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ufshowboat
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Originally posted by ijg
So does this mean there will no longer be the ability to trade in XP at plateau since it appears you stop at L 73 0 XP? If so, that is a major bummer for those people whose build plans were based on trading in XP at the end for more training & BT.

How about turning off XP at lvl 73 900 XP?


You're going to be getting 70+ extra SP.... was that part of the build plan?
 
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Originally posted by Pat Riley
In addition, we are going to be providing incentive rewards to those customers that boost their players. Boosting a player will now give you 6 skill points instead of the usual 5. Also, once you have boosted a player 25 times, you will receive an additional 20 skill points to use on your player

will this go with the free player to


I'm still wondering about this one as well. If the free dot doesn't get 6 SPs per boost or the 20 SP bonus after the 25th boost, it will change what I might use the dot for.
 
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Originally posted by AirMcMVP
Season 0, boost x3, end at level 4, 3 total boosts - 0 days old
Season 1, boost x3, end at level 19, 6 total boosts - 40 days old
Season 2, boost x3, end at level 32, 9 total boosts - 80 days old
Season 3, boost x3, end at level 43, 12 total boosts - 120 days old
Season 4, boost x3, end at level 53, 15 total boosts - 160 days old
Season 5, boost x3, end at level 61, 18 total boosts - 200 days old
Season 6, boost x3, end at level 69, 21 total boosts - 240 days old
Season 7, boost x3, end at level 75, 24 total boosts - 280 days old
Season 8, boost x3, end at level 78, 27 total boosts - plateau begins
Day 281, boost x1, end at level 79, 28 total boosts

Yep...time to rethink the logic of the limitations.

All boosts were assumed to be done on the last day of the offseason for consistency.


You've got an extra season thrown in there....
 
tragula
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Originally posted by Dave Mr Majors
You've got an extra season thrown in there....


No
 
im4ut999
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Originally posted by awsalick
You guys think about boosting as a business model as if there weren't alternative ways for Bort to make money. What if team costs were doubled? What if player costs were doubled and you only got X% back when retiring the player? (In my opinion, it'd make the most sense to lose 10% of flex spent on a player per season that they play.)

There are alternatives that both insure competitive balance while still earning money. Competitive balance is important because it keeps people playing. Right now, you have to directly spend money per season in order to be competitive, which is a huge turn off, especially to new players who are trying to decide whether or not to make a monetary commitment to the game. Just look at the trending in microtransactions for MMOs within the past several years: I can't think of any major release which has microtransactions as direct as "Spend $$$, get a level!"


As to the first, team costs are nothing compared to boosting revenue, even taking into account the 70% recovery at retirement. A team is 400 FP, 55 boosting players is 11000 FP (after retirement assuming 3x boosts). Doubling the team cost is a drop in the bucket....

I agree with competitive balance, and there could be a way to do this without impacting revenue, but not too much different that a FREE player. New agents get to build a free player, experiment, restart, play a couple seasons, then roll out a new player once they get the hang of building and all this without spending a dime.

Too much "free" competitive play and no one has any reason to boost at all....

I'm liking the new model a lot more every time I think about it....

Only problem I have is with old players and the "bonus" SP....extreme built players get a huge advantage as they now get to balance the build while players that had planned a more balanced build get left with adding SP AFTER ALGs are mostly exhausted....
 
avidday
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Here's the problem as I see it, using a typical max-VA boost pattern:

Season 0: Create Day 40, train to day 48, boost 1-4. (3 total boosts used)
Season 1: Start level 4, end level 16, boost to 19 (6 boosts)
Season 2: Start level 19, boost from 22-25 on day 10, end season level 32 (9 boosts)
Season 3: Start level 32, immediate boost to 35, end season level 42 (12 boosts)
Season 4: Start level 42, immediate boost to 45, end season level 52 (15 boosts)
Season 5: Start level 52, immediate boost to 55, end season level 60 (18 boosts)
Season 6: Start level 60, immediate boost to 63, end season level 68 (21 boosts)
Season 7: Start level 68, immediate boost to 71, HIT LEVEL 73 CAP DAY 14, end season level 73 (24 boosts)
Season 8: Start level 73, preseason boost to 76, plateau boost to 79 (30 boosts)


You don't even start getting close to the cap until around 70, then you jump over the line at 74. If the caps were adjusted up one level, you would be 74 on day 40 of season 7 with 24 boosts, then use 5 boosts the next season (total of 29) to get to 79. You cannot gain XP every day of the 7 seasons AND boost 30 times. To use 30 boosts, you lose XP for 26 days of that last season. That 30th boost is an unnecessary flex expenditure that doesn't need to exist.

I repeat: You cannot gain XP every day of the 7 seasons AND boost 30 times.


EDIT: One more thing: that leftover XP we now convert to SP and BT's... no more of that with this system. The early caps cut you off cold as soon as you level.
Edited by avidday on Aug 12, 2011 13:24:18
Edited by avidday on Aug 12, 2011 13:18:47
 
tragula
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Originally posted by avidday

I repeat: You cannot gain XP every day of the 7 seasons AND boost 30 times.


Better for you dot. Boost > Level ups.

You think of the ton of XP available in the new APD as some god given right. They redone XP system, found a problem with initial suggestion gave an excellent solution, now every boost clearly make your dot better (unlike the initial APD and the current system).




 
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Just so I'm properly comprehending what I've read, we will be able to create any dot for free at positions that are not in "low" demand right?

This means that currently, the only position we wouldn't be able to build is the halfback position right?
 
ijg
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Originally posted by ufshowboat
Originally posted by ijg

So does this mean there will no longer be the ability to trade in XP at plateau since it appears you stop at L 73 0 XP? If so, that is a major bummer for those people whose build plans were based on trading in XP at the end for more training & BT.

How about turning off XP at lvl 73 900 XP?


You're going to be getting 70+ extra SP.... was that part of the build plan?


And so does everyone else so it doesn't really change anything. For existing dots, it's frankly a hindrance to better build dots as others can catch up easier now and losing the cash in option for extra BT is a pretty big negative.

The changes may be good for newly built dots but they really screw up a lot of existing dots that some of us have spent nearly two years building and I think it's going to lead to a lot of early retirements which will make recruiting even that much more painful for the next few seasons. But I guess you don't care about that?
Edited by ijg on Aug 12, 2011 16:24:52
 
tragula
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Originally posted by ijg
And so does everyone else so it doesn't really change anything. For existing dots, it's frankly a hindrance to better build dots as others can catch up easier now and losing the cash in option for extra BT is a pretty big negative.

The changes may be good for newly built dots but they really screw up a lot of existing dots that some of us have spent nearly two years building and I think it's going to lead to a lot of early retirements which will make recruiting even that much more painful for the next few seasons. But I guess you don't care about that?


Not screw as mess up, including making good dot become less good (in comparison). The big annoying part is that this rain of 50 extra SPs is really not needed, typical GLB over-fixing.
 
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