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Forum > Game Changes Discussion > With Archetypes, change XP formula
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im4ut999
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OK, with the new archtypes, how about revisiting the XP formula, especially at low levels.

Currently teams are formed to get max XP. Utilize fewer players, set tactics to get max plays for fewer players. Don't care about competitiveness. Also, since # of plays depend on play calling, it's hard for teams to predict how many plays are going to be run by the offense, defense and special teams.

If the XP formula were changed from being dependent on total plays for a player, to more reflect performance of the team, roster size, depth chart, etc., it would reduce the need for "junk" teams which feed the system of non-competitiveness.

Players should not be punished if the team doesn't have them on the depth chart, or doesn't utilize players in some fashion. Use stamina/energy to quickly reduce effectiveness of players if depth chart and energy sub rates are not allowing players at same position to get fairly equal snaps.

XP is earned more by being on a team, with a slight differential for competitive play. The delta should be no more than 10%, and all players on the team are affected the same % based on fielding a "competitive" team....doesn't mean they have to win, just can't be "trying to lose" by fielding a partial team....this obviously needs work, but a 10% delta from min to max per game allows a lot of flexibility with teams not having to worry about getting 100 plays for all the non-cpu players to get max XP.

Think of the results:
1) All PeeWee teams could be more competitive as you can get full rosters without worrying about poor XP results.
2) Cap 4/14/18/etc teams would be more about being competitive than about getting max XP. (fix the cash advantages and fewer teams would be sitting around doing nothing).
3) Agents would not be complaining about not getting enough plays just because in a specific game, the opponent play calls or special teams play meant that the offense or defense only got 10 plays.

XP is already being force for blow-outs. Make it less variable across the board..."good teams" will get near max XP, "bad teams" will get a 5-10% less XP or just let the blow-out XP be the norm, and good teams get a small bonus....

XP and cash/stadium advantages are two reasons for non-competitive teams still being in existence...there are others, but get rid of these two, and it will be just the "bad owners" left forming non-competitive teams....
 
joe blitz
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You should also not be punished if you've been playing the game for a month and suck at tactics.
 
im4ut999
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Originally posted by josephblitz
You should also not be punished if you've been playing the game for a month and suck at tactics.


10% less XP is hardly punished, compared to what you get today for being bad at tactics....
 
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You should just have max xp ... no matter how many plays a player gets, no matter the score

You will have less teams, more competition
 
Boxcutter
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Originally posted by Stephenthegreat
You should just have max xp ... no matter how many plays a player gets, no matter the score

You will have less teams, more competition


 
Deathblade
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Originally posted by Stephenthegreat
You should just have max xp ... no matter how many plays a player gets, no matter the score

You will have less teams, more competition


you wont have more competition because people will still be stupid

but yeah, max xp = good
 
TyrannyVaunt
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Originally posted by Deathblade
Originally posted by Stephenthegreat

You should just have max xp ... no matter how many plays a player gets, no matter the score

You will have less teams, more competition


you wont have more competition because people will still be stupid

but yeah, max xp = good


I agree, that max xp should be a given. There are just too many variables that prevent a team from getting a full roster enough snaps. I have seen it far too many times where guys religiously boost, but lose a level or two because they got screwed on XP.

My WR is a perfect example. I boosted him every season, his entire career... But he will only reach LVL 69 because along the lines of time, he didn't get enough XP to reach 70+.
 
Maddoc
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Tying xp to play count is a relic and has no place in a GLB with hard-coded roster limits.
 
BuddyHorn
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I would be more in favor of a minimum xp,

Like say the max xp you can earn a game was 100, you would receive a minimum of 75xp just for being on the roster, then you can earn the extra 25% by the amount of snaps you played.
Edited by BuddyHorn on Feb 28, 2010 12:21:09
 
TyrannyVaunt
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Originally posted by Maddoc
Tying xp to play count is a relic and has no place in a GLB with hard-coded roster limits.


I agree with this. XP limiters may have made since to discourage those teams who were fielding huge rosters back in the day... But now with a 55 man roster limit, I'm thinking it is time to throw the XP formula out the window, and just make it a fixed amount of XP for every player on game day. Would solve a lot of issues tbh (ssb, rotting players, etc, etc.).
 
CinTex
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This is a massive philosophy fail by Bort & Co.

Agents have to pay for players yet there is no guarantee that they will mature to Max potential...

This creates stupid teams that only have 20-30 Human players to ensure 50 plays/game... I know it for a fact because I had to do this in order to keep up with other teams....

I don't like it but its the cost of competition these days....

All agents who boost should be guaranteed Max EXP!
 
Mob-6
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I agree that at worst you should just give everyone max xp, but that doesn't solve the problem of guys who miss a game because their contract runs out and they can't get signed to a new team before the next game. Every player should be give 16 full games worth of xp throughout the season- that is 1 full game of XP every other day.

As a side, this would also eliminate slow building because you would get your max game XP every day regardless of whether you were on a roster. Can't find a team? We won't penalize your player by not giving him XP and forcing him to remain a few levels behind where he should be. He'll get max XP every other day just like guys on teams, and when someone finally does pick him up, he will not have lost levels.
 
Deathblade
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Originally posted by Mob-6
I agree that at worst you should just give everyone max xp, but that doesn't solve the problem of guys who miss a game because their contract runs out and they can't get signed to a new team before the next game. Every player should be give 16 full games worth of xp throughout the season- that is 1 full game of XP every other day.

As a side, this would also eliminate slow building because you would get your max game XP every day regardless of whether you were on a roster. Can't find a team? We won't penalize your player by not giving him XP and forcing him to remain a few levels behind where he should be. He'll get max XP every other day just like guys on teams, and when someone finally does pick him up, he will not have lost levels.


Give every player 180xp per day, imo

have boosting only give SP and no levels ldo
Edited by Deathblade on Feb 28, 2010 13:14:15
 
oronis
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/signed
 
ljsefton
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Originally posted by Mob-6
I agree that at worst you should just give everyone max xp, but that doesn't solve the problem of guys who miss a game because their contract runs out and they can't get signed to a new team before the next game. Every player should be give 16 full games worth of xp throughout the season- that is 1 full game of XP every other day.


The easiest way to stop the missing a game because the contract expired in season is to get rid of the full season contracts make every contract expire on day 40 regardless of when the player signs, then the owner only needs to decide if he is offering a 1, 2, or 3 season contract to each player.
 
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