version of them. They are the biggest reason offense had to be toned down. If we stay where SSs are this much better than regular players I hope we limit the amount of SSs on a team. I think that 1 SS per team at each level would be much better (i.e. 150, 100, 50).


I actually disagree. More specifically, I'm not sure the data is in yet.

The biggest reason O needed to be nerfed was because non S* Olineman who had a single focus would equal to outperform a Balanced S* Defensive lineman.

My guess is S* might need a nerf, but really what the game needed was for non S* players to play like humans rather than gods. Once the changes are fully implemented, then we'll be able to evaluate S* properly.

 
o The Boss x
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Originally posted by Xars
The biggest reason O needed to be nerfed was because non S* Olineman who had a single focus would equal to outperform a Balanced S* Defensive lineman.


I never actually found this to be true. My team could stop the run and pass along the line just fine. Our S* DE was still a monster.
 
Xars
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Originally posted by o The Boss x
I never actually found this to be true. My team could stop the run and pass along the line just fine. Our S* DE was still a monster.


Then why was the SP cost of Run/Pass Blocking Tech and Power changed. Why are there non-S* pure Run/Pass OLine toons with 90/90 skills?

You may not have experienced it to be true, but it is/was true overall. Hence the change.
 
Parab00n
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Originally posted by Xars
Then why was the SP cost of Run/Pass Blocking Tech and Power changed. Why are there non-S* pure Run/Pass OLine toons with 90/90 skills?

You may not have experienced it to be true, but it is/was true overall. Hence the change.


My DL never had a problem with those Pure Run blocking OL's, my secondary is the one that had the problem. Even a season behind against Minnesota last season my run defenders held up great, pancaked no more than 3 times. My pure Pass Rushers on the other hand were murdered along with my CBs.
 
o The Boss x
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Originally posted by Xars
Then why was the SP cost of Run/Pass Blocking Tech and Power changed. Why are there non-S* pure Run/Pass OLine toons with 90/90 skills?

You may not have experienced it to be true, but it is/was true overall. Hence the change.


You do realize that the pass rushing and run stopping attributes were already cheaper than any blocking skill to begin with right?

Not many regular linemen weren't reaching 90/90 unless they were really sacrificing in other areas. My early bloomer builds just missed 90/80. My superstar linemen, however, are a different story (and I'm sure if they were ever faced with an adequate S* D-linemen they would have had a regular day).
 
dcarbo
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I don't think the d-line was the problem, either. The guys who got beat up were the d-backs.


 
peeti
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Xars saying "You may not have experienced it to be true, but it is true" is making me smile ...Even at work where im having a terrible task for today
 
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