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Forum > Game Changes Discussion > Proposed Changes > Accelerated Player Development Details and Discussion Thread
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Catch22
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Player Development Model: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=1#42819167
Additions to game: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=1#42819238
Player Conversion: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=1#42819354
Training/Bonus Tokens: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=1#42819485
Veteran Abilities: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=1#42819514
League Structure: http://goallineblitz.com/game/forum_thread.pl?thread_id=4674179&page=1#42819531
Edited by Catch22 on Jul 13, 2011 12:04:42
Edited by Catch22 on Jul 13, 2011 11:58:51
Edited by Catch22 on Jul 13, 2011 11:55:43
Edited by Catch22 on Jul 13, 2011 11:53:53
Edited by Catch22 on Jul 13, 2011 11:50:14
 
Catch22
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Player Development Model (real estimated time in parentheses, 40 day season, 8 day pre-season, 8 day off-season):

Season 1 (56 days, player age 40):

12 levels
3 boosts
Player that boosts would be level 16

Season 2 (112 days, player age 80):

10 levels
3 boosts
Player that boosts would be level 29

Season 3 (168 days, player age 120):

8 levels
3 boosts
Player that boosts would be level 40

Season 4 (224 days, player age 160):

7 levels
3 boosts
Player that boosts would be level 50

Season 5 (280 days, player age 200):

5 levels
3 boosts
Player that boosts would be level 58

Season 6 (336 days, player age 240):

5 levels
3 boosts
Player that boosts would be level 66

Season 7 (392 days, player age 280):

3 levels
3 boosts
Player that boosts would be level 72

Season 8-12 (393-672 days, player age 281-480):

No game or training XP. Player enters extended plateau dependent upon number of boosts as follows:

20 boosts = 200 days (5 seasons)
-10 days for each boost <20
0 boosts = 0 days

Season 13 (673+days, player age 481+):

No game or training XP. Player enters decline.

XP Breakdown

Level 1-40
50 XP daily for training

Level 41+
25 XP daily for training

Level 1-15
625 Max Game XP

Level 16-31
500 Max Game XP

Level 32-52
375 Max Game XP

Level 53-68
250 Max Game XP

Level 69+
125 Max Game XP

Important Note

We are implementing a hard level cap of Level 79. No player can go over level 79. You will stop earning XP and the ability to boost once you have hit that level.
Edited by Catch22 on Jul 20, 2011 20:57:05
Edited by Catch22 on Jul 19, 2011 15:10:54
Edited by Catch22 on Jul 13, 2011 20:43:47
Edited by Catch22 on Jul 13, 2011 20:42:54
Edited by Catch22 on Jul 13, 2011 12:46:49
 
Catch22
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Additions to game

#1 - Allow for up to 3 boosts (no limitations) once a player enters plateau. A player could use this to boost from level 69 to level 72 or to take a player from level 73 to 76 if they so wished. Limitation - can only use this to boost up to a maximum level of 79.

#2 - Add a new unlockable tree to Custom Equipment as follows (can use RP for this):

Level 32: +3% modifier or +1 to SA, 50 flex non-refundable
Level 56: +3% modifier or +1 to SA, 50 flex non-refundable
Level 72: +6% modifier or +2 to SA, 100 flex non-refundable
Total a player could get is +12% (subject to AEQ stacking limitations), +4 to SA.

Edited by Catch22 on Jul 20, 2011 20:17:14
Edited by Catch22 on Jul 17, 2011 21:08:25
Edited by Catch22 on Jul 13, 2011 15:38:32
Edited by Catch22 on Jul 13, 2011 12:07:09
Edited by Catch22 on Jul 13, 2011 11:59:14
 
Catch22
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Player conversion:

Existing players will be converted to a new age equivalent. Whatever your age is in the current system will be compared to an equivalent age based on what estimated XP values between the two systems. For example, a 350 day old player in the old system would become a 205 day old player in the new system. A 120 day old player in the old system would become a 72 day old player in the new system. To keep things simple, easy to understand and somewhat standard we are using the following conversion factors. Ages will be rounded up to the nearest whole number.

Day 0-19 .9
Day 20-29 .85
Day 30-39 .8
Day 40-79 .7
Day 80-119 .65
Day 120-159 .6
Day 160-199 .51
Day 200-239 .56
Day 240-279 .55
Day 280-399 .58
Day 400-440 .6
Day 441-560 (for players in plateau) subtract 160 days
Day 441-560 (for players not in plateau) no conversion
Day 561 no conversion

Increased Retirement Refund for young players:

We're giving young players the opportunity to retire their players for either a full refund (if the player is between 0-80 days of age) or an increased refund of 80% (if the player is between 81-120 days of age). You can only do this in the season 23 to season 24 offseason.
Edited by Catch22 on Jul 19, 2011 15:15:23
Edited by Catch22 on Jul 19, 2011 15:12:41
Edited by Catch22 on Jul 13, 2011 14:07:58
Edited by Catch22 on Jul 13, 2011 13:56:31
Edited by Catch22 on Jul 13, 2011 13:55:58
 
Catch22
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Training/Bonus Tokens:

Important Note - Existing training points will be divided by 1.6 and rounded to the next highest 2 value (so for example if you had 30 TP, that value would be reduced to 20). This is to prevent teams/players from taking advantage of the increased training gains by storing training points

Training gains will be multiplied by 1.6. This is based off of the following:

392 days to plateau in new system = 784 training points
Current system a player will receive 1260 training points by the time they reach plateau.

1260/784 = 1.607

To account for this, we also need to adjust bonus token gains by 1.6. To do this we are increasing BT gain rate by 2 and BT costs and existing BT values by 1.25 (2/1.25 = 1.6) with some rounding up/down to nearest whole number.

Changed values as follows (kept buying additional piece of regular EQ same as it's not used much by players)

Bonus Token Gains

Intense Training - 2 Bonus Tokens
Normal Training - 4 Bonus Tokens
Light Training - 6 Bonus Tokens
Multi Train 2 Attributes - 4 Bonus Tokens
Multi Train 3 Attributes - 8 Bonus Tokens
Multi Train 4 Attributes - 12 Bonus Tokens

Bonus Token Expenditures


Enhanced Training

1st upgrade - 6 BT
2nd upgrade - 12 BT
3rd upgrade - 18 BT
4th upgrade - 24 BT
5th upgrade - 30 BT

Unlocking Multi Training

1st attribute - 6 BT
2nd attribute - 12 BT
3rd attribute - 18 BT
4th attribute - 24 BT
5th attribute - 30 BT
6th attribute - 36 BT
7th attribute - 42 BT
8th attribute - 48 BT

Temporary Attribute Bonuses

+1 to attribute - 2 BT
+2 to attribute - 5 BT
+3 to attribute - 8 BT
+4 to attribute - 10 BT
+5 to attribute - 12 BT

Buy Skill Point

15 bonus tokens

Morale Boost

+1 to Morale - 4 BT
+5 to Morale - 15 BT
+10 to Morale - 25 BT

Swap Extra SA Options

First Swap, Second Swap, Third Swap, Fourth Swap
0 in SA = 3, 17, 31, 45
1 in SA = 6, 20, 34, 48
2 in SA = 9, 23, 37, 51
3 in SA = 12, 26, 40, 54
4 in SA = 15, 29, 43, 57
5 in SA = 18, 32, 46, 60
6 in SA = 21, 35, 49, 63
7 in SA = 24, 38, 52, 66
8 in SA = 27, 41, 55, 69
9 in SA = 30, 44, 58, 72
10 in SA = 33 , 47, 61, 75

Add an extra SA

1st extra SA added - 35 bonus tokens

Each additional extra SA is an increase of 35 bonus tokens (so if you've already added a 2nd extra SA and wish to add a 3rd, it would cost 70 bonus tokens)

AEQ and Enhanced Shopping

In store purchases will increase by a factor of 1.25 with all numbers rounded up.

AEQ will cost 30 bonus tokens to upgrade every 8 levels.

Stored BT values will be increased by 1.25 (rounded to nearest whole number).

To convert a piece from one body part to another will cost 15 bonus tokens.

To shop in the AEQ store, it will cost 3 bonus tokens.

12 bonus tokens = AEQ with +1 to an attribute
18 bonus tokens = AEQ with +2% suffix item or basic SA
25 bonus tokens = AEQ with +2 to an attribute
38 bonus tokens = AEQ with +3% suffix item or advanced SA
50 bonus tokens = AEQ with +3 to an attribute
75 bonus tokens = AEQ with +5% suffix item or any SA (including extra SA's)

Buying additional pieces of regular EQ

**not changing**

1st additional piece - 15 bonus tokens
2nd additional piece - 30 bonus tokens
3rd additional piece - 45 bonus tokens
4th additional piece - 60 bonus tokens

Extra XP Conversion

One Skill Point - 250 XP
Six Bonus Tokens - 125 XP
Two Training Points - 65 XP
Edited by Catch22 on Jul 21, 2011 10:55:18
Edited by Catch22 on Jul 20, 2011 23:57:56
Edited by Catch22 on Jul 20, 2011 21:11:10
Edited by Catch22 on Jul 20, 2011 21:00:49
Edited by Catch22 on Jul 20, 2011 20:08:56
 
Catch22
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Veteran Abilities:

Because of accelerated player development, we will need to increase the number of VXP a player receives in order to balance them out with the existing players. In order to achieve that, VXP will be awarded as follows:

From level 25-29, you receive 150 veteran XP per day.
From level 30-34, you receive 250 veteran XP per day.
From level 35-39, you receive 300 veteran XP per day.
From level 40 up, you receive 325 veteran XP per day.
 
Catch22
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League Structure Revamp:

With the reduction in number of "age" levels, we would need to restructure the age based leagues as follow:.

Season 24
0 - Rookie
1-40 - Sophomore
21-60 - Prep
41-80 - University
61-100 - Local Minor
81-120 - Regional Minor
101-140 - National Minor
121-160 - Upper National Minor
141-200 - Semi Pro
181-Uncapped - Regional Pro
181-Uncapped - National Pro/World League

Season 25
0 - Rookie
1-40 - Sophomore
21-80 - Prep
61-100 - University
81-120 - Local Minor
101-140 - Regional Minor
121-160 - National Minor
141-200 - Semi Pro
181-Uncapped - Regional Pro
221-Uncapped - National Pro/World League

Season 26
0- Rookie
1-40 - Prep
21-80 - University
61-120 - Local Minor
101-140 - Regional Minor
121-160 - National Minor
141-200 - Semi Pro
181-Uncapped - Regional Pro
221-Uncapped - National Pro/World League

Season 27
0 - Rookie
1-40 - Prep
21-80 - University
61-120 - Regional Minor
101-160 - National Minor
141-180 Lower Semi Pro
161-200 - Semi Pro
181-Uncapped - Regional Pro
201-Uncapped - National Pro/World League

Season 28
0 - Rookie
1-40 - Prep
21-80 - University
61-120 - Regional Minor
101-160 - National Minor
141-200 -Semi Pro
181-Uncapped - Regional Pro
221-Uncapped - National Pro/World League
Edited by Catch22 on Jul 18, 2011 05:27:48
Edited by Catch22 on Jul 18, 2011 05:07:39
Edited by Catch22 on Jul 17, 2011 21:07:38
Edited by Catch22 on Jul 13, 2011 15:24:01
Edited by Catch22 on Jul 13, 2011 12:04:25
 
Sal Basss
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Merge the old thread into this one?
 
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Booo.

What the fuck. I really enjoy the training and watching my XP gains. Kinda feel this may take away much of my fun.

Perhaps I don't fully understand this change, but I am one who enjoys the two year build. If they want to excelerate it, just double the XP gain and get us to higher levels faster.
 
gooseface4
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i cant wait to see this in action
 
bhall43
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chili74
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Originally posted by bhall43


 
MadCow420
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so How much short is this really?
 
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money grab is not always best for a game, slight changes good, big changes for money grab not good.
 
Sal Basss
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Less training, more levels, faster... hmm. Going back and forth but I think I really like this a lot.
Edited by Sal Basss on Jul 13, 2011 12:02:06
 
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