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Forum > Bugs > "High" contracts not raising chemistry any faster
Time Trial
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http://glb2.warriorgeneral.com/game/roster/201

Players all got 4, 5, or 6 chem regardless of contract level.

Can you confirm this is coded correctly, as the high contracts should be getting 150% chem recovery. Also, better make sure that the players are getting the +25 Heart in the games as well.
 
Corndog
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Should be fixed whenever Bort uploads stuff.
 
Time Trial
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Originally posted by Corndog
Should be fixed whenever Bort uploads stuff.


I'm not sure if anyone chose Easy Going, but I think they have a chem advantage too.
 
Time Trial
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Also, the 0 chem issue to start out in rookie makes the fumbles happen like crazy.

I've got 40 leadership on my QB and still had 9 fumbles on bad snaps and botched hand-offs (the Cs both have invested in snap awareness, just in case that helps reduce bad snaps, which I don't know if it does or not).

Might want to have rookie dots start out a bit higher than 0 chem in future seasons?
 
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yeah the 20 or so fumbles a game is old already. i get there young and rookies but even pee wee players do better than that.
 
NiborRis
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Originally posted by Time Trial
Also, the 0 chem issue to start out in rookie makes the fumbles happen like crazy.

I've got 40 leadership on my QB and still had 9 fumbles on bad snaps and botched hand-offs (the Cs both have invested in snap awareness, just in case that helps reduce bad snaps, which I don't know if it does or not).

Might want to have rookie dots start out a bit higher than 0 chem in future seasons?


Yeah this is really making the first games unwatchable. Maybe start at 25 or so. Or some value based on what your contract type is as of the first game played (not as of signing to avoid sign/release/sign shenanigans) or even tied to some character value of some sort or both, I dunno. But something, 0 chem + rookie dots == really bad play.
 
Corndog
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Originally posted by Time Trial
Might want to have rookie dots start out a bit higher than 0 chem in future seasons?


There was something in place for this, except I forgot to add it to one equation...namely the botched snap equation.
 
Time Trial
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Originally posted by Corndog
There was something in place for this, except I forgot to add it to one equation...namely the botched snap equation.


And hand-offs?

I've got 40 leadership on a rookie dot and I've seen a lot of botched hand-offs (about 33% of the fumbles are bad hand-offs, 66% are bad snaps).
 
Corndog
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It should be fixed for tomorrow's games
 
Time Trial
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Originally posted by Corndog
It should be fixed for tomorrow's games


Okay, I'll set up some scrims for tomorrow.
 
NiborRis
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Originally posted by Corndog
There was something in place for this, except I forgot to add it to one equation...namely the botched snap equation.


Wait what? Rookie dots have a hidden chemistry boost we can't see, or some hidden chemistry floor?
Can we know how this works? Otherwise we're going to be making a lot of assumptions about chemistry that won't be true when the players aren't rookies any more.
 


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