Summary of recent testing activity ...
1. Reworked Pump Fake
Originally posted by Bort
With the addition of new fake SA's, I redid the pump fake skill to work pretty much primarily on nearby zone defenders, and added an icon for when a guy falls for it. Might be kinda weak now, not sure, but combined with look off it seems pretty decent.
Originally posted by PP
I'll setup a test in the morning....one D will run pure zone, the other pure man, I'll just run the pump n go all game for both teams, no repeat play penalty.
I'll be honest, though. I'm more than a little worried about this. WRs weren't getting open nearly enough before. If the pump fake isn't as effective against man as it was, this could be a no good thing, IMO
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2. Double Morale/Energy effect
Originally posted by Bort
Uploaded version of sim with double morale/energy effect for testing. Could be too strong now, but also could be lolworthy in Q4
Catch ran three test games:
Game 1 - Energy and Morale both enabled: http://test.goallineblitz.com/game/game.pl?game_id=1952
Game 2 - Morale disabled: http://test.goallineblitz.com/game/game.pl?game_id=1953
Game 3 - Energy Disabled: http://test.goallineblitz.com/game/game.pl?game_id=1954
... and then three more with energy settings at 1/0 to minimize subs:
Game 4 - Energy and Morale both enabled, settings at 1/0: http://test.goallineblitz.com/game/game.pl?game_id=1955
Game 5 - Energy and Morale both enabled, settings at 1/0: http://test.goallineblitz.com/game/game.pl?game_id=1956
Game 6 - Energy and Morale both enabled, settings at 1/0, depth chart set up correctly: http://test.goallineblitz.com/game/game.pl?game_id=1957
● Bort is currently tinkering with the rate of Breath drain, possibly a "compounding effect" resulting in players getting tired faster late in games.
● Side discussion brought up the idea of icons/pop-ups/indicators for players' current in-game morale/energy levels. Bort likes the idea.
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3. Reward Points
Originally posted by Bort
Added a new type of point: reward points. These are like flex points, but are non-refundable on retire. They'll be taking the place of the free handouts and used to track free players, etc. They cannot be used on team-related purchases, other than scrimmages, however, because there are a lot of multis that get created to simply buy peewee or casual teams (we'll be raising the price of these to 450 or 500).
Things that should have been completed with this:
* Show reward points on home page
* Show reward points as part of flex point total on flex points page
* Show reward points as part of flex point total on boost player and spend reward points first
* Show reward points as part of flex point total on boost all players page and spend reward points first
* Show reward points as part of flex point total on create player and spend reward points first
* Show reward points as part of flex point total on custom item and spend reward points first
* Show reward points as part of flex point total on buy PF and spend reward points first
* Spend reward points first for friendly scrimmage price
* Make custom eq refund not count reward points when selling directly
* Make retirement refund not count reward points used toward total and spend reward points first
* Add ability to see/edit reward points on user admin
Admins (me, catch) should be able to add points to your account if you want to test it.
Originally posted by jbleich
Something we can use to tie in "rewards" for frequent Boosters/Flex Buyers? I know you had mentioned it a while back and it's been referenced a few times in GLB main, but now you've got the interface for it.
I do agree that the "reward" flex that you hand out every season should be not refunded on retirement.
And the raise in Pee Wee/Casual team price is not going to go over well
Originally posted by Bort
Ding ding
Gives us more freedom to do rewards because we're not giving away a 70% refund with it too. That adds up!
Team price raise is required to get rid of the damn multi exploit. We shut down at least 30-40 multis with nothing but new teams every season. They're used for cash farms or to get a free team. Even if it was 401, it would fix it, but it should be an even number
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4. Percentage items with diminishing returns
Originally posted by Bort
Diminishing returns coded in sim and on player profile.
● Preparing interface/mechanics for changes.
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5. Updated refund price for offseason retirements
Originally posted by Bort
Full refund for < 80 day old players, 80% refund for 120 day old players
Need math check I guess.
● Preparing interface/mechanics for changes.
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
1. Reworked Pump Fake
Originally posted by Bort
With the addition of new fake SA's, I redid the pump fake skill to work pretty much primarily on nearby zone defenders, and added an icon for when a guy falls for it. Might be kinda weak now, not sure, but combined with look off it seems pretty decent.
Originally posted by PP
I'll setup a test in the morning....one D will run pure zone, the other pure man, I'll just run the pump n go all game for both teams, no repeat play penalty.
I'll be honest, though. I'm more than a little worried about this. WRs weren't getting open nearly enough before. If the pump fake isn't as effective against man as it was, this could be a no good thing, IMO
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
2. Double Morale/Energy effect
Originally posted by Bort
Uploaded version of sim with double morale/energy effect for testing. Could be too strong now, but also could be lolworthy in Q4
Catch ran three test games:
Game 1 - Energy and Morale both enabled: http://test.goallineblitz.com/game/game.pl?game_id=1952
Game 2 - Morale disabled: http://test.goallineblitz.com/game/game.pl?game_id=1953
Game 3 - Energy Disabled: http://test.goallineblitz.com/game/game.pl?game_id=1954
... and then three more with energy settings at 1/0 to minimize subs:
Game 4 - Energy and Morale both enabled, settings at 1/0: http://test.goallineblitz.com/game/game.pl?game_id=1955
Game 5 - Energy and Morale both enabled, settings at 1/0: http://test.goallineblitz.com/game/game.pl?game_id=1956
Game 6 - Energy and Morale both enabled, settings at 1/0, depth chart set up correctly: http://test.goallineblitz.com/game/game.pl?game_id=1957
● Bort is currently tinkering with the rate of Breath drain, possibly a "compounding effect" resulting in players getting tired faster late in games.
● Side discussion brought up the idea of icons/pop-ups/indicators for players' current in-game morale/energy levels. Bort likes the idea.
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
3. Reward Points
Originally posted by Bort
Added a new type of point: reward points. These are like flex points, but are non-refundable on retire. They'll be taking the place of the free handouts and used to track free players, etc. They cannot be used on team-related purchases, other than scrimmages, however, because there are a lot of multis that get created to simply buy peewee or casual teams (we'll be raising the price of these to 450 or 500).
Things that should have been completed with this:
* Show reward points on home page
* Show reward points as part of flex point total on flex points page
* Show reward points as part of flex point total on boost player and spend reward points first
* Show reward points as part of flex point total on boost all players page and spend reward points first
* Show reward points as part of flex point total on create player and spend reward points first
* Show reward points as part of flex point total on custom item and spend reward points first
* Show reward points as part of flex point total on buy PF and spend reward points first
* Spend reward points first for friendly scrimmage price
* Make custom eq refund not count reward points when selling directly
* Make retirement refund not count reward points used toward total and spend reward points first
* Add ability to see/edit reward points on user admin
Admins (me, catch) should be able to add points to your account if you want to test it.
Originally posted by jbleich
Something we can use to tie in "rewards" for frequent Boosters/Flex Buyers? I know you had mentioned it a while back and it's been referenced a few times in GLB main, but now you've got the interface for it.
I do agree that the "reward" flex that you hand out every season should be not refunded on retirement.
And the raise in Pee Wee/Casual team price is not going to go over well
Originally posted by Bort
Ding ding
Gives us more freedom to do rewards because we're not giving away a 70% refund with it too. That adds up!
Team price raise is required to get rid of the damn multi exploit. We shut down at least 30-40 multis with nothing but new teams every season. They're used for cash farms or to get a free team. Even if it was 401, it would fix it, but it should be an even number
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
4. Percentage items with diminishing returns
Originally posted by Bort
Diminishing returns coded in sim and on player profile.
● Preparing interface/mechanics for changes.
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
5. Updated refund price for offseason retirements
Originally posted by Bort
Full refund for < 80 day old players, 80% refund for 120 day old players
Need math check I guess.
● Preparing interface/mechanics for changes.
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Edited by Catch22 on Mar 9, 2010 00:42:08
Edited by Catch22 on Mar 9, 2010 00:41:49
Edited by Catch22 on Mar 9, 2010 00:41:31