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Forum > Suggestions > Epic Suggestions > Resotring Parity and making the game more fun beyond level 30
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william78
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NOTE: I've edited this post for some new ideas and concerns that came out in the suggestion both here and in my own suggestions forums. I've added an idea on parity that allows teams to stay together while still spreading the wealth. I'd still love some additional feedback on what to do with high level players or the infamous +1 to the idea.

PURPOSE: The biggest problems currently facing GLB, and why more and more owners and players seem to be quitting or retiring their senior players is not just poor economics. The game design is fun but could use tweaking since after a while it creates two basic problems:

1. Lack of Parity - The league has haves and have nots. More games than not end in blowouts and while their should be some blowouts in an ideal game alot of games should be close. Their is less jeopardy week to week in this game than their should be. Fundamental Problem: The way depth is structed, in order to be competative you need backups who are similar level to your starters - anything else creates huge problems. Which means players of a similar level huddle around the same teams instead of spreading the wealth.

2. Level 30+ The soft caps and slow rate of advancement that occur around level 30 create big problems, this is the mid-point of a players life and he should still have plenty of room to grow. With the soft caps and slow expirence being universal it makes those players less enjoyable for some and encourages slow building as a way to take advantage of automatic leveling.

<<<<<<<<<<<<<<<<<<<Two Solutions>>>>>>>>>>>>>>>
1. THE PARISTY ISSUE: It will be a litte complex to explain but....easy for everyone to abide by as owners would only need to see their leagues average level and their teams median level.

Assign each division a minimum level of players(BORT has already done some of this).

Minimum
Pro: 32
AAA: 25
AA:18
A:10
BBB:1

Teams would ALWAYS be allowed to resign their own players regardless of being under or over the cap. They rub comes in in adding new players, below the pro level (Pro level teams would remain totally uncapped).

Calculate the average level of human players playing in that level and region. I've assumed some basic numbers below(for example), then add 4 (i.e. teams are considered to be generally competative at + or -3 on average levels but obviously some teams are better than others).

To Get your Own Teams Median Level(The Game could do this for you but Im explaining):
You need to use Median level to do this to prevent teams from adding a brand new level 1 and artifically lowering their average, using a median score would prevent this. Find out what the median level is on each team: I.E. 50% + 1


Assumptions on average level, lets us USA for example:
AAA: 36
AA: 32
A: 23
BBB: 24


New Rule: If your median level on YOUR team is more than 4 levels above the league average than you would be restriced to signing a human or cpu player at or 4 levels over the league minimum.

Example: So if your in USA AAA, and your median level is 41 but your league average is 36 you would be restricted to signing new players that are level 25-29. If your median level is below that you would still be free to sign anyone you wanted to.

This would force general FA's to search for teams either in
1. A higher bracket where the average levels will be lower
or
2. Take a job on a team that probably didnt have a great season the year before or was just recently promoted into the division above them


IDEA 2: ITS NO FUN TURNING THIRTY: Well at least in terms of player advancement which slows to a crawl, plus we have to many cookie cutter builds as is and this would help eliminate some of that.

Players advance and level they currently are until the pass level 34. If they obtained level 34(about 4 or 5 seasons for boosters) during the course of a season nothing much will instantly. The season following this the player will become a P-1 or Professional Player 1st Season. Each season thereafter the player would move up, I.E. the second season you would be P-2, third P-3, with each new season would come a new opportunity and way to expand your player.

What does being P-1 mean:
It means that you will be restricted to pro or AAA teams. It also means your player will begin advancing more rapidly again. I could use suggestions on exactly how much progression should be allowed and how to factor the in game expirence but the general idea would be:

P1: 5 Levels from in game expirence and nightly training
P2: 4 Levels from in game expirence and nightly training
P3: 3 Levels from in game expirence and nightly training
P4: 3 Levels from in game expirence and nightly training
P5 and above: 2 Levels from in game expirence and nightly training
Also at this point your players skills would most likely degrade in accordance with Borts plan for season 10 regression.

At P-1 you would choose your player track or course. Each position would have between 3 and 5 tracks to choose from and a player would choose one of these during the off-season or pre-season. If no course is chosen (a default track would be assigned). This track would raise the SOFT CAP (and subsequent 2:1, 3:1, and 4:1) points higher in specific skills. To promote game balance a player could raise a single skill 45 points, 2 skills a total of 50 points, or 3 or 4 skills a total of 55 points based on the track chosen. To Promote balance and make the game more like real football the tracks available would be designated in advance I.E. you want WR's and CB's to be faster than LB's and lineman. Lineman should be stronger than runningbacks, etc...

Two examples of available tracks are below and again I could use some help here to provide variety without throwing off game balance. Also included are NFL Models and a brief description

QBs:
Track A: Drop Back Passer (Throwing Soft Cap +45)
The default and the prototypical drop back NFL QB ex. Drew Brees, Drew Bledsoe, Peyton Manning
Track B: Running QB (Speed +25, Agility +25)
The Scrambler self explanatory but obviously Michael Vick and Vince Young come to mind
Track C: Gunslinger (Strength +25 Confidence +25)
This player has a cannon arm and enjoys the deep ball he loves throwing early and often (ex. Brett Farve, John Elway)
Track D: Understudy (+15 Vision, +15 Throwing, +15 Agility, +10 Confidence)
This player intends to spend time learning the game perhaps as a backup for a season or two(though he's not required to do so) he'll work on footwork and throwing mechanics.

HB
Track A: Bruiser (+25 STR +25 CAR)
This HB looks to run people over he may not be the fastest but he's a load to bring down ex. Jerome Bettis, Brandon Jacobs, Christian Okoye
Track B: Cutback Runner (+25 VIS, +25 AGIL)
This is the protoypical one cut and go back he can see and hit the right hole, he may not be the strongest or fastest but he could be among the best ex. Clinton Portis, Terrell Davis, Emmitt Smith
Track C: 3rd Down Back (+25 SPD, +25 CATCH)
On many teams this guy is the passing specialist on 3rd down though he doesnt need to be in GLB in fact perhaps some of the true multi-talented backs fall into this category ex.. Marshall Faulk,
Track D: Prime Time Back (+15SPD, +15AG, +15 CAR, + 10 Catch) The jack of all trades back pretty good at alot of things but not the fastest, strongest, etc... ex. Matt Forte

Advancment after P1:
P2: Pattened Move - This player selects one SA from the first three SA's on either side of the player's SA tree, the cost of raising this SA is then reduced one tier. I.E. If it would normally cost 2 skill points to increase it 1 level it now only costs 1, 3 kill points to normally increase it 1 it costs only 2, 4 becomes 3 etc...

P3: Mental Jump: The game has slown down for this player he is a true veteran capable of understanding the game in a new way. The Play can choose one of three avenues of mental abilities to increase. He can raise his soft cap level in one of the mental abilities by 15 points.

Work Out Warrior: (STA +15)
This player has lived his pro-career in the gym and is in excellent physical condition

Student of the Game: (VIS +15)
This guy has watched a coach level of game tape he anticipates and reacts to things very quickly

Superstar: (CON +15)
This guy is the man and he knows it

P4: Secondary Move: This will work the same as the moves for P2 except that you will chose one SA (again from either tree) but from SA's listed in colums 4 or 5.

P5: Ultimate: This player is at the pinnacle of his career directly in his prime at this point and for one season only the players soft caps on all abilities are +15 (I'd like something better than this but ran out of good ideas)


>>>>>>>>>>>>>>>>>>>>>>>Final Point<<<<<<<<<<<<<<<<<<<(Though I do have more specifics than this in a private forum if anyones interested)

To allow for the new P1-P5 players to have enough Pro and AAA teams re-organize the current bracketing
Place 1 - Pro team at the Top
Place 4- AAA squads below that Pro team
Place 2- AA teams below each AAA
Place 1 - A team below each AA squad

Someteams will advance and never face the cap casualty but those who do can still recruit younger guys (eliminating the need for a new level 13 cap every season). The plan is self sustaining and encourages life cycle managment of players.

Again I know this is lengthy so I thank everyone who takes the time to read it - (I hope Admin does too) and I do have more specifics in my own forum if you want an invite.
Last edited Nov 26, 2008 09:38:18
 
ryanshaw
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I totally agree that lack of parity is destroying the game and I think you should be thanked for taking the time to suggest a solution. I think that the idea of having 'macro levels' for players has a lot of merit, although I might suggest a different implementation if you were kind enough to invite me to your forum!

I think that you have correctly identified that teams try to recruit players all of about the same level which (apart from being unrealistic) makes recruiting a pain and limits any real need to develop future players from lower levels. You have at least had a go at resolving this issue.

My overall view is that Bort needs to consider how this game would be structured if we were to 'start again' with the aim of creating a competitive and sustainable model, and then create parallel leagues where people could try this out. There are going to be many people who slam any significant changes to GLB structure and another (in my view larger) group who will eventually quit if nothing is done. I doubt the two sides will ever get reconciled so we probably need to create different games structures for each.
 
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I really like the OP it definately could solve a lot of parity issues
 
william78
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Happy to invite you both and im really looking for a solution or at least something that will be helpful to admin - these are the two most pressing issues I can think of that need to be addressed.
 
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i like the direction you're taking.... though I'm not sure this is the best approach, it can certainly be a starting point... I have players at or approaching level 30 now and frankly, it's boring...nothing to look forward to... there needs to be something to drive towards and perhaps a "game within a game" or New "professional" tier is just that.

I like the idea of balancing the new with the old (rookies and vets with a level cap), and also the idea that once you hit level 30, new options come available that don't conflict with all others in the league.

I mean, how exciting is it really to know that your player is capped at 100 XP a game and 25 XP per night training.... In a full season, that's only 2000xp OR 2 levels earned....combined with a boost, you'll never gain more than 5 levels in a season. And if you boost at the beginning or end of a season, you have to wait 8 games (approx) to do anything to your player...just not fun.
 
william78
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Originally posted by The Angry Beavers
i like the direction you're taking.... though I'm not sure this is the best approach, it can certainly be a starting point... I have players at or approaching level 30 now and frankly, it's boring...nothing to look forward to... there needs to be something to drive towards and perhaps a "game within a game" or New "professional" tier is just that.

I like the idea of balancing the new with the old (rookies and vets with a level cap), and also the idea that once you hit level 30, new options come available that don't conflict with all others in the league.

I mean, how exciting is it really to know that your player is capped at 100 XP a game and 25 XP per night training.... In a full season, that's only 2000xp OR 2 levels earned....combined with a boost, you'll never gain more than 5 levels in a season. And if you boost at the beginning or end of a season, you have to wait 8 games (approx) to do anything to your player...just not fun.



Very true combine the slow advancement with skill soft capping and you get a double whammy. Also the a bit ridiculous fact that most LB's are as fast as WR's. I wonder how many "nerfs" would really be necessary if the skills were graduated by position. Nothing on that plan would stop you from building an ultra-fast LB still if thats what you wanted but they shouldn't be the norm. Or Herculian offensive lineman with little or no technique? I'd love to hear what some people have as suggestions though and I do have to thank anyone who takes the time to read through that I know it's lengthy but I think it would certainly make the game more exciting without destroying Bort's original vision.
 
GmanV2
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Great post and definitely has several great ideas in it. It is certainly time for Bort to consider the ever growing clamor for high lvls to have something to do with their players, and your suggestion fits the bill somewhat.
 
DevilDogJAL
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One of my biggest complaints has been the major activity slowdown of high level players. Couple that with the outrageous costs to upgrade equipment for high level players and it gets frustrating.
 
william78
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Originally posted by DevilDogJAL
One of my biggest complaints has been the major activity slowdown of high level players. Couple that with the outrageous costs to upgrade equipment for high level players and it gets frustrating.


Agreed and you've touched on a point that could certainly act as a control for high level players to push them towards the upper leagues. One of the ideas I had would be to make the P1-P5 equipment prohibitivly expensive but provide more revenue for AAA and Pro teams as well as to the players directly.

AAA teams would(at the beginning of the season) sign a radio and local TV contract that they could select from , 1 year deals at lower cash, 2 year deals at slighty higher etc...

Pro Teams would get that plus a revenue share of a national TV contract. Then you make the P4 and P5 gear prohibitvly expensive for the AAA teams to afford, that would help migrate some of those guys to the upper league.


Also something fun for players allow the players to sign up to 5 endorsement deals at any one time. Something simple but base it on the level of league they are playing in and the relative impact the player is having on the team.

 
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Wow, seems way too complicated tbh. Sure it adds more fun, but I strongly, strongly, strongly dislike the idea of being kicked off of a team because of level. In fact that's pretty much the only reason I like this game still because all the teams I'm on are pretty awesome, win or lose.
 
VicJericho
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It DOES sound a little bit complicated. One good start would be to make daily XP 101-Your Level in order not to bottleneck Game and Daily XP at Level 29. No formula for Game XP though...
 
william78
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Originally posted by suntansuperman
Wow, seems way too complicated tbh. Sure it adds more fun, but I strongly, strongly, strongly dislike the idea of being kicked off of a team because of level. In fact that's pretty much the only reason I like this game still because all the teams I'm on are pretty awesome, win or lose.


With the level cap being a total level cap you wouldn't be kicked off as you exceeded it but owners would have to manage that if they have a level 30 their backup is gonna be much lower level and indeed would have some choices to make.

As far as complicated the competition issue is one that I think will require some detailed answers weather mine of anyone else's but I think its pretty vital to address it at some point. Lot's of well meaning dedicated owners continue to quit because of the hassle and bother and lots of players are becoming bored with their level 30+ players. At some point a solution for those two issues does need to be addressed.

 
The Lurker
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Originally posted by GmanV2
Great post and definitely has several great ideas in it. It is certainly time for Bort to consider the ever growing clamor for high lvls to have something to do with their players, and your suggestion fits the bill somewhat.


I agree. Good stuff william.
 
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Originally posted by william78
Originally posted by suntansuperman

Wow, seems way too complicated tbh. Sure it adds more fun, but I strongly, strongly, strongly dislike the idea of being kicked off of a team because of level. In fact that's pretty much the only reason I like this game still because all the teams I'm on are pretty awesome, win or lose.


With the level cap being a total level cap you wouldn't be kicked off as you exceeded it but owners would have to manage that if they have a level 30 their backup is gonna be much lower level and indeed would have some choices to make.

As far as complicated the competition issue is one that I think will require some detailed answers weather mine of anyone else's but I think its pretty vital to address it at some point. Lot's of well meaning dedicated owners continue to quit because of the hassle and bother and lots of players are becoming bored with their level 30+ players. At some point a solution for those two issues does need to be addressed.



So in other words, if a bunch of people wanted to be on the same team, all leveled up equally, but then lost someone due to retirement or whatever, they'd be screwed? i.e. All at level 34, so total level would be say, 45*34 which equals 1530, now say in their four seasons starting at BBB, they only made it up to AA, which has the "level cap" of 1232, Say they lost one agent, who owned three players, what would happen then? Would the entire team have to disband to get under the "level cap" or what? And for the record I'm currently on two teams like this.
 
EagleOtto
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Great idea, but like alot of other great ideas, it changes the fundamentals so much it would require a purge of all players, and that will not be acceptable to most players.
 
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