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Forum > Goal Line Blitz 2 > No Hope For New Plays
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DeeVee8
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One thing that drives me batty is that there are zero outside FB runs out of diamond. The one formation that FBs have the best chance to perform well out of.

Also 4WR+TE, Shotgun 4WR (like blue said), 4WR with Trips on 1 side and Trips on the strong side would be awesome.

My feeling is that without new formations the game will become more and more stale.
 
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Originally posted by dbill
Random Number generation. Its what decdies the catches and block interactions.

Pretty much it can fuck you no matter whats going on if it likes


This entire game is based on RNG, that is how is works. That is how all turn based games work. There will always be random odds on these games where there is no real time user interaction. It's like a glorified game with dice. You can make your team's odds of success greater by building better players and game planning.

What else do you want to determine the outcome of interactions?
 
DeeVee8
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Originally posted by Galactic Empire
This entire game is based on RNG, that is how is works. That is how all turn based games work. There will always be random odds on these games where there is no real time user interaction. It's like a glorified game with dice. You can make your team's odds of success greater by building better players and game planning.

What else do you want to determine the outcome of interactions?


Woah! It's like Rain Man, 'cept GE's no Tom Cruise!
 
drake262
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Originally posted by dbill
Whats it matter when junk ass rng just decides the outcome more than not.


Almost every game made had rng. Madden, nba, the final fantasy series, etc. It's my favorite thing in games tbh. Except when I'm missing wide open 3s...
 
vipermaw82
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Originally posted by bhall43
That being said player building needs a new element of some sort. The HB builds running around are pretty laughable for what it takes to be a stud. The min/max has gotten a bit out of hand since the conditioning realization.

I don't know exactly how to fix that but the game needs a fresh wrinkle to bottle up the meta again.

Anything towards the direction of that or new plays is a good direction IMO.


I think to an extent conditioning needs a bigger effect especially on qbs rolling out (problem since the beginning of time) 50 carries i would imagine should be a fumble or at least a reduction in production but it doesnt seem to be enough, this leads to no real depth needed so teams like BSB can run 30 superstars and not be afraid of losing anything as their defense is a group of gods lol.

With that being said i would suggest a much tougher salary cap so backup players are actually backup players. maybe have a player overall system where you can only have x amount of players with say an 80 overall or something and the "backup players" cost half as much "partial credit to TX steve on that) but gain the roles of actual backup players. Right now we are running teams with 43 starters. It may increase the competitive edge if we had to have a deeper roster strategy. But thats just me, and I'm pretty sure they would have to re write a lot of code so pretty sure it wont happen.

I dont envy the devs as its a thankless job.
 
TxSteve
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Problem with that viper: no one wants to be a backup! This is a game! Having a player getting 10-15 plays a game (or whatever) is not going to appeal to too many people - and certainly (imo) won't be good for retaining new players.

 
MadCow420
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Originally posted by vipermaw82
I think to an extent conditioning needs a bigger effect especially on qbs rolling out (problem since the beginning of time) 50 carries i would imagine should be a fumble or at least a reduction in production but it doesnt seem to be enough, this leads to no real depth needed so teams like BSB can run 30 superstars and not be afraid of losing anything as their defense is a group of gods lol.

With that being said i would suggest a much tougher salary cap so backup players are actually backup players. maybe have a player overall system where you can only have x amount of players with say an 80 overall or something and the "backup players" cost half as much "partial credit to TX steve on that) but gain the roles of actual backup players. Right now we are running teams with 43 starters. It may increase the competitive edge if we had to have a deeper roster strategy. But thats just me, and I'm pretty sure they would have to re write a lot of code so pretty sure it wont happen.

I dont envy the devs as its a thankless job.


if they give us a reason to thank them, we would



Our thanks is our flex
Edited by MadCow420 on Jun 14, 2016 08:59:19
 
vipermaw82
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Originally posted by TxSteve
Problem with that viper: no one wants to be a backup! This is a game! Having a player getting 10-15 plays a game (or whatever) is not going to appeal to too many people - and certainly (imo) won't be good for retaining new players.



I would assume the cpu players can fill in as backups, this would generate more teams, and if someone is easing into the game they may be okay with being a backup while they learn. lets say a backup only cost 75 flex to make a qb then they may do it for fun. Its just an option to kinda balance out the game in a way. dont be an asshole steve lol.

For MC: its true for awhile it appeared we were completely neglected and many of us still donated a lot of money for our flex. But after taking a hand at learning to code and learning what tiny adjustment can break an entire code, i understand to some degree why its tough to change things. It all depends on the source and how it was written. could be a mess.
 
shepsterbird
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Originally posted by TxSteve
Problem with that viper: no one wants to be a backup! This is a game! Having a player getting 10-15 plays a game (or whatever) is not going to appeal to too many people - and certainly (imo) won't be good for retaining new players.



That and the 2 players FB mentioned above and Punter.

Its allot like GLB. In that outcome.
 
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