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Sik Wit It
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Originally posted by Mike Hammer Jarlsson
Hey SWI,

I' d also like to make it clear that I'm not 'raging', nor threatening to rage quit, or indeed, I'm not trying to tear strips off you. I'm trying to point out, that having teams/organisations with 55 Uber-Builds (UB), kind of makes the game redundant for all but the top 2% of customers. By reducing the number from 55 UB's to say 25-30 or so, and then a little below average thru to above average builds, will;

Allow more customers to experience in game Success,

It'll increase an organisations size (by needng to bring in cheaper ST fodder players)

It'll make GLB competitive

Be more appealing to 'the masses'.

And I'm not trying to be directed by my OP in the other thread, which I agree is wordy, and too long. Would you recommend I wait until after the time restriction set by Catch22 before reposting 4 seperate and distinct suggestions?


I know you're not trying to pick on me or anything. Don't worry, I don't take it personal.

I think while your heart is in the right place, in practice, the method wouldn't work out that well. Just my opinion on the matter. If you only have 25-30 elite players, then you have to basically go out of your way to find inefficiently built players. It just doesn't seem like players who are built horribly should be a commodity.
 
Sik Wit It
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Originally posted by Mike Hammer Jarlsson
Originally posted by Sik Wit It

Originally posted by Chopmankins


Just give more free players imo. Fix competition issues that way. Doing that would placate a ton of flex buyers with minors teams who are frustrated with not being able to recruit effectively.

Also, creating more players will make lots of people quit. Players will always drift towards league structures that offer the greatest opportunity. We see that when players take a lower salary to be on a winning minor team over a casual team or even a losing minors team. The creation of more leagues will make recruiting more difficult each level down the chain of leagues. Owners of casual teams walk because they can't even fill their rosters now. Creating "hardcore" and super casual leagues will make this worse.

Originally posted by ZoningOut69



indeed, I sent an amazing offer to someone for them to be a starter but they still rejected.
- Frustrated owner of a casual team.


The difference between the casual/regular teams and the regular/hardcore teams are different though. In casual, you can't be sure your player will be used to his full potential, because there's a pretty significant random factor in all of the playcalling. That's why I didn't like it when I had my HB in casual...because there's a lot of pretty bad outside running plays, and that doesn't fair well for an elusive back. (He used to run the HB draw like 8 times a game). The financial aspect really doesn't affect the players in any meaningful way, so I don't really see why one player would want to sign to a hardcore team over a normal team.


This is the whole point of what I've been posting here. Just develop ONE successful, playable and challenging game, and increase the opportunity for success.


I'm sure they would do that if they could. The reality is you can't make everyone happy, and everyone wants something different for the game. The best they can do is offer options - which is what they're doing.
 
Chopmankins
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Originally posted by Sik Wit It
I don't really see why one player would want to sign to a hardcore team over a normal team.


But they do, the introduction of Casual Pro gave casual a higher ceiling of recognition. Right now, people see Minor as a gateway to more things.

This scenario: you are on a boosting casual team and make it to casual Pro. Okay now what?

People who enter the minors have loftier goals and reject Casual offers, leaving owners of those teams frustrated.

People will gravitate towards the league tier that offers the highest level competition. The forums are full of "lol casual" and "lol minors."

This stuff contributes to people going into the "lol minors" to get into the Pro system, even if their chance to ever make it are non existent. They are sure as hell gonna try.
 
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Originally posted by Chopmankins
By the way, what the hell is the proposal at this point?


Hehe, yep fair point and well made.

The proposal as I believe was to try and improve the financial aspects of GLB. BUT with the proviso, you make GLB-dotballers money irrelevent to most thing except for training...

I have been trying to argue FOR a salary cap (BUT a hard cap not a soft cap) and to make other changes regarding GB moeny, that I have posted as 'asked' by the GLB managment, in the correct discussion forum, and they get promptly buried under the input from the customer base.

Hey, I remember now...
 
Sik Wit It
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Originally posted by Chopmankins
By the way, what the hell is the proposal at this point?


Simple version:
-There is a salary cap. You will still be able to sign players if you're over the cap, but you will have to pay the equivalent of their salary in taxes as well. This tax will be distributed amongst the league.
-Player salary ranges will be based on effective level - the higher effective level or SP value a player has, the more money they'll be expecting
-The salary a player receives will determine their "reserve" morale
-This reserve morale essentially means a player's morale can be above 100% at the start of the game based on their salary and team items
-This extra morale over 100% won't count toward player attributes, but will rather just act as an additional reserve of morale for the player. The morale will still be subtracted as normal, but some players will just have more to start out with. Morale at 100 or lower still acts the same
-Money will be spent between player contracts and team possessions this pre-game morale reserve

At least that's how I understand it. I believe they're still taking ideas and trying to determine the best method, but that's where they left off last night. They did say they're going to wait a few more days though, so if you have any ideas, let them be known now.
 
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Originally posted by Sik Wit It
Originally posted by Mike Hammer Jarlsson

Hey SWI,

I' d also like to make it clear that I'm not 'raging', nor threatening to rage quit, or indeed, I'm not trying to tear strips off you. I'm trying to point out, that having teams/organisations with 55 Uber-Builds (UB), kind of makes the game redundant for all but the top 2% of customers. By reducing the number from 55 UB's to say 25-30 or so, and then a little below average thru to above average builds, will;

Allow more customers to experience in game Success,

It'll increase an organisations size (by needng to bring in cheaper ST fodder players)

It'll make GLB competitive

Be more appealing to 'the masses'.

And I'm not trying to be directed by my OP in the other thread, which I agree is wordy, and too long. Would you recommend I wait until after the time restriction set by Catch22 before reposting 4 seperate and distinct suggestions?


I know you're not trying to pick on me or anything. Don't worry, I don't take it personal.

I think while your heart is in the right place, in practice, the method wouldn't work out that well. Just my opinion on the matter. If you only have 25-30 elite players, then you have to basically go out of your way to find inefficiently built players. It just doesn't seem like players who are built horribly should be a commodity.


Thanks for your last couple of posts, but I am tired, and I'm trying to debate too much I feel. As there is only me here, so I was worried I was coming across as 'raging'

I also appreciate the kind thoughts. However, what everyone is missing, is a possible solution to teams being gutted once the current roster start to decline.

How? By copying the NFL solution (And I know this is a game and not a RL SIM) BUT have your 25-30 Uber players and say 10-15 Average'ish players, then 10-20 guys who are underleveled enough to be affordable, and effective to some degree in the teams game-plan or strategy, who would be considered NFL rookies or what not.

This would allow teams to turnover playing personel, without reducing the quality of the team too much BUT would create decisions that are both challenging and ultimately rewarding.
 
Sik Wit It
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Originally posted by Chopmankins
Originally posted by Sik Wit It

I don't really see why one player would want to sign to a hardcore team over a normal team.


But they do, the introduction of Casual Pro gave casual a higher ceiling of recognition. Right now, people see Minor as a gateway to more things.

This scenario: you are on a boosting casual team and make it to casual Pro. Okay now what?

People who enter the minors have loftier goals and reject Casual offers, leaving owners of those teams frustrated.

People will gravitate towards the league tier that offers the highest level competition. The forums are full of "lol casual" and "lol minors."

This stuff contributes to people going into the "lol minors" to get into the Pro system, even if their chance to ever make it are non existent. They are sure as hell gonna try.


Like I said, I believe the biggest detractor from players signing to Casual teams is the fact that their dots won't necessarily be used in the specialized role they built them for. That was the big reason for me. There will be no perceived difference to the player when choosing between Hardcore leagues and the leagues we have now, since the financials only concern the owner and CFO.
 
Chopmankins
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Originally posted by Sik Wit It

-There is a salary cap. You will still be able to sign players if you're over the cap, but you will have to pay the equivalent of their salary in taxes as well. This tax will be distributed amongst the league.
-Player salary ranges will be based on effective level - the higher effective level or SP value a player has, the more money they'll be expecting


Will there be a "salary floor" based on effective level or will the incentive to give higher salaries solely be "reserve moral?"
 
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Originally posted by Chopmankins
Originally posted by Sik Wit It

I don't really see why one player would want to sign to a hardcore team over a normal team.


But they do, the introduction of Casual Pro gave casual a higher ceiling of recognition. Right now, people see Minor as a gateway to more things.

This scenario: you are on a boosting casual team and make it to casual Pro. Okay now what?

People who enter the minors have loftier goals and reject Casual offers, leaving owners of those teams frustrated.

People will gravitate towards the league tier that offers the highest level competition. The forums are full of "lol casual" and "lol minors."

This stuff contributes to people going into the "lol minors" to get into the Pro system, even if their chance to ever make it are non existent. They are sure as hell gonna try.


'Locked leagues', with some movement possible BUT regulated, would resolve those issues and increase the amount of 'community' being fostered, including all the forum banter hehe
 
Chopmankins
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Originally posted by Sik Wit It
Like I said, I believe the biggest detractor from players signing to Casual teams is the fact that their dots won't necessarily be used in the specialized role they built them for. That was the big reason for me. There will be no perceived difference to the player when choosing between Hardcore leagues and the leagues we have now, since the financials only concern the owner and CFO.


But that doesn't address what I said. What I said is true. People don't sign because of "lol casual." If one looks at two trophy cases: the first has one level 14 minor championship and the other a level 14 casual championship. Which would be perceived as more impressive by the average user?
 
bwoods90
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Originally posted by Chopmankins
But they do, the introduction of Casual Pro gave casual a higher ceiling of recognition. Right now, people see Minor as a gateway to more things.

This scenario: you are on a boosting casual team and make it to casual Pro. Okay now what?

People who enter the minors have loftier goals and reject Casual offers, leaving owners of those teams frustrated.

People will gravitate towards the league tier that offers the highest level competition. The forums are full of "lol casual" and "lol minors."

This stuff contributes to people going into the "lol minors" to get into the Pro system, even if their chance to ever make it are non existent. They are sure as hell gonna try.


I think people just want their players to have successful careers whether that be multiple mvps, league championships, or eye popping stats. It just seems differently because the same people are on the forums all the time and when a player posts a pretty nice statistical game from a minor league or something, its like 10 people jumping on him right away basically saying if you don't play in the higher leagues your stats are irrelevant..

I think to the casual user they really don't care nor should they, a game is about having fun, and how one determines what that is is on a person to person basis.
 
Chopmankins
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Originally posted by Mike Hammer Jarlsson
'Locked leagues', with some movement possible BUT regulated, would resolve those issues and increase the amount of 'community' being fostered, including all the forum banter hehe


Well, the Breeze moved from level 14 to 22 last season. The new "competitive" league has nearly all of the playoff teams from the old league the Breeze were in last season. Essentially, the new league is combination of playoff teams from 4-5 different leagues.
 
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Originally posted by Sik Wit It
Originally posted by Chopmankins

By the way, what the hell is the proposal at this point?


Simple version:
1 There is a salary cap. You will still be able to sign players if you're over the cap, but you will have to pay the equivalent of their salary in taxes as well. This tax will be distributed amongst the league.
2 Player salary ranges will be based on effective level - the higher effective level or SP value a player has, the more money they'll be expecting
3 The salary a player receives will determine their "reserve" morale
4This reserve morale essentially means a player's morale can be above 100% at the start of the game based on their salary and team items
5This extra morale over 100% won't count toward player attributes, but will rather just act as an additional reserve of morale for the player. The morale will still be subtracted as normal, but some players will just have more to start out with. Morale at 100 or lower still acts the same
6Money will be spent between player contracts and team possessions this pre-game morale reserve

At least that's how I understand it. I believe they're still taking ideas and trying to determine the best method, but that's where they left off last night. They did say they're going to wait a few more days though, so if you have any ideas, let them be known now.



1 = It should be a HARD cap

2 = It should be based on a players value (As per the PV on a player profile)

3, 4, 5 & 6 = Unnecessary and 'gameable'.

Why should team income effect the dollar of one customer and not another? Apart from team training and team assistance with EQ money, they shouldn't affect a player.
BTW there already is a morale impact, it's called winning and losing and is implemented now...? So we don't need complexity at this level.
 
Chopmankins
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Originally posted by bwoods90

I think to the casual user they really don't care nor should they, a game is about having fun, and how one determines what that is is on a person to person basis.


The owners of the casual teams are the problem here; they pay to own their teams but have extremely difficult times recruiting, which causes them to walk from the game. When someone does that, a paying customer just left.
 
Novus
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YOU'RE ADDING TOO MUCH.

I REPEAT: YOU'RE ADDING TOO MUCH.


This is supposed to be a game, not a second job.
 
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