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thunderdoozer
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Please don't make things even more complicated.

How about:

1. Equipment is free, as per TxSteve's plan
2. Every player makes the same amount of money according to the league level they are in. The money can be used for training only. Those who are not on teams will not get money, so they can not train.
3. Very low max bonuses, so people can not sign a player to a big bonus and cut them for SSB.
4. If there are going to ever be "new things" for players to spend their money on, endorsements would actually mean something, because that is where the money should come from. Allowing a player to choose from, say, 3 endorsements might be interesting.
5. Extra team money will be spent on "upgrades" like TxSteve's idea. Confidence, morale, energy, home-field advantage, and even fan interest could be boosted by these things, but never above 100. These upgrades are "rented" and must be re-purchased every season.
6. Let's NOT make it harder to be near 100 in morale and energy, this will just lead to new exploits, as some teams figure out ways around this.
Edited by thunderdoozer on Feb 19, 2010 11:29:23
Edited by thunderdoozer on Feb 19, 2010 11:26:49
 
jaxinthebox
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Originally posted by jxgator33
I really don't like the max contracts idea because of what's already been mentioned, too many player-first agents on the marketplace already.


There needs to be an avenue for players to maximize their potential independent of any team's financial ability to pay for it. People pay real money for their players. In-game money should not be a deterrent for players to reach their maximum potential. If I have a player that I like to bounce around from team to team getting to know new agents, that should be my choice and I should not be penalized for it by teams that don't want to pay for my equipment upgrades.
 
F8n4tune
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Originally posted by jaxinthebox
Originally posted by jxgator33

I really don't like the max contracts idea because of what's already been mentioned, too many player-first agents on the marketplace already.


There needs to be an avenue for players to maximize their potential independent of any team's financial ability to pay for it. People pay real money for their players. In-game money should not be a deterrent for players to reach their maximum potential. If I have a player that I like to bounce around from team to team getting to know new agents, that should be my choice and I should not be penalized for it by teams that don't want to pay for my equipment upgrades.


This as well , I understand it says MMO on the main page but let's get real here , this game is about your own personal dot at the end of the day.
 
nexill
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In my opinion, the problem is that in real football your performance determines your money, and we're trying to make it circular in the game...so that the best players can get more money and can then turn around and perform better. While I don't see a true way around this, I think we can use a system that's already in the game ot give players something to do with their money that separates their money from team money.

So how about:

-make training free; simply remove it from the equation
-make all eq team-provided, through one of the many avenues suggested
-allow players to buy fame with their own money

And then add in some more *small* things you get with fame., such as:
- More endorsements (I like the concept of getting to choose from multiple endorsements)
- access to certain VAs or maybe even rare bonus VA points to spend on fame-related VAs
-a random chance to have a 'Big Game' where your player gets a 5% bonus to stats or something

Fame could theoretically be changed from a running counter to a points-you-spend design, where you could cash fame in for an endorsement or for a big game or for fame-related VA points...but it could also be kept on the same design, where the system just gave you better odds for endorsements and big games and gave you access to the fame-related VAs.

I just think this would allow both sides to co-exist...you could have your big-name free agents looking for a big payday and using it to increase their fame, but that would only have a very small impact on their on-field performance. On the other hand, teams who gave out smaller contracts wouldn't land the big-name free agents and would lose out on their players having lots of fame, but would leave them more money to do equipment and the other proposed things for teams to spend money on.
 
thunderdoozer
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Originally posted by nexill

-make training free; simply remove it from the equation


Free training makes SSB even more powerful.

No.
 
ruleslawyer
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Originally posted by lemdog
Yeah I don't like limiting 1 swap per season, the more you allow the player to change due to sim changes the better and I don't think it should cost BT's or anything thing else for the matter.


I agree. This game is in constant flux (either in terms of changing game mechanics or levels of competition), we need to be able to adjust eq a little more freely than once a season, IMO.
 
Sal Basss
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Originally posted by Catch22
Originally posted by PP

Sounds great in theory, but doesn't really solve any problems. So, you just lower the price. Then, the top farm teams double or triple up on EQ. That way, they want to run outside hard one game, they just have their WRs slap on their STR & Blk gear. Facing a heavy rush team, their DL & LBs go with their run stuffing gear...Pass team, lets go speed & agility. All the while, the Have Nots are stuck with 1 set.

The idea quoted in the OP isn't my idea, but I think it's a p good one, and I don't see it being overly complex at all


Exactly this. And this isn't that complicated - in fact, it's relatively simple to understand and implement.


So neither of you see a problem with making this an "individual-first" type of game?
 
reddogrw
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as long as there is a balance between money having value and being completely worthless

there needs to be some financial strategy to this game or you just killed a huge part of team / franchise ownership if money no longer matters
 
thunderdoozer
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Originally posted by reddogrw
as long as there is a balance between money having value and being completely worthless

there needs to be some financial strategy to this game or you just killed a huge part of team / franchise ownership if money no longer matters


The money part of this game sucks. There's no strategy whatsoever, it's just annoying and it can be hugely exploited.
 
Hikariu
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Originally posted by thunderdoozer
The money part of this game sucks. There's no strategy whatsoever, it's just annoying and it can be hugely exploited.


That's what were looking to fix. Let me know if you have any solid ideas. Sim Stadium if you will.
 
kelownamadden
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There is no need for Team Equipment if they fix the real problem.
 
kelownamadden
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Originally posted by Hikariu
That's what were looking to fix. Let me know if you have any solid ideas. Sim Stadium if you will.


If we are supposed to not pay EQ for all our dots, then there is not even need for a Team EQ fund, players should demand a salary high enough that allow them to pay for their own equipment, that way only people who add value to an organization would get that kind of salary... along with a fixed team budget based on League level, with no possibility to take money over from season to season. Say $75M a season for PL, you have to make a team with that money and is the same money for everybody #1 to #16. Money not spent is lost. That way people will not be able to scam the financial system just to pay the EQ of their dots. You have to make choices, you give a little bit to all or you give all to a few players.

The problem is that there are not enough good players out there so everybody can compete in an even field. Teams who can work out a farming structure and manage to keep enough agents together for long enough have a vast advantage over people who just try to play the game the way it should be: 1 player (read owner) = 1 team.

Farming teams do not have to go into the marketplace, or if they do, is just for half of what a normal team has to do. That saves them a bunch of money that they use to boost even more that core group of agents that keep playing together so when they reach a high enough level they have a massive advantage over people who have to find a team each season.

People who do not control a farming structure have to pay at gold price in the marketplace for crappy builds that cannot compete with the ultra-professionalized structures of farming teams that slow or superslow build because they can afford it.

This is ridiculous, seriously, you are putting a band-aid on a bound that is gushing out, and still thinking on punishing people who is just trying to keep up with those who are exploiting the system to death.

Well done! I'm sure after this one there will be another huge turndown from people, just exactly what this game was needing, when there are not enough good players to make the game accessible for everybody, piss off half of them and in a couple of seasons even those who are at the top now will quit for boredom.


 
F8n4tune
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Originally posted by Sal Basss
Originally posted by Catch22

Originally posted by PP


Sounds great in theory, but doesn't really solve any problems. So, you just lower the price. Then, the top farm teams double or triple up on EQ. That way, they want to run outside hard one game, they just have their WRs slap on their STR & Blk gear. Facing a heavy rush team, their DL & LBs go with their run stuffing gear...Pass team, lets go speed & agility. All the while, the Have Nots are stuck with 1 set.

The idea quoted in the OP isn't my idea, but I think it's a p good one, and I don't see it being overly complex at all


Exactly this. And this isn't that complicated - in fact, it's relatively simple to understand and implement.


So neither of you see a problem with making this an "individual-first" type of game?


TBH it already is , it's either owner or player depends on what side you sit.

Originally posted by F8n4tune

I understand it says MMO on the main page but let's get real here , this game is about your own personal dot at the end of the day.


And that statement I quoted holds true no matter how cool you are on any team about play time or whatever. An idividual is paying for his dot in this game and that's all that really matters , take away the dot builder and the game is gone if that makes sense ?

 
nexill
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Originally posted by thunderdoozer
Free training makes SSB even more powerful.

No.


point taken; I was sort of counting on the other ideas for min XP if you're on a roster, and no training if you're not on a roster during the season. But I know there are tons of issues there as well.

I'm also one of the crazies that things that we should do away with ALGs, replace them with small % bonus to stats for majors and minors, and have training follow the same progression as skill points (24% up to the 2:1 cap, 12% up to the 3:1 cap, 8% to the 4:1 cap, etc), which would also totally eliminate SSBs. It baffles me that in a game so well designed that a flaw in the core player build mechanic would be allowed to persist for so long. But whatever, I've been shot down on that plenty of times already.
 
Sal Basss
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Originally posted by F8n4tune
Originally posted by Sal Basss

Originally posted by Catch22


Originally posted by PP



Sounds great in theory, but doesn't really solve any problems. So, you just lower the price. Then, the top farm teams double or triple up on EQ. That way, they want to run outside hard one game, they just have their WRs slap on their STR & Blk gear. Facing a heavy rush team, their DL & LBs go with their run stuffing gear...Pass team, lets go speed & agility. All the while, the Have Nots are stuck with 1 set.

The idea quoted in the OP isn't my idea, but I think it's a p good one, and I don't see it being overly complex at all


Exactly this. And this isn't that complicated - in fact, it's relatively simple to understand and implement.


So neither of you see a problem with making this an "individual-first" type of game?


TBH it already is , it's either owner or player depends on what side you sit.


It's not even close to what it could become. Right now the thing everyone wants to do is to win. There are a few who like to exploit MVP awards by going 0-16 and have a RB have 200+ receptions and 200+ TDs in a season, but for the most part, everyone just wants to win. The way the game works right now, winning is basically synonomous with your dot performing the as good as possible.

But think about what happens if you introduce the fact that salary could decide how high morale/energy you start a game with. Do you really not see players demanding more money than the next guy so their dot performs better? How is that not a problem?

And yes, I know that "that is part of the strategy." That doesn't mean it's a good idea. This adds an enormous headache to owners and recruiters everywhere to not only find recruits that will commit, but then juggle how much money they are supposed to get versus everyone else (because that will in part determine how they perform).
 
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