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Deathblade
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Originally posted by Larry Roadgrader
Originally posted by Ravenwood


Does anyone remember the days when we used to spend our time pouring over the upcoming opponent's roster and depth chart?




No?
 
codythetiger
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Originally posted by Catch22
Not sure why you feel like you need to read hundreds of pages. It's one post that you need to read:

http://goallineblitz.com/game/forum_thread.pl?thread_id=3946719

If you have a question from that post, ask, and I'll answer. It's not that complex, especially once it's set up in a user interface.


Catch, bud.. I just don't see why this is something that needs to be worked on right now. I've been around since season 1 and I've never had a problem with the training, so I see no reason to fix it ya know? Like the old saying "If it ain't broke don't fix it"

Just seems like yall could be fixing more important thing right now

and that link looks confusing.
 
drewd21
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Could we not just have the new training system moved to the "Hardcore" league and leave the current training system in place for the rest of us?
 
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A new system;

Team training = 1 Bonus/player in ONE stat determined by team O, D and ST / every 4 days (or 14x per season). Team pays.

Player training; PLAYER buys... A or B

A) Daily inc in 1 Attribute OR 1 SA.

B) Int Training in ANY 2 attributes and 1 BT

Make BT's and Shopping Tokens available to buy with PLAYER money - keep AEq and EQ and BT uses as is now. Say $10K per ST and $25k per BT. See P.7 my post...
Edited by Mike Hammer Jarlsson on Apr 17, 2010 17:30:29
 
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How will this affect the dual attribute/intense training option?
 
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Originally posted by Tribal Warfare
How will this affect the dual attribute/intense training option?


For Int training, you would be able to train any 2 Attributes you want OR a greater increase in a single SA than Daily training gives you. You'd still get BT's for training, and you'd be able t use Player $'s to buy more... and you'd kee their effects the same.
 
kuaggie
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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 get get 24 BT back per level or 8 back per level?

Also is the regular conversion still 2:1?
 
chazno
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So Bonus tokens that are on hand double, while those that are in AEQ triple in value? That makes total sense.

I guess I will be buying some crappy AEQ to store my BTs in while you roll this out...... or are you going to take away the ability to sell you AEQ and recoop your BTs?

Better yet code it so you only get the same amount of BTs out that you put in so you screw people out of the 2:1 value as well.

A limit of 255? lol You're turning them into a main currency and the code is limited to 255. I'm guessing this is the real reason for only a 2:1 conversion.
 
CobraKaji
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Originally posted by Timetoshine-Beta

What is the use of cash now?




Edited by CobraKaji on Apr 17, 2010 19:20:34
 
billthekill
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Originally posted by fbjiii
Let's say I have a place holder piece of AEQ currently. The new system rolls out and my guy hits 51 and I shop and find a replacement. When I sell my placeholder lvl 40 AEQ how many bonus tokens will I receive? Will it be refunded as if I paid 24 BT per upgrade?


I am wondering the same thing.

 
kuaggie
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Originally posted by chazno
So Bonus tokens that are on hand double, while those that are in AEQ triple in value? That makes total sense.

I guess I will be buying some crappy AEQ to store my BTs in while you roll this out...... or are you going to take away the ability to sell you AEQ and recoop your BTs?

Better yet code it so you only get the same amount of BTs out that you put in so you screw people out of the 2:1 value as well.

A limit of 255? lol You're turning them into a main currency and the code is limited to 255. I'm guessing this is the real reason for only a 2:1 conversion.


they really just need to do a flat even converstion. Prevents any exploitation of the changes
 
bobcat713
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Originally posted by fbjiii
Let's say I have a place holder piece of AEQ currently. The new system rolls out and my guy hits 51 and I shop and find a replacement. When I sell my placeholder lvl 40 AEQ how many bonus tokens will I receive? Will it be refunded as if I paid 24 BT per upgrade?


There are a lot of questions about the changeover that AFAIK have not been addressed yet. For example, if I have 2 sets of basic equipment, 1 in speed and 1 in strength, will I be able to keep them both? If not, will I be somehow compensated for the loss, and how? If I have 2 pieces of AEQ for the same body part, can I keep them both? Can I keep a piece of AEQ and a piece of basic equipment for the same body part?

The changeover is a huge can of worms, because if they make you give up your current equipment and compensate you for your loss, everyone will go out and load up on eq. Of course, at this point, everything still seems to be in the discussion stage, but stay tuned for further developments.

Edit:
Oh, and if they let you keep all of your current eq, everyone will go out and load up on eq. So what do they do? Let you keep one set of basic and one set of aeq:? I don't know.
Edited by bobcat713 on Apr 17, 2010 19:49:14
Edited by bobcat713 on Apr 17, 2010 19:42:02
 
Team Nucleus
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Originally posted by Khirgoth
In the spirit of offering up different alternatives:

1. Players collect 2 points of training per day. They can store up to 30 points of training.
2. Players can choose to train up to three stats. The first stat would cost 3 points, the second stat would cost 2 points and the third stat would cost 1 so training 3 stats would cost 6 training points.
3. Training would cost energy. The game wouldn't allow for training before a game. So players would do most of their training on off days or after games where they didn't do a whole lot. (Again this seems to fit well with reality) Energy would reset every night (sleeping anyone?)
-- There is no 'intense training' vs regular training. Training the same stat repeatedly on a given day would have diminishing returns. (this seems like it would go hand in hand with reality as well).
-- While the training cost for multiple stats would go down, the energy required would actually go up. Training one stat would cost 10%, two stats would be 25% and training 3 stats would be 45%.. As training three stats would cost 6 points anyway, you are burning 3 days worth of training points.
4. Players can choose to 'go shopping' instead training. Essentially using the 'time' that they would have spent training at the local sporting goods store. This would be a 2 shopping tokens for 2 training tokens type of system. Training tokens could also be converted into bonus tokens (upwards, possibly 2 training tokens for 3 bonus tokens) This would simulate the time a player spends, 'tweaking his gear'
5. Shopping tokens could be used for refreshing AEQ or shopping at the energy store (this is similar to warlocks suggestion). At the energy store, they can buy:
-- Red Cow energy drink (which would let them get in more training on a given day or extend their energy in a game depending on what they are doing that day). There would be a nominal cost for this
-- Sign autographs, which would cost another shopping token and and would raise morale. This would cost nothing.
-- Buy FroBe Health drinks. These would have a cost and would raise one stat in the next game. Only one of these could be active at a time.
-- Have a special coaching session. These would temporarily increase the level of one SA for the next game.
** A player could have 1 FroBe drink, 1 Red Cow, and a special coaching session active for a given game.

Then tweak the shopping/AEQ system to take the gambling element out and allow for players to build up their gear over time with bonus tokens and I think you have it.

A fairly straightforward system that if players using some common sense and simple logic, won't be too far off players with a lot of experience. There are more options that don't require a phd to figure out.

I am not trying to malign anyone's hard work. I just want a system that I will look forward to rather than knowing I am going to have to break out excel during this next season. Players will do it anyway, but the system won't be so incomprehensible as to require that level of investment to build a competitive dot.




You should be in the discussion room behind closed doors.Your idea is 10X better than the current format.
 
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Originally posted by CobraKaji
Originally posted by Timetoshine-Beta


What is the use of cash now?






I have come to the conclusion that they want value to a contract but there is no actual purpose to cash
 
Black Peter
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Originally posted by kuaggie
they really just need to do a flat even converstion. Prevents any exploitation of the changes


What they really need to do is come up with a system that is not so convoluted and complex, TBH.
 
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