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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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I was asked to remove the revenue based posts. If you have a question, I'll be happy to answer it as best I can though.
 
lizrdgizrd
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Originally posted by Slow Children
money grab is not always best for a game, slight changes good, big changes for money grab not good.


How is this a change for money grab? Looks like they're losing money from boosts because you need fewer over the life of the player.
 
PLAYMAKERS
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so 560 days = a year
 
mandyross
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Generally seems nice. Regarding the player development model, will it work now for new players who join halfway through a season. i.e. will they be allowed to "catch up" the rest?

The 12% custom AEQ not subject to stacking limitations seems to be overpowered. 2 pieces of 5% AEQ and the extra 12% gives 34.5% again, close to where we were before.

Oh and in which season would this likely be implemented?
 
jdbolick
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Originally posted by Catch22
To account for this, we also need to adjust bonus token gains by 1.6. In order to prevent decimal conversion of bonus tokens we will have all bonus token training gains multiply by 16 (light training would thus equal 48 bonus tokens instead of 3) and all existing bonus token costs and values (i.e. AEQ upgrades, player balances) to be multiplied by 10.

lol, over 9000 bonus tokens incoming! Actually the scaled training will make new dots somewhat better since they'll be able to hit higher marks that first off-season after creation before playing any games, but it doesn't seem like a huge deal. Also, it seems somewhat bizarre to add back 12% AEQ given the steps just taken to address that being a problem.
 
Jiddy78
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I don't "think" this is a money grab...You normally get 36 boosts from a dot as compared to 20-23.
 
Catch22
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Originally posted by MadCow DTD
so How much short is this really?


Approximately 6-7 months.
 
Sal Basss
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Originally posted by MadCow DTD
so How much short is this really?


By my [admittedly backwood] calculations, a player will reach the final age of his career after 392 days. It currently takes about 660 days... so that's 268 days slashed off. Still over a year, but that's not nearly as bad.
 
Jiddy78
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I'm f*cking lost.

Goddamnit Catch and Yellow.

*points at signature*
 
Catch22
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Originally posted by lizrdgizrd
How is this a change for money grab? Looks like they're losing money from boosts because you need fewer over the life of the player.


This. We're taking a slight loss from this even with the additions.
 
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Originally posted by lizrdgizrd
Originally posted by Slow Children

money grab is not always best for a game, slight changes good, big changes for money grab not good.


How is this a change for money grab? Looks like they're losing money from boosts because you need fewer over the life of the player.


From what i see, you will go through flex faster and with the new costs of CEQ non refundable it becomes a money grab.
 
MadCow420
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Originally posted by mandyross
Generally seems nice. Regarding the player development model, will it work now for new players who join halfway through a season. i.e. will they be allowed to "catch up" the rest?

The 12% custom AEQ not subject to stacking limitations seems to be overpowered. 2 pieces of 5% AEQ and the extra 12% gives 34.5% again, close to where we were before.

Oh and in which season would this likely be implemented?


they know that at the w/l level everyone will pay this, you are going to have to pay all the extra crap to stay competitive.
 
Catch22
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Originally posted by jdbolick

lol, over 9000 bonus tokens incoming! Actually the scaled training will make new dots somewhat better since they'll be able to hit higher marks that first off-season after creation before playing any games, but it doesn't seem like a huge deal. Also, it seems somewhat bizarre to add back 12% AEQ given the steps just taken to address that being a problem.


I might be wrong on the 12% AEQ. I hadn't clarified that with Bort at our meeting yesterday but will do so. I'll clarify the note to say that it's TBD actual value.
 
lizrdgizrd
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Originally posted by Catch22
Originally posted by lizrdgizrd

How is this a change for money grab? Looks like they're losing money from boosts because you need fewer over the life of the player.


This. We're taking a slight loss from this even with the additions.


The $ benefit to the game here will be quicker player turnover. Burn through that 70% return twice as fast so you need more flex.
 
MadCow420
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Originally posted by Catch22
Originally posted by lizrdgizrd

How is this a change for money grab? Looks like they're losing money from boosts because you need fewer over the life of the player.


This. We're taking a slight loss from this even with the additions.


i dont see any loss, tbh

now instead of take 2 years to use up all our flex, it will take less time, you will be recyling our flex at a much higher rate
 
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