Title is pretty self explanatory, been away from GLB for a long while now and just found out about the reboot. I have close to 28k flex, so was curious how much flex it's gonna cost to take a player from the start of his career to the finish? Also, plan on making players for next season, when would be the best time to do so?
Forum > FAQ's, Player Guides and Game Help > Flex Point Costs and best time to make a new player?
o The Boss x
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Originally posted by AirMcMVP
50 FP positions cost 75 FP to boost.
100 FP positions cost 100 FP to boost.
150 FP positions cost 125 FP to boost.
You can create now and check the 'experienced' box to create a player that will receive just as much skill points as any other player right now, and the same level.
Otherwise, you can wait until the offseason and create new players for next season, which starts day 49.
50 FP positions cost 75 FP to boost.
100 FP positions cost 100 FP to boost.
150 FP positions cost 125 FP to boost.
You can create now and check the 'experienced' box to create a player that will receive just as much skill points as any other player right now, and the same level.
Otherwise, you can wait until the offseason and create new players for next season, which starts day 49.
pottsman
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There is no "best time" to make a player this time around - XP is based just on games played, if you don't play, you don't get XP (and there's no training), and age is also based just on games played. Side benefit - if you take 6 months off from the game and come back, your player will be exactly as you left him.
If you make a player now, you can check off the "experienced" box and it'll be like he played all the games that have already happened in S1, which is almost over already (so you'd miss some games of dot-entertainment, but would get someone who is functional now). If you make him unexpereinced, he'll be level 1 now and decline in the middle of S6, instead of the start of S5.
The one issue to be aware of - dots created as experienced now will not get you superstar points this season, but will gain them next season.
If you make a player now, you can check off the "experienced" box and it'll be like he played all the games that have already happened in S1, which is almost over already (so you'd miss some games of dot-entertainment, but would get someone who is functional now). If you make him unexpereinced, he'll be level 1 now and decline in the middle of S6, instead of the start of S5.
The one issue to be aware of - dots created as experienced now will not get you superstar points this season, but will gain them next season.
STC1213
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Thanks for the quick reply. Will wait for day 49 and start fresh. Also, how many boosts per career? And is there any % return on flex for players that you retire?
pottsman
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Originally posted by STC1213
Thanks for the quick reply. Will wait for day 49 and start fresh. Also, how many boosts per career? And is there any % return on flex for players that you retire?
12 skill point boosts in a career (giving you more sprinting or tackle power or whatever). 4 career boosts, letting your player stay at the plateau longer. 3 ability point boosts, letting you invest in first step or monster hit or whatever. You can do some of the boosts now, some later, or you can do them ALL at the end of the career - it's no longer "three per season". You need to be a certain level to unlock more boosts, but you never "lose" a chance to boost.
When you retire your player, you will get back between 30% and 100% of the flex points spent on the player, depending on how long you have controlled him. A player retired before he has reached rookie level 1 will receive a 100% refund, with the refund reducing by 17.5% per level, down to 30% after reaching level 4. Any player who has not played a single league or ladder game will receive a 100% refund.
Thanks for the quick reply. Will wait for day 49 and start fresh. Also, how many boosts per career? And is there any % return on flex for players that you retire?
12 skill point boosts in a career (giving you more sprinting or tackle power or whatever). 4 career boosts, letting your player stay at the plateau longer. 3 ability point boosts, letting you invest in first step or monster hit or whatever. You can do some of the boosts now, some later, or you can do them ALL at the end of the career - it's no longer "three per season". You need to be a certain level to unlock more boosts, but you never "lose" a chance to boost.
When you retire your player, you will get back between 30% and 100% of the flex points spent on the player, depending on how long you have controlled him. A player retired before he has reached rookie level 1 will receive a 100% refund, with the refund reducing by 17.5% per level, down to 30% after reaching level 4. Any player who has not played a single league or ladder game will receive a 100% refund.
Edited by pottsman on Jan 16, 2014 19:58:38
Edited by pottsman on Jan 16, 2014 19:57:39
o The Boss x
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Returns on a player created without the 'experienced' checked I think is higher, no?
I don't understand the % return at all in glb2.
I don't understand the % return at all in glb2.
Nevermind, I can't read.
If you want a fully competitive player for next season, you can create an experienced player now and he will be the same level as all current players and not be behind the first wave.
Otherwise you could create an inexperienced player now and not join a team this season and be ready for the start of next season.
If you want a fully competitive player for next season, you can create an experienced player now and he will be the same level as all current players and not be behind the first wave.
Otherwise you could create an inexperienced player now and not join a team this season and be ready for the start of next season.
Edited by Corndog on Jan 16, 2014 20:13:27
Edited by Corndog on Jan 16, 2014 20:13:10
STC1213
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Originally posted by pottsman
12 skill point boosts in a career (giving you more sprinting or tackle power or whatever). 4 career boosts, letting your player stay at the plateau longer. 3 ability point boosts, letting you invest in first step or monster hit or whatever. You can do some of the boosts now, some later, or you can do them ALL at the end of the career - it's no longer "three per season". You need to be a certain level to unlock more boosts, but you never "lose" a chance to boost.
When you retire your player, you will get back between 30% and 100% of the flex points spent on the player, depending on how long you have controlled him. A player retired before he has reached rookie level 1 will receive a 100% refund, with the refund reducing by 17.5% per level, down to 30% after reaching level 4. Any player who has not played a single league or ladder game will receive a 100% refund.
So looking like the following costs for a player start to finish(assuming all boosts are used) would be:
50 FP position- 50FP + (75FP x 19 boosts) = 1475 Flex Points
100 FP position- 100FP + (100FP x 19 boosts) = 2000 Flex Points
150 FP position- 150FP + (125FP x 19 boosts) = 2525 Flex Points
And assuming a player who played his whole career would receive 30% Flex Points the returns would look like(rounding up on .5):
50 FP position- 1475FP x 0.7 = 1033FP Returned
100 FP position- 2000FP x 0.7 = 1400FP Returned
150 FP position- 2525FP x 0.7= 1768FP Returned
Does that look correct?
12 skill point boosts in a career (giving you more sprinting or tackle power or whatever). 4 career boosts, letting your player stay at the plateau longer. 3 ability point boosts, letting you invest in first step or monster hit or whatever. You can do some of the boosts now, some later, or you can do them ALL at the end of the career - it's no longer "three per season". You need to be a certain level to unlock more boosts, but you never "lose" a chance to boost.
When you retire your player, you will get back between 30% and 100% of the flex points spent on the player, depending on how long you have controlled him. A player retired before he has reached rookie level 1 will receive a 100% refund, with the refund reducing by 17.5% per level, down to 30% after reaching level 4. Any player who has not played a single league or ladder game will receive a 100% refund.
So looking like the following costs for a player start to finish(assuming all boosts are used) would be:
50 FP position- 50FP + (75FP x 19 boosts) = 1475 Flex Points
100 FP position- 100FP + (100FP x 19 boosts) = 2000 Flex Points
150 FP position- 150FP + (125FP x 19 boosts) = 2525 Flex Points
And assuming a player who played his whole career would receive 30% Flex Points the returns would look like(rounding up on .5):
50 FP position- 1475FP x 0.7 = 1033FP Returned
100 FP position- 2000FP x 0.7 = 1400FP Returned
150 FP position- 2525FP x 0.7= 1768FP Returned
Does that look correct?
pauly ginsberg
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Originally posted by STC1213
So looking like the following costs for a player start to finish(assuming all boosts are used) would be:
50 FP position- 1475FP x 0.7 = 1033FP Returned
100 FP position- 2000FP x 0.7 = 1400FP Returned
150 FP position- 2525FP x 0.7= 1768FP Returned
Does that look correct?
just reverse that youve figured out the amount of flex not returned
So looking like the following costs for a player start to finish(assuming all boosts are used) would be:
50 FP position- 1475FP x 0.7 = 1033FP Returned
100 FP position- 2000FP x 0.7 = 1400FP Returned
150 FP position- 2525FP x 0.7= 1768FP Returned
Does that look correct?
just reverse that youve figured out the amount of flex not returned
STC1213
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Originally posted by pauly ginsberg
just reverse that youve figured out the amount of flex not returned
Got ya, so.
50 FP position- 443 FP Returned
100 FP position- 600 FP Returned
150 FP position- 758 FP Returned
Thanks for all the help guys.
just reverse that youve figured out the amount of flex not returned
Got ya, so.
50 FP position- 443 FP Returned
100 FP position- 600 FP Returned
150 FP position- 758 FP Returned
Thanks for all the help guys.
Well, there are three types of boost.
SP boosts are what were initially quoted. You also have Career Boosts that are 150 FP each and Ability Point boosts and I don't remember their cost.
SP boosts are what were initially quoted. You also have Career Boosts that are 150 FP each and Ability Point boosts and I don't remember their cost.
Originally posted by Chysil
150 flex GLB2 players (QB / HB / LB) = 150 creation + 1500 SP boosts + 600 career extension + 750 AP boosts = 3000 total cost (900 returned, thus 2100 complete cost)
100 flex GLB2 players (WR / TE / FB / CB / FS / SS / DE) = 100 creation + 1200 SP boosts + 600 career extension + 750 AP boosts = 2650 total cost (795 returned, thus 1855 complete cost)
50 flex GLB2 players (O-line / DT / K / P) = 50 creation + 900 SP boosts + 600 career extension + 750 AP boosts = 2300 total cost (690 returned, thus 1610 complete cost)
150 flex GLB2 players (QB / HB / LB) = 150 creation + 1500 SP boosts + 600 career extension + 750 AP boosts = 3000 total cost (900 returned, thus 2100 complete cost)
100 flex GLB2 players (WR / TE / FB / CB / FS / SS / DE) = 100 creation + 1200 SP boosts + 600 career extension + 750 AP boosts = 2650 total cost (795 returned, thus 1855 complete cost)
50 flex GLB2 players (O-line / DT / K / P) = 50 creation + 900 SP boosts + 600 career extension + 750 AP boosts = 2300 total cost (690 returned, thus 1610 complete cost)
TheRealCajun
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I put this question here cause it's about bad timing to make player. lol
I made some player with the experience box checked, I thought that I'll be able to sign them with my rookie team in season 2.
Now I realize that in season 2 they will be sophomore and I can't sing them in a rookie team.
Is it correct?!?
I have also a QB that will not reach sophomore tier with the beginning of the new season (he missed a couple of match), will I have the possibility to sign him?
I made some player with the experience box checked, I thought that I'll be able to sign them with my rookie team in season 2.
Now I realize that in season 2 they will be sophomore and I can't sing them in a rookie team.
Is it correct?!?
I have also a QB that will not reach sophomore tier with the beginning of the new season (he missed a couple of match), will I have the possibility to sign him?
Galithor
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Originally posted by TheRealCajun
I put this question here cause it's about bad timing to make player. lol
I made some player with the experience box checked, I thought that I'll be able to sign them with my rookie team in season 2.
Now I realize that in season 2 they will be sophomore and I can't sing them in a rookie team.
Is it correct?!?
I have also a QB that will not reach sophomore tier with the beginning of the new season (he missed a couple of match), will I have the possibility to sign him?
Correct on #1.
The QB situation is a tough one. You're not the only one with a player that's kinda stuck in a no-mans land where they'll be experienced, but not a sophomore going into next season. You can still sign them, they'll just always be oddly aligned with all the other players and a bit behind.
I put this question here cause it's about bad timing to make player. lol
I made some player with the experience box checked, I thought that I'll be able to sign them with my rookie team in season 2.
Now I realize that in season 2 they will be sophomore and I can't sing them in a rookie team.
Is it correct?!?
I have also a QB that will not reach sophomore tier with the beginning of the new season (he missed a couple of match), will I have the possibility to sign him?
Correct on #1.
The QB situation is a tough one. You're not the only one with a player that's kinda stuck in a no-mans land where they'll be experienced, but not a sophomore going into next season. You can still sign them, they'll just always be oddly aligned with all the other players and a bit behind.
TheRealCajun
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Thanks a lot, but with the QB i'm happy with that.
He missed two game (and exp) but I could sign him without wasting flex.
For the others player, considering they will be sophomore with playing experience, if I retire them will I take 30% of their flex value?
He missed two game (and exp) but I could sign him without wasting flex.
For the others player, considering they will be sophomore with playing experience, if I retire them will I take 30% of their flex value?
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