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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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Originally posted by wormser1971
you no longer view the game from a customers standpoint, but since you saw the conversation going that way you understand the customers point of view before you posted any of this... at least have the professionalism to know that when you use terms like "additions to offset revenue loss" we can understand that it means "money we will make to cover money lost"... you can't tell me that you guys sat there discussing this and said "we are gonna lose money, but make the customers happy" cuz that just aint true!


Oh I do view it from a customers standpoint. But bottom line is I work for a business and we have to account for revenue and it's part of my job to do that.
 
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Originally posted by reallifedavid
Extending the plateau won't help to much if you can boost all the way through plateau. The idea of rotating people through the WL is a good one. Shortening plateau is a good idea for competitiveness but may be a bad one for keeping players long term.


I don't think we can boost all the way through.
 
.spider.
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Originally posted by Catch22
We could possibly extend plateau length. We're not set in stone on that one. The general idea we have in mind though is that we want player to rotate through a little bit more often.


Yeah, another thing to consider is current dots had/have 13-14 seasons of production whereas new dots will only have 10-11. 2 ways to fix/help this are to either 1) extend the plateau 1-2 more seasons or 2) seriously reduce the decline effects....

But ultimately I think you need to try and keep dots at the top as long as possible. Keepign dots viable level 72's for say 5 seasons rather than 3 will really help out the game at the top, WL, 8 Pro Leagues and Cas Pro. Which tbh is where the sim is geared anyways.

Also with going from 33 boosts down to 20(23) boosts, I think even w/ the non refundable unlockables, I still think this change will result in MORE dots being created.
 
im4ut999
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So many issues with this plan....

1) cost per player season appears to be going up....
2) very complicated "exchange" system
3) complete new XP/VXP/BT systems

First, yes, "revenue" is reduced in your plan because you've cut out 3 seasons of boosts, but since the player career is reduced by 3 seasons, it all should equal out or very close to it, in the long run....but now you want even more money from a player to be at the top of the game for the same 3 seasons out of 11 seasons....

But, to get to some questions....

Does the XP vary by player level as it is today, or is it equal based on "season" of play? 12 levels in first season, regardless of when a player boosts? or if he boosts early he loses XP based on player level as it is today?
 
.spider.
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Originally posted by MadCow DTD
I mean that it was accelerate at the lower levels to extend the higher levels. still have 13 seasons, just not wasting 9 of them on building them to be competitve for the last 4


This, I was hoping to see it stay at 13 seassons, but instead of 9 and 4, be more like 7 and 6
 
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will players cost less to create and boost? or is this a money grab?
 
bhall43
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Originally posted by reallifedavid
Extending the plateau won't help to much if you can boost all the way through plateau. The idea of rotating people through the WL is a good one. Shortening plateau is a good idea for competitiveness but may be a bad one for keeping players long term.


You only get 3 boosts at plateau. So lengthening plateau would actually increase competitiveness as there would end up being more level 77 players.
 
Sal Basss
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spider has something. What about severely toning down the effects of decline for the first season after plateau ends?
 
.spider.
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Originally posted by im4ut999
So many issues with this plan....

1) cost per player season appears to be going up....


Umm....cost per player per season is staying the same
Cost per player per career is going down
 
reallifedavid
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Originally posted by Slow Children
I don't think we can boost all the way through.


check the 3rd post in this thread. Plateau is no longer plateau but a slower development. with 3 seasons of plateau a player could reach lvl 81.
 
.spider.
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Originally posted by Sal Basss
spider has something. What about severely toning down the effects of decline for the first season after plateau ends?


I'd rather see a 5 season plateau and leave decline alone. Be level 72 by season 7 and have 5 seasons of plateau and be able to play that 13th season in decline.
 
.spider.
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Originally posted by cheese sandwich
will players cost less to create and boost? or is this a money grab?


p sure the customer comes out ahead in the end.
 
reallifedavid
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5 season decline means a player could get to level 87. Bonus token management would be a much bigger part of the game.
 
ZachG650
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Congrats! Now VA's can go away...
 
Catch22
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Originally posted by im4ut999


Does the XP vary by player level as it is today, or is it equal based on "season" of play? 12 levels in first season, regardless of when a player boosts? or if he boosts early he loses XP based on player level as it is today?


Not quite sure what you are asking here? Current players have an XP earned value. New system comparison is based on approximate XP they would have at X age based upon a normal player progression (including boosting). Then take old system XP and see where it would slot in new system, get age for that slot and convert.
 
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