I must ask one favor of y'all. Please do NOT make assumptions regarding things being discussed. A wide spectrum of things are brought up, but discussion does not necessarily reflect change. I am going to be quite liberal with what I list here, so please don't start spawning threads based on things that are just being discussed.
Last Updated: February 16, 10:52 PM EST
New SAs Discussion
Discussion centered on new bonus SAs for each archetype (unique SAs available for 2nd bonus SA selection). Catch22 is looking for general consensus amongst the test group on which proposed SAs seem to fit the bill.
Possible VA removals/changes
This threads aim is to discuss potential VAs that could be removed/changed based upon the new archetypes. Consider this a giant debate on what VAs are effective, not effective, and overly effective.
Morale Reducing SAs
This thread is circled around a proposed test towards Snarl/Growl, Aura of Intimidation, The Glare, and Trash Talk. For clarification this would be an admin run test (most likely Mr. Catch22), hidden from the public eye. Bit of a discussion on it being open, but Catch clarified that it was determined by himself and Bort that this type of testing is better off not accessible to anyone but themselves.
Idea ReRe "Team Owned Equipment" stemming from Tester's Suggestion
A suggestion revolving around 'Team Owned Equipment". The basic principle would be that teams would purchase "quality levels". Essentially the higher quality level a team purchased/possessed, the cheaper EQ would be. So a team with 'Equipment Level 5' is going to end up paying less for EQ. Big notes revolve around players losing EQ when leaving a team (50% funds being refunded to team). Likewise dropping down would reset things, so you'd be losing what is a 37.5 million dollar investment towards cheaper EQ. Creates incentive for owners to stay at the top while making things much cheaper in the long term. There is some more to the idea that I won't detail out as it is just an idea, but in short the test server crew is looking into ways to 'fix' EQ and how things currently operate regarding it.
CB mechanics suggestion
A proposed change to the way aggressive coverage works. Basically, CBs jump routes way too often, but simultaneously miss too many of those INT rolls. The example used describes the issue pretty well. "During most times where the CB jumps the route, the CB appears to be in the correct position, but still misses the roll. Every time I see this, I think of a CB who is good enough to read when and where a QB is going to throw the ball, but once he gets there he's so uncoordinated that he wildly flails his arms in the air as the ball flies through his hands, or he reads the route but doesn't realize that he can't jump high enough to get the ball." The suggestion targets making jumping a route much of a harder vision check, while making the int (and deflect) roll once he's jumped the route much much easier. He may drop the interception, but it certainly is probably still going to hit him in some manner.
Limiting Uber High Attributes Effectiveness Discussion
This thread is a discussion on two ideas. First, "diminishing returns for players who have an attribute over a certain level" and second, "penalties to an attribute if it is 'x' times greater than a key secondary attribute for that position."
Dealing with very low attributes
Basically right on par with the previous thread. Premise entails instituting stiff penalties for "uber-low" attributes and reasonable penalties for somewhat low attributes while not killing lower level dotball.
Last Updated: February 16, 10:52 PM EST
New SAs Discussion
Discussion centered on new bonus SAs for each archetype (unique SAs available for 2nd bonus SA selection). Catch22 is looking for general consensus amongst the test group on which proposed SAs seem to fit the bill.
Possible VA removals/changes
This threads aim is to discuss potential VAs that could be removed/changed based upon the new archetypes. Consider this a giant debate on what VAs are effective, not effective, and overly effective.
Morale Reducing SAs
This thread is circled around a proposed test towards Snarl/Growl, Aura of Intimidation, The Glare, and Trash Talk. For clarification this would be an admin run test (most likely Mr. Catch22), hidden from the public eye. Bit of a discussion on it being open, but Catch clarified that it was determined by himself and Bort that this type of testing is better off not accessible to anyone but themselves.
Idea ReRe "Team Owned Equipment" stemming from Tester's Suggestion
A suggestion revolving around 'Team Owned Equipment". The basic principle would be that teams would purchase "quality levels". Essentially the higher quality level a team purchased/possessed, the cheaper EQ would be. So a team with 'Equipment Level 5' is going to end up paying less for EQ. Big notes revolve around players losing EQ when leaving a team (50% funds being refunded to team). Likewise dropping down would reset things, so you'd be losing what is a 37.5 million dollar investment towards cheaper EQ. Creates incentive for owners to stay at the top while making things much cheaper in the long term. There is some more to the idea that I won't detail out as it is just an idea, but in short the test server crew is looking into ways to 'fix' EQ and how things currently operate regarding it.
CB mechanics suggestion
A proposed change to the way aggressive coverage works. Basically, CBs jump routes way too often, but simultaneously miss too many of those INT rolls. The example used describes the issue pretty well. "During most times where the CB jumps the route, the CB appears to be in the correct position, but still misses the roll. Every time I see this, I think of a CB who is good enough to read when and where a QB is going to throw the ball, but once he gets there he's so uncoordinated that he wildly flails his arms in the air as the ball flies through his hands, or he reads the route but doesn't realize that he can't jump high enough to get the ball." The suggestion targets making jumping a route much of a harder vision check, while making the int (and deflect) roll once he's jumped the route much much easier. He may drop the interception, but it certainly is probably still going to hit him in some manner.
Limiting Uber High Attributes Effectiveness Discussion
This thread is a discussion on two ideas. First, "diminishing returns for players who have an attribute over a certain level" and second, "penalties to an attribute if it is 'x' times greater than a key secondary attribute for that position."
Dealing with very low attributes
Basically right on par with the previous thread. Premise entails instituting stiff penalties for "uber-low" attributes and reasonable penalties for somewhat low attributes while not killing lower level dotball.
Edited by Mat McBriar on Feb 16, 2010 20:52:31
Edited by Mat McBriar on Feb 16, 2010 20:52:23
Edited by Mat McBriar on Feb 16, 2010 20:51:43
Edited by Mat McBriar on Feb 16, 2010 20:51:21
Edited by Mat McBriar on Feb 14, 2010 23:53:26