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Forum > Game Changes Discussion > GLB Accelerated Player Development Final Details and FAQ's
Catch22
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These are the final details and some FAQ's for the Accelerated Player Development change to be implemented season 24. If you have any questions about this, please contact Support and they will be happy to answer them for you.

Player Development Model - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967169
Player Conversion - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967177
Training Changes - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967181
Bonus Token Changes - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967183
Veteran Abilities Changes - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967186
League Structure Changes - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967187
Additions to Game - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967189
Frequently Asked Questions - http://goallineblitz.com/game/forum_thread.pl?thread_id=4686077&page=1#42967192

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. Rewards points are non-refundable.

Reminder - AEQ Changes also effective Season 24

See following announcement for more details - http://goallineblitz.com/game/announcement.pl?id=534
Edited by Catch22 on Jul 28, 2011 08:38:18
Edited by Catch22 on Jul 27, 2011 22:37:07
 
Catch22
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Player Development Model

XP Breakdown

Training XP

Level 1-40
50 XP daily for training

Level 41+
25 XP daily for training

Game XP

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

Rolling Level Cap Based Upon Number of Boosts

While conducting testing of potential player builds, we found that the new growth rate of Accelerated Player Development led to players reaching higher levels and that there was the possibility of reaching higher levels with a limited amount of boosts. Because of this, we are making an additional adjustment to make boosting more worthwhile for our valued paying customers. What we will be doing is implementing a rolling maximum level cap based upon the number of times a player has boosted. The level caps are as follows:

30 boosts - Level 79
29 boosts - Level 78
28 boosts - Level 77
27 boosts - Level 76
26 boosts - Level 75
25 boosts - Level 74
24 boosts - Level 73
23 boosts - Level 72
22 boosts - Level 71
21 boosts - Level 70
20 boosts - Level 69
19 boosts - Level 68
18 boosts - Level 67
17 boosts - Level 66
16 boosts - Level 65
15 boosts - Level 64
14 boosts - Level 63
13 boosts - Level 62
12 boosts - Level 61
11 boosts and under - Level 60
Edited by Catch22 on Jul 7, 2012 15:47:16
Edited by Catch22 on Jan 18, 2012 21:19:19 (Removed example)
Edited by Catch22 on Aug 11, 2011 01:41:11
Edited by Catch22 on Jul 28, 2011 09:14:50
 
Catch22
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Player Conversion

Existing players will be converted to a new age equivalent based upon 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 .54
Day 200-239 .56
Day 240-279 .56
Day 280-399 .57
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
Edited by Catch22 on Aug 8, 2011 21:31:58 (Changed day 240-279 conversion to .56 from .55)
Edited by Catch22 on Jul 29, 2011 18:02:28
 
Catch22
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Training Changes

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
 
Catch22
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Bonus Token Changes


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
 
Catch22
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Veteran Abilities Changes

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.
 
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League Structure Changes

With the reduction in number of "age" levels, we are going to restructure the leagues. In order to accommodate shifting age groups, we are going to transition to the new structure in steps between season's 24 and 28 as follows:

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 - Sophomore
21-80 - Prep
61-120 - University
101-140 - Local Minor
121-160 - Regional Minor
141-180 - National Minor
161-200 - Semi Pro
181-Uncapped- Regional Pro
221-Uncapped- National Pro/World League

Season 27

0 - Rookie
1-40 - Sophomore
21-80 - Prep
61-120 - University
101-160 - Regional Minor
141-180 - National Minor
161-200 - Semi Pro
181-Uncapped - Regional Pro
221-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 Dec 7, 2011 08:02:15
Edited by Catch22 on Dec 7, 2011 00:48:21
 
Catch22
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Additions to GLB

#1 - Allow for up to 6 boosts 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 7, 2012 15:46:20
Edited by Catch22 on Jul 28, 2011 07:31:13
 
Catch22
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Frequently Asked Questions

Q: Why is GLB doing this?

A: Many of our customers have been asking and clamoring for a speeded up player development process. After careful thought, we decided it was in the best interests of the game to do so.


Q: How much shorter will this process be?

A: The accelerated player development process will get a player to maturity (plateau) approximately 7 months faster than the current system.


Q: When will this change take place?

A: Barring unforeseen circumstances, it will take place this upcoming offseason. Most likely on day 41-42.


Q: Is this change optional? Can a player opt out and stick with the current system?

A: No, it is being implemented game wide. All players will be working under the new system. We've taken considerable measures to make sure the change impacts all players equally.


Q: My player is currently in plateau. Will he/she be eligible for the two extra seasons of plateau?

A: Yes.


Q: My player is currently in decline. Will he/she be eligible for the two extra seasons of plateau?

A: No. Players in decline will remain in decline.


Q: Will this impact Pee Wee at all?

A: Other then the various changes (speed of player leveling, TP/BT changes, etc) no it will not.



Q: Does the refund for young players include Custom EQ?

A: It includes permanent Custom EQ, not rental Custom EQ.



Q: Is the new Custom EQ subject to AEQ stacking limitations?

A: Yes, it is.



Q: With the new Custom EQ additions, can you choose any +% modifier or any SA?

A: Yes, that is correct.



Q: Will currently held bonus tokens be multiplied by 2?

A: No, they will be multiplied by 1.25. For example, if you have 24 bonus tokens in an account, it would be converted to 30.



Q: The age conversion will cause my team to stay at or move to a lower level. Will my stadium/cash be reset?

A: No, it will not. If your team's level is directly impacted as a result of this change, nothing will be reset. If, however, you are requesting to go from a high level to Rookie/Sophomore or something much lower leveled, then yes your stadium/cash will still be reset.



Q: I heard that in this new system I will be able to reach level 80 and get level 80 EQ. Is this true?

A: No, it is not. We are implementing a hard level cap of level 79. Once you have reached level 79 or 281 days in age, you will no longer be eligible for any XP or boosts.


Edited by tpaterniti on Jul 28, 2011 19:57:11
 
Catch22
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8/8/2011 - revised 240-279 day conversion number to .56 instead of .55
 
Catch22
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8/11/2011 - revised level cap max to rolling level cap based upon number of boosts
 
Catch22
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12/7/2011 - adjusted league structure for season 26 to following:

Season 26

0- Rookie
1-40 - Prep
21-80 - University
61-120 - Local Minor
101-160 - Regional Minor
121-180 - National Minor
141-200 - Semi Pro
181-Uncapped - Regional Pro
221-Uncapped - National Pro/World League
 
Catch22
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12/7/2011 - made additional league structure revision for season 26 and new revision for season 27 to try and keep leagues moderately balanced until final league structure is hit in season 28:

Season 26

0 - Rookie
1-40 - Sophomore
21-80 - Prep
61-120 - University
101-140 - Local Minor
121-160 - Regional Minor
141-180 - National Minor
161-200 - Semi Pro
181-Uncapped- Regional Pro
221-Uncapped- National Pro/World League

Season 27

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


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