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Forum > Goal Line Blitz 2 > Ways not discussed enough to get/keep players
Nyria
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First, get them here rather than "Classic." There've been times I've tried to go directly here and I get redirected to the Classic site. This game fixed so many of the problems with Classic and is easily the better game, but even people specifically looking for it can be misdirected.

Then, make sure there really is no bad time to join. Join after the big chem hit for new players and mostly no one will want your players. Even seeing them play on cpu teams they'll underperform due to chem so you'll think you made a worse player than you did. And having to wait a month, if you join at the wrong time, to truly get started, I'm sure drives people away.
 
ellix
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While Chem as a concept is fine, it needs to be sped up a bunch.

It's crazy because it's already faster than it used to be, and it's still way too slow.

The first game or two of the season you get like 7-8 pts of Chem for each game. After that, it drops to like 2-3 per game.

It's an over the top level of punishment to prevent a behavior that no coach really has any desire or need to try to exploit.

People would be a lot more willing to endure 5 bad games with a new signing than 15 games.

That said too though, I don't think agents who build a dot or two are going to find that much impetus to stick around one way or another. The game is at its best when you're coaching and getting players a pipeline to do that and feel good about it is the goal. Franchising helps that a lot, but we still need new agents to have a better introductory period to the game.
 
Nyria
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I think you have the right idea about speeding chem up quite a bit, so there would be a very short term hit to signing a new player, which still punishes the abuse of just shuffling players in and out and they do as well as if they'd been with the team forever.

I definitely think that just making players can be fun.- not for cpu coaches because they don't use them as the type they're meant. They use human players on special teams, have the blocking FB carry the ball, anyone fast might be the return man, etc..

A very simple way to make that at least somewhat better would be to work with the traits. If a FB has "Lead Blocker" he should be used much differently than one with "Rusher." If someone has "Return Specialist" he should be the return man, etc..

It definitely can be fun to make players and watch them play. It was how I started out when I was here years ago. Franchises may lessen the market for others' players by a lot, and that's why I think they should lower the flex cost of single players to somewhat match the Franchise cost.
 
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New players (player-made) should sign at 50 chem, no matter the sign up date.
Multi-agent teams should not be disadvantaged compared to franchise teams.

CPU at zero is fine.
 
Cyberninja
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Originally posted by ellix
While Chem as a concept is fine, it needs to be sped up a bunch.

It's crazy because it's already faster than it used to be, and it's still way too slow.

The first game or two of the season you get like 7-8 pts of Chem for each game. After that, it drops to like 2-3 per game.

It's an over the top level of punishment to prevent a behavior that no coach really has any desire or need to try to exploit.

People would be a lot more willing to endure 5 bad games with a new signing than 15 games.

That said too though, I don't think agents who build a dot or two are going to find that much impetus to stick around one way or another. The game is at its best when you're coaching and getting players a pipeline to do that and feel good about it is the goal. Franchising helps that a lot, but we still need new agents to have a better introductory period to the game.


In reality, if you sign a new player to a football team, that player already has a football mindset and knows how to play football, i can see the first game being a little rough, but 5-6 games is crazy.
 
dredgar
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Chemistry between players is extremely important in real football guys. And players dont just show up on a field and work perfect together.

It takes QBs quite a bit of practice to get synced up with their WRs and TEs to be in sync with their timing of routes and speed.

OL actually need good chemistry together to be in sync on blocking assignments as well.

 
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Originally posted by dredgar
Chemistry between players is extremely important in real football guys. And players dont just show up on a field and work perfect together.

It takes QBs quite a bit of practice to get synced up with their WRs and TEs to be in sync with their timing of routes and speed.

OL actually need good chemistry together to be in sync on blocking assignments as well.



So IRL new guys signing for Franchise teams will have a better understanding of that team's culture, etc from day 1 than a new guy signing for non-franchise football team?

Tbh Chase Young and CMC hit the ground running at 49ers the moment they walked through the door.

50 for humans (franchise or not), 0 for CPU. It just makes too much sense and logic to implement
 
ellix
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Don't see a reason why not to just always start at 50, even in the use case it's trying to prevent (signing players to a team during playoffs when another team misses the playoffs), 50 Chem is still a big enough deterrent to the behavior. Not that I think anyone would even do it regardless.
 
Nyria
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Originally posted by ellix
Don't see a reason why not to just always start at 50, even in the use case it's trying to prevent (signing players to a team during playoffs when another team misses the playoffs), 50 Chem is still a big enough deterrent to the behavior. Not that I think anyone would even do it regardless.


I wondered what it was trying to deter. It then can rebound much faster, or at the very least start at 50 until 60% through the season and regain it 3 times as fast as now.
 


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