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Catch22
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FYI - Bort's going to be coding a thing where you can set a player to train an attribute up to a certain point (so for example, you want to train speed up to 40, it would automatically train the player until he hit that point every day, you wouldn't have to train them individually). The User Interface will make it more intuitive.

Training System

Players continue to receive 2 training points per day. You can save up to 30 training points. If you are not on a team, the maximum you can save is 14 training points. All in game bonuses only apply during regular season games, they can not be used in the playoffs. You can save as many bonus tokens as you want, we are removing the database requirement that limits it at 255.

NOTE - new players will be given 10 bonus tokens upon player creation. In addition players who have an odd number of training points (i.e. 7) will be given one additional training point to give them an even number.

Pre-Existing Bonus Tokens

Any bonus tokens you have that is not in AEQ when the new training system is rolled out will be tripled. Example: You have 20 bonus tokens. The new training system is rolled out and these 20 bonus tokens are converted to 60.

Purchasing +Morale

--Purchase +1 to morale, 3 bonus tokens
--Purchase +5 to morale, 12 bonus tokens
--Purchase +10 to morale, 20 bonus tokens

Training

Primary training allows a player to train one attribute. There are three options available to a player at a cost of 2 training points.

--intense = largest training bonus (equal to 110% of what normal training currently is) +1 bonus token
--normal = medium training bonus (equal to 85% of what normal training currently is) +2 bonus tokens
--light = small training bonus (equal to 40% of what normal training currently is) +3 bonus tokens

Let's use a hypothetical example (these numbers do not necessarily reflect what they would actually be) to demonstrate:

--intense = +66% +1 bonus token
--medium = +51% + 2 bonus tokens
--light = +24% + 3 bonus tokens

Enhanced Training

Level One - 5 bonus tokens to unlock, 10% bonus to training on an attribute
Level Two - 10 bonus tokens to unlock, 20% bonus to training on an attribute
Level Three - 15 bonus tokens to unlock, 30% bonus to training on an attribute
Level Four - 20 bonus tokens to unlock, 40% bonus to training on an attribute
Level Five - 25 bonus tokens to unlock, 50% bonus to training on an attribute

Example of how this works:

You want to increase the bonus to when you train strength. You decide you want to get the Level Three bonus so you pay 30 bonus tokens. Any time in the future when you train strength, you will gain a 30% bonus to training. This is regardless of the training intensity level.

For example, using the above example this is how much your strength would go up when training it:

Intense: +85.8% +1 bonus token
Normal: +66.3% + 2 bonus tokens
Light: +31.2% + 3 bonus tokens

Bonus Token Store

The following are the upgrades that are available to be purchased with bonus tokens:

--unlock attributes
--train two or more attributes
--in game bonuses
--accumulate skill points
--extra SA options
--shopping/AEQ bonuses

Unlock Attribute

To unlock an attribute so that you can train more than one attribute at a time, you must do the following:

Unlock 1st attribute - 5 bonus tokens
Unlock 2nd attribute - 10 bonus tokens
Unlock 3rd attribute - 15 bonus tokens
Unlocking additional attributes = increase of 5 bonus tokens from cost of previous unlocked attribute

Training Multiple Attributes

Training multiple attributes will always be at the intense training setting. You get a bonus for attributes being trained depending on how many attributes you are training. Four is the maximum number of attributes you can train at once.

Two Attributes: cost = 4 training points, receive 2 bonus tokens, +5% bonus to all attributes being trained
Three Attributes: cost = 6 training points, receive 3 bonus tokens, +20% bonus to all attributes being trained
Four Attributes: cost = 8 training points, receive 4 bonus tokens, +30% bonus to all attributes being trained

Example:

You want to train Strength, Speed, and Agility. Strength is currently +50% when training intense, Speed is +30% when training intense and Agility is +20% when training intense. You spend 6 training points and receive 3 bonus tokens. Your gains for training the three attributes would be as follows:

Strength: +60% (50% times +20% bonus)
Speed: +36% (30% times + 20% bonus)
Agility: +24% (20% times + 20% bonus)

In Game Bonuses

These will be replacing the current +5 to an attribute that you can get for 4 bonus tokens. Limited to two attributes per game. Each point in an attribute costs two bonus tokens.

Accumulating Skill Points

You can purchase one skill point for 12 bonus tokens.

Extra SA Options

Swap Extra SA with a different Extra SA - 2-22 bonus tokens depending on how many points you have in the SA (at 0 it would cost 2 bonus token, at 10 it would cost 22 bonus tokens). Each additional swap is an increase of 11 bonus tokens per swap depending on how many points you have in the SA (so if you wish to swap it a 2nd time and have 10 in that extra SA currently it would cost 33 bonus tokens)

First Swap, Second Swap, Third Swap, Fourth Swap
0 in SA = 2, 13, 24, 35
1 in SA = 4, 15, 26, 37
2 in SA = 6, 17, 28, 39
3 in SA = 8, 19, 30, 41
4 in SA = 10, 21, 32, 43
5 in SA = 12, 23, 34, 45
6 in SA = 14, 25, 36, 47
7 in SA = 16, 27, 38, 49
8 in SA = 18, 29, 40, 51
9 in SA = 20, 31, 42, 53
10 in SA = 22 , 33, 44, 55

Add an extra SA - 30 bonus tokens
Each additional extra SA is an increase of 30 bonus tokens (so if you've already added a 2nd extra SA and wish to add a 3rd, it would cost 60 bonus tokens)

AEQ and Enhanced Shopping

AEQ will cost bonus tokens, ranging from 1 bonus token (most basic item) to 20 bonus tokens (most advanced item). AEQ will cost 24 bonus tokens to upgrade every 8 levels. If you sell AEQ, you will lose the bonus tokens used to purchase the item but will be refunded the bonus tokens used to upgrade the item. To convert a piece from one body part to another will cost 12 bonus tokens. To shop in the AEQ store, it will cost 2 bonus tokens. If you have shopping tokens saved up, you will be given one shopping trip for each shopping token you have. If you wish to enhance your shopping, you can do the following by spending additional bonus tokens on the AEQ store page:

10 bonus tokens = AEQ with +1 to an attribute
15 bonus tokens = AEQ with +2% suffix item or basic SA
20 bonus tokens = AEQ with +2 to an attribute
30 bonus tokens = AEQ with +3% suffix item or advanced SA
40 bonus tokens = AEQ with +3 to an attribute
60 bonus tokens = AEQ with +5% suffix item or any SA (including extra SA's)

You can combine any attribute upgrade with a +% suffix/SA upgrade. For example, if you wanted something with a +3 to speed (40 bonus tokens) and +3% to fake (30 bonus tokens) you would have to pay 70 bonus tokens to create the piece.
Edited by Catch22 on May 13, 2010 08:49:15
Edited by Catch22 on May 7, 2010 09:08:02
Edited by Catch22 on May 3, 2010 10:12:55
Edited by Catch22 on May 3, 2010 07:56:44
Edited by Catch22 on May 3, 2010 07:53:10
 
Catch22
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Changed existing bonus token conversion from doubled to tripled. Also reduced cost of the shopping bonuses.
Edited by Catch22 on Apr 18, 2010 01:23:37
 
Catch22
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Corrected typo, should have been 1 additional bonus token (see bolded part) not 2.

Training Multiple Attributes

Training multiple attributes will always be at the intense training setting.

Two Attributes: cost = 4 training points, receive 2 bonus tokens
Each additional attribute trained: cost = 2 training points, receive 1 additional bonus token
 
Catch22
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Added the following:

Here a few screen shots of what the preliminary interface will look like (subject to change but it works for illustrative purposes):

http://goallineblitz.com/training_shot1.jpg
http://goallineblitz.com/training_shot2.jpg
http://goallineblitz.com/training_shot3.jpg
http://goallineblitz.com/training_shot4.jpg
 
turnit643
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Highlights since the revision ...

Discussion: http://goallineblitz.com/game/forum_thread.pl?thread_id=3950645


Originally posted by Bort
Originally posted by reddogrw
Originally posted by Catch22
Here a few screen shots of what the preliminary interface will look like (subject to change but it works for illustrative purposes):

Training Page
http://goallineblitz.com/training_shot4.jpg

Bonus Token Store, where you can spend your BT's
http://goallineblitz.com/training_shot1.jpg
http://goallineblitz.com/training_shot2.jpg
http://goallineblitz.com/training_shot3.jpg

how about the equipment upgrade screen shots?

Not done yet. Pretty much the exact same interface mostly, though. Just replace cash with BT's or (free). The AEQ store will have a pulldown for extra options when you click the refresh button, if you want to add more items to the roll.

The custom AEQ builder portion will be almost exactly like the custom eq page with +/- options and a pulldown for the bonus you want.


Originally posted by Catch22
Originally posted by Frycicle

So AEQ is now 30 tokens to upgrade instead of 8?

Yea, that was an error on my part before - forgot to convert for new system of earning BT's.


Originally posted by Catch22
Originally posted by HULK

About the adv eqp store, does it still scale based on level?
Will a level 55 dot, who upgraded to this point: "40 bonus tokens = 4 additional items in the store and items do not delete after purchasing", will he have 5 items in his store (1 + 4 additional) or 10 items (6 + 4 additional)?

Yes, it still scales to level.


Originally posted by Catch22
Originally posted by ftorek

Catch......How does the morale boost work when you purchase them with bonus tokens?

Same way Night Out on the town currently does. If you morale is 95, you can increase it by purchasing a morale boost.


Originally posted by Catch22
Increased the bonus token conversion rate to three times. Still maxed at 255 though (database limitations).


Originally posted by Catch22
Originally posted by Warlock

Weak. Anyone with at least half a brain, won't touch the shopping bonuses. 10 BT (~5 additional shopping tokens) for one additional item is beyond over-priced... even at a single item per shopping trip, you get 5 additional items for 12 BT (by buying 5 shopping tokens) vs 1 additional item for 10 BT... hmmmm.

Actually reduced the prices for those already. Agreed it was too much.


Originally posted by Catch22
Originally posted by Disastermaster

After reading the whole stuff over and over again it, I still think much more time is needed to train your player effectiv than before. At least as it looks on paper.

Bort's going to be coding a thing where you can set a player to train an attribute up to a certain point (so for example, you want to train speed up to 40, it would automatically train the player until he hit that point every day, you wouldn't have to train them individually). The User Interface will make it more intuitive.


Originally posted by Catch22
Originally posted by ShadowWolf

Do we need to sell all regular EQ and AEQ to get the free set, or just the regular EQ? I just want to be sure that I do this right.

Just the regular EQ.


Originally posted by Catch22
Originally posted by Triple_A

What about our Custom CE, will their be any changes involving CE??

No


Originally posted by Catch22
Originally posted by Warlock

Kind of a bad change... basically if you spend the BT for an additional set of EQ, you have the ability to change that set for free, on the fly (since you get a refund for selling it back). That kind of defeats the purpose of not wanting people to change builds from game to game.
I misread it originally and thought that it was 15 BT per item for the second set (60 total), 30 per item for the third set (120 total), etc... that made more sense to me. It allows some flexibility, but you wouldn't see people completely changing their builds from game to game.

Yea, I'll talk with Bort - might have to increase the cost. 150 might be too cheap. Either that or only refund 1/2 the bonus tokens if you sell it back.


Originally posted by Catch22
Originally posted by odt

I ask this again: are the base training percentages still going off the same formula as before and when will we have the real numbers to work with?

Yes. Bort's never published what the training percentages were, I doubt he does so this time around either. It'll be the same as it currently is - it will show you an approximate gain when training an attribute based on what level the attribute is.


Originally posted by Catch22
Originally posted by iGarf
Originally posted by Catch22

AEQ and Enhanced Shopping

Is purchasing these permanent or just for one AEQ store roll?

One time.


Originally posted by Catch22
Originally posted by Chysil

Is there going to be any changes to the 14 TP limit?

It'll be 30 when the new system comes out.


Originally posted by Catch22
Originally posted by Chysil

"150 bonus tokens = your choice of +3 prefix and +5% suffix item (or +any SA including the extra SA's)"
for all of these, level 4-6
are you allowed to choose and SA and %, or is it just +1-3 as well as either a % or SA

Just a +1 to +3 in attribute (depending in level) and a +% or +SA piece (depending on level).


Originally posted by Catch22
Originally posted by PLAYMAKERS

is it still going to be possible to convert existing AEQ pieces. IE convert a shirt piece to shoes. what will cost of conversion be?

Ah yea, we'll do that - will be 3x what it costs now so 12 bonus tokens. Missed that one, thanks.



Originally posted by Catch22
Originally posted by Saris

A couple observations:
-It's good that you got rid of resource points.
-You've over shot the mark on AEQ costs, 30 is just too high with all of the other BT sinks.
-I think you might have made the BT to SP conversions a little too cheap.
Edit: Also you're stiffing people with the BT conversion, 1 for 3 would be fairer given the weight of BT's in the new system.

not really on the AEQ costs - we want to make AEQ a choice, not a given. Right now you could train light and get 30 BT's in 10 days to upgrade AEQ. In the current system it would take 20 days to earn 8 BT's. If we reduce the AEQ costs, every one will have 4 pieces of fully upgraded AEQ and that's not our intent.


Originally posted by Catch22
Originally posted by Robbnva

I would also like the new SAs in the AEQ


They are on the highest upgrade level.

As for the person who said old AEQ won't work in the new system. What? Of course it will. No one is making you sell your AEQ to get bonus tokens. It's an option you have. If you don't like the conversion rate, keep your AEQ, it'll still work. It's that simple. Bonus tokens will be much easier to earn, which is why the cost for particular items is a bit higher. I might look at knocking the prices down a little bit but I did the numbers and they all seemed within line of what you can currently do. To get a +3, +5% piece of AEQ and fully upgrade it to level 64 would require the following:

160 bonus tokens to get the item
192 bonus tokens to upgrade from level 1 to level 64
352 bonus tokens total

To get 352 bonus tokens it would take you
118 days of training on light
176 days of training on medium

We didn't design the shopping bonuses so people could get 3 pieces of +3, +5% AEQ and fully upgrade it. It's meant to where you should get a maximum of one, maybe two "custom" pieces. If you don't want to pay the higher cost you can continue to shop as normal.


Originally posted by Catch22
Originally posted by ijg

Some more questions

1) Primary training: So it takes 60 BTs to get to my lvl 3 30% bonus...Does that mean any atty I train gets that 30% bonus or so I need to pay 60 BT to get it for speed, 60 for str, etc.
2) Multiple training: If I spend 70 BT to unlock 4 attributes (say spd, ag, str, tkl), if I am doing a 2 pair train, can I only do any combo of those 4 then (so speed with any of those three)? Or does that mean if I want to train something else (say vision), that I can choose only from one of those 4 to go with vision? Basically, is there a base attribute I train with the things I unlock or can I not train 2 things until I have done two unlocks? If it's the former and I choose to unlock speed, can I train speed with anything else or only agility, stam, or tkl like in the current pair training?
3) Is today's normal training equivalent to a light, medium, hard, or intense workout as far as the training % gain for our bar. That would help a lot to put these changes in to context.
4) If I do the 40 BT shopping item, what does items do not delete after purchasing mean? Are those non-bought items there forever (in which case the interface gets unwieldy over time) or do they only remain until I go to shop again, so that if I get two good items, I need to buy them both immediately before I shop again?


#1 - you need to pay 60 BT to get it for a single attribute but it will be unlocked forever on that attribute.

#2 - Yes, you can only multiple train attributes you have unlocked. I've reduced the cost of unlocking attributes a bit.

#3 - Today's normal = tomorrow's intense.

#4 - Currently when you buy an item, the other items in the store go away. If you do that option, you could buy an item and the other items would remain so you could buy a 2nd item. Not there forever, just there until you buy a 2nd item or refresh the store.


Originally posted by Catch22
Originally posted by tragula
Originally posted by Catch22
Originally posted by tragula
Originally posted by Catch22
Originally posted by tragula
Originally posted by Catch22
Originally posted by tragula

Now I am lost. Can someone explain to me how the multiple train work ?

There will be a UI mock up available in a couple days. If you don't understand it after that, I'll be glad to explain (I'll be glad to explain now if you want).

Great news, I guess that will be enough.
You probably need to fight that finance thread that keep growing up
If you are still here,
How much BT it will cost me to:
train strength with blocking
then blocking with speed
and finally blocking speed and kicking together.

I'm assuming you want to unlock all these attributes so would work as follows:

Train Strength with Blocking - you'll have to unlock one of those two as a 2nd attribute. 5 Bonus tokens to do that. Then to train two attributes it costs 4 training points and you receive two bonus tokens in return.

Train Blocking with Speed - It'd cost 10 bonus tokens to unlock Speed. Then to train two attributes it costs 4 training points and you receive two bonus tokens in return.

Train Blocking, Speed, Kicking - It'd cost 15 bonus tokens to unlock Kicking. Then to train three attributes it costs 6 training points and you receive four bonus tokens in return.

Thanks. So basically the following logic is fail ?
Train strength and blocking : I need to unlock 1 attribute so let's make it blocking = 5BT
Train Blocking with Speed : Blocking is already unlocked so I can do that for free
Train Blocking, Speed, Kicking : Blocking is already unlocked so I need to unlock another attribute (say speed ) =10 BT

Nope that's good logic.

A balance question:

Multiple training two attributes each time is more or less equal to the current intense training (with a small BT cost for every other attribute). You gain 2 new BTs for each old one. However the conversion rate is 3 to 1 (using the AEQ upgrades measure).

If I understand the new training gains of intense match the old ones on normal which mean that the above is true in this aspect too.

So in terms of AEQ a user in the new system has only 2/3 of the BTs he had in the old system. Ie 2-3 AEQs per player in now 1-2 AEQ. Unless you are willing to lower the training effectiveness drastically.

Is this by design ?


Not really if you think about it.

Currently it takes you 2.5 days to intense train two attributes and get 1 bonus token.
In the new system it takes you 2 days to intense train two attributes and get 2 bonus tokens.

Over 10 days, current system = 4 bonus tokens, new system = 10 bonus tokens, so conversion rate is 2.5 bonus tokens.

However, if you do 3 attributes it would take you three days to intense train two attributes and get 4 bonus tokens.

Over 15 days, current system = 6 bonus tokens, new system with 3 attribs = 24 bonus tokens, so conversion rate is 4 bonus tokens.

We're basically making it a bit of an incentive to train 3. Small penalty to train 2.


Originally posted by Catch22
Originally posted by kuaggie

so question about the AEQ store: We'll still have the same rolls/chances of getting good equipment w/ random rolls....just tthe difference is now that shopping tokens are harder to come by and there are guaranteed ways to get the EQ you want?

Also, I don't understand why you don't make an equal conversion for bonus tokens.

And if AEQ costs more BT to upgrade, in the event that you sell a piece of AEQ upgraded prior to this change will you get get 24 BT back per level or 8 back per level?

Also is the regular conversion still 2:1?

Shopping tokens aren't harder to come by. You can get 10 shopping tokens for 20 bonus tokens. That would take you 7 days of training on light. Currently if you did 7 days of training with +1 shopping token you would get 7 shopping tokens.

AEQ store will work the same. You can just upgrade what you do in the store if you want to pay bonus tokens to do so.

We changed the conversion to 3:1.


Originally posted by Catch22
Originally posted by Meatdawg
Originally posted by Catch22
Originally posted by Meatdawg

I can't find where this was posted but if you sell back your AEQ under the system, do you get any BT refund?

Under new system? Yea, you'd get any BT's invested back. So if you had upgraded something 8 times, you'd get 192 back. Don't sell two at once though lol.

So then it wouldn't matter if we had to sell back AE now, or after the change to the new system?

Is this correct?
Take a level 8 piece.
Sell back now for 64 Bonus Tokens. 64x3 = 192
Sell back under NEW system 192 Bonus Tokens. 8x24 = 192
This would let players take more then the limit of 255 since they could sell there AE after, just not all at once.

I would assume that is correct. AEQ that is carried forward if sold should be at the equivalent value in the new system, not the old one.


Originally posted by Catch22
Originally posted by PLAYMAKERS

Catch if you get a second:
1. what level does a player have to be in order to see a +3 attribute 5% suffix assuming just regular shopping?
2. are +SA advanced just the end tree SAs?
3. When you swap an extra SA, I'm assuming your skill points are not lost, but merely transferred into new extra SA?

#1 - no clue. I think I've seen those pieces around level 32 or so before. Don't know exact number though.
#2 - basically, yes
#3 - no skill points aren't lost, they are transferred. Cost of course scales based on how many points you have in the SA.


Originally posted by Catch22
Originally posted by kurieg

Ok, upon further inspection, I don't understand the unlocking of attributes thing. Say I want to make the following combos:
Spd/Agility
Agility/Tackling
Tackling/Vision
Stam/Conf
What's my cost to get this set up under the new system? Notice each one's just a pair trained together.

First one - 5 BT's to unlock agility
Second one - nothing since you unlocked agility
Third one - 10 BT's to unlock one of the two
Fourth one - 15 BT's to unlock one of the two
30 total. You'll be able to train all the ones you unlocked in any combination afterwards.


Originally posted by Catch22
Originally posted by bigg987

so anyone can train one attribute at a time... zero token cost?
if you want to train two at a time.. one off payment, and that new unlocked attribute can be train with any other attribute for zero cost, from then on?
if you want to train the unlocked attribute, with two other attributes(one being the already unlocked attribute) you pay to unlock just one?, then the two unlocked attributes can be trained with any for free, from then on?

also. when training more than one attribute, is the % gained the same for each attribute?
so in theory you can unlock two and train those two with any other and gain the same % for each as just training one(no unlocks)?


You can train any attribute by itself.
To train a 2nd attribute, you have to have unlocked it. You can train that in combination with any attribute.
To train a 3rd attribute, you have to have unlocked it. You can train that in combination with any attribute (attribute #1) and any attribute that has also been unlocked (attribute #2).
So to train three attributes, at a minimum you have to have unlocked two.

% gain depends on what the attribute is at and if any of them are enhanced. It will vary between attributes. Example explained that:

Example:
You want to train strength, speed, and agility. This would cost you 6 training points and you would receive 3 bonus tokens. Each attribute would go up by whatever amount intense training that attribute by itself would go up including any unlocked enhanced training levels. For example, let's say that strength increase is +50%, speed increase is +40%, and agility increase is +30%. You have all three at enhanced level one.

Strength would go up +55%, Speed would go up +44%, and agility would go up +33%.


Originally posted by Catch22
Originally posted by Saris

Man I really don't like the newly explained multi training.

The beauty of receiving 2 additional BT's per additional attribute was that it made large multi trains worthwhile advancing in BT's received per Training Point like this:

3 attributes = .67 BT/TP
4 attributes = .75 BT/TP
5 attributes = .8 BT/TP

Under the revised system there's no benefit at all for larger multi trains.

Not to mention that people will be starved for BT's. I thought BT's would be thin before I read this but now people will be damn hardpressed to upgraded two AE's, without totally destroying their training.

Man, players will be SOOOOooooooo much worse that are created under this system than the old one.

Just let people train any two attributes of their choosing when a "2nd attribute" option is unlocked. At a cost of 4 TP's, that gives 2 BT's. Then any 3 attributes of their choosing when a "3rd attribute" option is unlocked at a cost of 6 TP's per train and giving 4 BT's etc. It would be lightyears friendlier to the building process, and the players built under that system wouldn't be 3 steps back from what we have now.
Then 20


If we scaled an increasing cost for training 3+ attributes there'd never be any incentive to train one attribute by itself or two train two at once. Every one would unlock 3-4 attributes and go to town.

Way it works now:

One attribute you can earn 0-3 BT's with 2 TP's
Two attribute you can earn 1 BT with 2 TP's
Three attribute you can earn 1 BT with 2 TP's
Four attribute you can earn 1 BT with 2 TP's

If we scaled it at +2 per increase in attribute it'd be:

One attribute you can earn 0-3 BT's with 2 TP's
Two attribute you can earn 1 BT with 2 TP's
Three attribute you can earn 1.33 BT with 2 TP's
Four attribute you can earn 1.5 BT with 2 TP's

No one would ever train intense, hard, or medium one attribute. They'd either train light to get +3 BT's or train as many attributes as they could. This way it doesn't give one too much of an incentive over another.

I'd disagree that this is way worse then what we have now. With enhanced training you can actually increase the base value of training over what it currently is. You can also train more than two attributes at once. Want to train your quarterback in THR, STR, VIS, and CON all at once? Unlock three of the attributes and you can. Can't do that now.


Originally posted by Bort
Originally posted by kurieg

It seems to me that in the old Intense system, if you can work out pairs that are better, you're ahead of the new system.

Old:
5 TPs = 2 skills trained at 25% bonus. 3 bonus tokens (because of the new system inflation)

New:
4 TPs = 2 skills trained. 2 bonus tokens.

So, for 1 extra TP, the old system nets a 25% training bonus and an extra BT.


Actually the TP spent per training is the same between the two systems. The only difference is the number of bonus tokens.

In the new system, each increase ALWAYS costs 2 TP, meaning there is no need for a 25% boost.

In the old system, you have to spend 5 TP to train 2 at once, meaning the gain needs to have a 25% boost to make up the difference.

Say I train 2 attributes that each increase by 60 points.

Old system:

Total gain = 120 * 1.25 (150), costs me 5 TP's.
150/5 = 30 points gained per training point spent.
I get 1 bonus token.

New system:
Total gain = 120, costs me 4 TP's.
120/4 = 30 points gained per training point spent.
I get 2 bonus tokens.

Since we want to give some reason to do lighter single training sometimes to gain bonus tokens, instead of just making multi-train the only logical choice, I'd say we're pretty balanced there.


Originally posted by Catch22
Originally posted by Bort

Since we want to give some reason to do lighter single training sometimes to gain bonus tokens, instead of just making multi-train the only logical choice, I'd say we're pretty balanced there.

You guys are missing the most important part of Bort's quote.

Old system there was ONE way you could gain BT's - it was at a rate of 1 every 2.5 days (equivalent of 3 every 2.5 days or 1.2 per day)

New system there are multiple ways:
Hard - 1.0 per day
Medium - 2.0 per day
Light - 3.0 per day
Two+ - 1.0 per day

So we're reducing the bonus token conversion for training two attributes by .2 per day because there are options where that efficiency is increased up to 250%. If we just made it easy to obtain BT's through training 2+ attributes that is all people would ever do.


Originally posted by Catch22
Originally posted by Saris

In other words if we did 7 seasons worth of multi-trains during the player's career. We would lose 78 BT's vs the old system just in training, then when you factor in the 4 attributes we'd conservatively have to unlock that's an additional 50 BT's. Sooo just to get back to where we are right now in the current system we'd have to do 43 light trains. That's an entire season and part of a preseason just to catch up with our BT's.

And for what it's worth people would still do the light trains at the end of their careers regardless.


It is what it is man - sorry. Bort thinks this is the best way to ensure balance between the various options and it's not like every one won't be using the same training system. You also need to factor in that ALG's are more efficient (for most builds now) so build efficiency will be balanced out somewhat (if we'd had time, probably would have made more sense to roll this out with the archetypes).


Edited by turnit643 on Apr 19, 2010 00:24:15
 
Catch22
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Made the following revisions:

#1: Got rid of the hard training level and defined what each level would be in relations to current training.

Intense: biggest training bonus (25% bonus to what normal training currently is), +1 BT
Normal: normal training bonus (= to what normal training currently is), +2 BT
Light: small training bonus (25% penalty to what normal training currently is), +3 BT

#2: Reduced the cost of enhanced training from 10-20-30-40-50 to 5-10-15-20-25.

#3: Gave a bonus to training multiple attributes and limited the number of attributes that could be trained to four. Multiple attributes are now as follows:

Two Attributes: cost = 4 training points, receive 2 bonus tokens, +5% bonus to all attributes being trained
Three Attributes: cost = 6 training points, receive 3 bonus tokens, +15% bonus to all attributes being trained
Four Attributes: cost = 8 training points, receive 4 bonus tokens, +30% bonus to all attributes being trained

#4: Got rid of the first two levels of Shopping Enhancements and reduced the cost for the last three levels to 25-50-100 instead of 50-100-150.
Edited by Catch22 on Apr 20, 2010 19:56:37
Edited by Catch22 on Apr 20, 2010 12:36:12
Edited by Catch22 on Apr 20, 2010 12:21:46
Edited by Catch22 on Apr 20, 2010 12:18:48
 
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Removed 255 Bonus Token requirement. Bort is going to change how database storage works for bonus tokens.
 
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Revised the following:

--Added training point saving limitation of 14 if you are not on a team.
--Removed the option to purchase shopping tokens with bonus tokens. A shopping trip will cost 2 bonus tokens from here on out.
--Changed values on intense, normal, and light training from 125%-100%-75% of what normal training currently is to 110%-85%-40%.
--Changed bonus for training three attributes from 115% to 120%.
--Changed temporary in game bonus to an attribute cost to a flat two bonus tokens per skill point increase. Changed number of attributes that can be used in a game from three to two.
--Changed AEQ bonus token upgrades to split up +attribute upgrades and +% suffix item/SA upgrades.
--Added note stating that new players will be given 10 bonus tokens upon player creation.
--Added note stating that players who have an odd number of training points will be given one additional training point to give them an even amount.
Edited by Catch22 on May 3, 2010 10:13:23
 
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Added the following clarification re: shopping tokens:

--If you have shopping tokens saved up, you will be given one shopping trip for each shopping token you have.
Edited by Catch22 on May 3, 2010 07:57:00
 
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A few more screenshots:

EQ page and upgrading existing item
http://goallineblitz.com/eq_shot1.jpg
http://goallineblitz.com/eq_shot2.jpg

Buying a new item
http://goallineblitz.com/eq_shot3.jpg
http://goallineblitz.com/eq_shot4.jpg
http://goallineblitz.com/eq_shot5.jpg

Advanced Store
http://goallineblitz.com/eq_shot6.jpg
 
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Removed the following option:

10 bonus tokens = 4 additional items in the store and items do not delete after purchasing
 
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Informational:

Recommended SA's and cost in new EQ system

Absorb Pain - 30 bonus tokens HB FB TE OL
Aura of Intimidation - 15 bonus tokens All players except QB
Automatic - 30 bonus tokens K
Balance - 60 bonus tokens All Players
Big Boot - 30 bonus tokens K P
Big Hit - 15 bonus tokens K P Defense
Big Sack - 30 bonus tokens DT DE LB SS FS
Blitz - 15 bonus tokens Defense
Brace For Impact - 60 bonus tokens HB WR FB TE
Break Through - 15 bonus tokens K P DT DE LB SS FS
Calm Nerves - 15 bonus tokens K P
Catch Fake - 60 bonus tokens WR TE
Catch In Stride - 60 bonus tokens HB WR FB TE
Change Direction/Quick Cut - 15 bonus tokens All Players
Closing Speed - 30 bonus tokens K P Defense
Cover Up - 15 bonus tokens QB HB WR FB TE
Cut Block - 15 bonus tokens HB WR FB TE OL
D-line General - 30 bonus tokens DT
Defense General - 30 bonus tokens LB
Demoralize - 30 bonus tokens QB
Disguise Blitz - 60 bonus tokens LB CB SS FS
Dive For Yardage - 30 bonus tokens QB HB WR FB TE
Diving Catch - 15 bonus tokens HB WR FB TE
Diving Tackle - 15 bonus tokens K P Defense
Field General - 30 bonus tokens QB
Fire Up - 60 bonus tokens K Defense
First Step - 15 bonus tokens All Players
Foundation - 15 bonus tokens HB FB TE OL
Gang Tackle - 60 bonus tokens K P Defense
Get Low - 15 bonus tokens HB WR FB TE OL
Glare - 15 bonus tokens DT DE LB
Hands - 15 bonus tokens HB FB TE OL
Hang Time - 15 bonus tokens P
Head Fake - 15 bonus tokens QB HB WR TE
Head Hunter - 60 bonus tokens K P LB CB SS FS
Head of Steam - 60 bonus tokens LB CB SS FS
Hurdle - 60 bonus tokens QB HB WR FB TE
Jackhammer - 60 bonus tokens LB CB SS FS
Juke - 30 bonus tokens QB HB WR FB TE
Jumping Catch - 15 bonus tokens HB WR FB TE
Lead Block - 15 bonus tokens HB FB TE OL
Line General - 30 bonus tokens C
Look Off - 60 bonus tokens QB
Lower The Shoulder - 15 bonus tokens QB HB WR FB TE
Monster Hit - 30 bonus tokens K P Defense
On The Run - 15 bonus tokens QB
One Handed Catch - 30 bonus tokens HB WR FB TE
Open Field Fake - 60 bonus tokens QB HB WR FB TE
Pancake - 30 bonus tokens HB WR FB TE OL
Pass Block - 15 bonus tokens HB FB TE OL
Pocket Presence - 15 bonus tokens QB
Power Through - 30 bonus tokens QB HB WR FB TE
Protector - 30 bonus tokens OT
Pummel - 60 bonus tokens HB FB TE OL
Pump Fake - 15 bonus tokens QB
Quick Read - 60 bonus tokens QB
Relentless Pursuit - 60 bonus tokens DT DE LB
Return Specialist - 15 bonus tokens HB WR TE CB
Route Running - 15 bonus tokens HB WR FB TE
Run Block - 15 bonus tokens WR FB TE OL
Scat Back - 60 bonus tokens HB FB
Shed Blocks - 15 bonus tokens K P Defense
Shock Block - 15 bonus tokens HB FB TE OL
Shutdown Coverage - 30 bonus tokens LB CB SS FS
Smooth Operator - 15 bonus tokens LB CB SS FS
Snarl - 15 bonus tokens K P Defense
Spin - 30 bonus tokens QB HB WR FB TE
Spot Blitz - 15 bonus tokens HB FB TE OL
Sticky Hands - 15 bonus tokens HB WR FB TE Defense
Stiff Arm - 15 bonus tokens QB HB WR FB TE
Strong Arm - 15 bonus tokens HB WR FB TE OL
Strong Base - 15 bonus tokens K P Defense
Superior Vision - 30 bonus tokens K P Defense
Surge - 60 bonus tokens QB HB FB
Swat Ball - 15 bonus tokens Defense
Tight Spiral - 15 bonus tokens QB
Trash Talk - 15 bonus tokens DT DE LB
Tunnel Vision - 30 bonus tokens DE
Wall - 15 bonus tokens K P Defense
Wrap Up Tackle - 15 bonus tokens K P Defense
Zone Focus - 60 bonus tokens LB CB SS FS
Edited by Catch22 on May 22, 2010 22:23:50
Edited by Catch22 on May 22, 2010 13:24:01
 


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