Please explain what a SA Basic and SA Advanced is?
fbjiii
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Originally posted by avwjase
Isn't that the equivalent of 28 training tokens under this system -- aka, 14 regular trainings. So, basically player training is being reduced from 40 times a season to 14? Is training going to be more effective then?
This is what I was just about to post. Also, it seems you must use the resource units to create and acquire equipment.
Isn't that the equivalent of 28 training tokens under this system -- aka, 14 regular trainings. So, basically player training is being reduced from 40 times a season to 14? Is training going to be more effective then?
This is what I was just about to post. Also, it seems you must use the resource units to create and acquire equipment.
VicJericho
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Originally posted by avwjase
Isn't that the equivalent of 28 training tokens under this system -- aka, 14 regular trainings. So, basically player training is being reduced from 40 times a season to 14? Is training going to be more effective then?
You still get 2 training points a day, you can CHOOSE to use your units for training but you dont have to.
Edit: Wait a second... Lol.. I'll wait to see for sure.. I interpreted it wrong I guess
Edit Again: Looks like I was right, so if you wanted to you could train 54 times in a 40 day season
Isn't that the equivalent of 28 training tokens under this system -- aka, 14 regular trainings. So, basically player training is being reduced from 40 times a season to 14? Is training going to be more effective then?
You still get 2 training points a day, you can CHOOSE to use your units for training but you dont have to.
Edit: Wait a second... Lol.. I'll wait to see for sure.. I interpreted it wrong I guess
Edit Again: Looks like I was right, so if you wanted to you could train 54 times in a 40 day season
Edited by VicJericho on Apr 15, 2010 17:01:49
Edited by VicJericho on Apr 15, 2010 17:01:06
Catch22
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Originally posted by avwjase
Isn't that the equivalent of 28 training tokens under this system -- aka, 14 regular trainings. So, basically player training is being reduced from 40 times a season to 14? Is training going to be more effective then?
Resource Units are separate from training points. You still get 2 training points per day (and can even purchase training points with resource units).
Isn't that the equivalent of 28 training tokens under this system -- aka, 14 regular trainings. So, basically player training is being reduced from 40 times a season to 14? Is training going to be more effective then?
Resource Units are separate from training points. You still get 2 training points per day (and can even purchase training points with resource units).
crzyblue
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Originally posted by tonnyrat
I thought the argument against more custom roster slots was that it would make the game more complicated and confusing for new players.
why do these new changes contradict that view? don't these changes also make it so teams have to spend more time planning for their season(s)? again, the time sink complaint was used to shoot down more custom roster slot.
give us more custom roster sluts!
you said sluts and you can't change it now
I thought the argument against more custom roster slots was that it would make the game more complicated and confusing for new players.
why do these new changes contradict that view? don't these changes also make it so teams have to spend more time planning for their season(s)? again, the time sink complaint was used to shoot down more custom roster slot.
give us more custom roster sluts!
you said sluts and you can't change it now
dzer13
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Originally posted by avwjase
Can you explain why it needed to be changed? I've had no issue with the current system.
IMO, It needed to be improved to give the masses more direction in keeping their player's competitive. In addition to having all of the options based on selections and points and not pure luck, it sets a path that you can work towards to get the best EQ by the time your players reach a level where they can compete in the upper leagues.
I think the current randomness of trolling for good AEQ and hoping it pops up in the correct slot is unfair to anyone who spends money on the game. If you have to use 20 shopping tokens to find the right piece for your player, you have lost 4 BT's and have potentially limited the number of AEQ pieces you can accumulate and max in your players career.
The new changes including the ability to train any two attributes of your choice, once the requirements are met, will make training a much better system in the long run.
Can you explain why it needed to be changed? I've had no issue with the current system.
IMO, It needed to be improved to give the masses more direction in keeping their player's competitive. In addition to having all of the options based on selections and points and not pure luck, it sets a path that you can work towards to get the best EQ by the time your players reach a level where they can compete in the upper leagues.
I think the current randomness of trolling for good AEQ and hoping it pops up in the correct slot is unfair to anyone who spends money on the game. If you have to use 20 shopping tokens to find the right piece for your player, you have lost 4 BT's and have potentially limited the number of AEQ pieces you can accumulate and max in your players career.
The new changes including the ability to train any two attributes of your choice, once the requirements are met, will make training a much better system in the long run.
Catch22
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Originally posted by VicJericho
Please explain what a SA Basic and SA Advanced is?
Basic will be stuff like Run Block, Pass Block... things in the first one to three slots of a tree. Advanced will be the more worthwhile SA's like Spin, Big Hit, etc.
Please explain what a SA Basic and SA Advanced is?
Basic will be stuff like Run Block, Pass Block... things in the first one to three slots of a tree. Advanced will be the more worthwhile SA's like Spin, Big Hit, etc.
As I posted in the other thread about the financial stuff: the interface will make or break the "complexity meter" of the thing. I'm seeing this as literally 2 pages:
1) training page where you train (almost exactly like now)
2) Bonus token spending page - a "store" where you buy upgrades for your player with BT's from a list of options, possibly tabbed if it's too long or hard to read. It'll replace the current +1SP page.
People have been asking for "more things to do with their players" for quite a while - this will give you a lot of potential directions in which to take your player and customize him.
1) training page where you train (almost exactly like now)
2) Bonus token spending page - a "store" where you buy upgrades for your player with BT's from a list of options, possibly tabbed if it's too long or hard to read. It'll replace the current +1SP page.
People have been asking for "more things to do with their players" for quite a while - this will give you a lot of potential directions in which to take your player and customize him.
PLAYMAKERS
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Originally posted by tonnyrat
I thought the argument against more custom roster slots was that it would make the game more complicated and confusing for new players.
why do these new changes contradict that view? don't these changes also make it so teams have to spend more time planning for their season(s)? again, the time sink complaint was used to shoot down more custom roster slot.
give us more custom roster sluts!
more roster sluts imo
I thought the argument against more custom roster slots was that it would make the game more complicated and confusing for new players.
why do these new changes contradict that view? don't these changes also make it so teams have to spend more time planning for their season(s)? again, the time sink complaint was used to shoot down more custom roster slot.
give us more custom roster sluts!
more roster sluts imo
Ok so you use resource units to acquire AEQ and then use bonus tokens to upgrade it? But you use resource units to get higher level AEQ?
crzyblue
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You know... Slow build teams still win out with this, because slow build teams generally have a plan in place for each player, where as random teams don't... so new players still get screwed out of this one. I don't need why we needed the sledge hammer to make it possible to train whatever abilities we wanted... it was as simple as adding a dual drop down...
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