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Forum > Goal Line Blitz 2 > What GLB2 questions would you like answered?
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TxSteve
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Don't bother with "they are never going to answer that" - I know that. This isn't about that. I'm wondering -- with regard to GLB2 (have to make so many caveats because you guys are aholes) -- if you could ask 5 questions of Corndog / Bort about GLB2 and they had to answer (with reasonable explanations - not sarcastic confusing blow-offs) - what would you ask?

Here are mine:
- what is the diversity bonus and how does it work?
- what is the knowledge bonus and how does it work?
- is the end of half game play really impossible to find/figure out...or is it just that it would take 40 hours to figure out and that isn't worth it?
- why is it in your opinion that so many offensive plays just don't work well (passing mostly)? Is it a problem with blocking schemes? Bad routes? slow developing routes? Or is it that most of them simply offer up an average yards per catch of 8 or fewer yards and us min/maxers don't run them?
- is cover tech as underpowered as it seems?
 
TxSteve
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they are never going to answer that
 
Detroit Leos
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Oh boy... This could turn in to another flame post quickly.

I would like to know:

How many development hours go in to changes each season and the time of each season the hours are occurring most? This is mostly due to so many offseason changes dropping late and from a user perspective it seems like they could worked on and completed well before the offseason begins.

The specifics of knowledge and diversity as TxSteve mentioned.

Why there is so little effort to connect and communicate with the user base as far as ongoing work being put in to the game along with communication on all of our suggestions. I get that when discussions crop up and Corndog does chime in that it is seemingly always a battle but that is partially due to how CDog gives those sarcastic responses. We rarely ever get an in depth answer.

My thoughts on the passing brought up by TxSteve - Many passing plays suck due to the defensive pressure as they simply take too long to develop. Various passing plays that are not run often can work against a team that does not blitz as much and/or does not have a stud DE applying pressure. There are also some that work well and have quality completion rates up to 5-6 yards out but may also be sack bait on 3rd and longs. Then there are some that simply seemed doomed no matter what. Just my beliefs on the variety for passing anyway.
 
Corndog
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Originally posted by Detroit Leos
How many development hours go in to changes each season and the time of each season the hours are occurring most? This is mostly due to so many offseason changes dropping late and from a user perspective it seems like they could worked on and completed well before the offseason begins.


Not a lot. Actual development time has never been the biggest time sink. Especially since the game is more or less feature complete. We're not looking at a roadmap of things we're going to be adding for the next five years, the game has all the features it was intended to have. Most changes are reactionary, and most added features at this point are ideas that we happen to think of and want to add.

To develop, you actually have to know what to develop. And to know what to develop, you have to spend a lot of time monitoring, reading, and trying to figure out what would improve the game and what kind of balance changes need to happen. You have to spend time both monitoring last season's changes and their effect, and diagnosing problems that need to be fixed for next season.

You can't develop anything the first half of the season because there's no data to develop on. Everyone is still adjusting to previous changes, and problems haven't had time to show themselves. By the second half of the season, when problems start occurring, then you have to spend time deciding whether it's actually a problem that needs addressed, and decide the best course of action to address it.

Other times, there ends up being no apparent changes that need to be made by playoff time, which I've been using as an opportunity to hammer out some random ideas I've had bouncing around and actually implement them, and/or perusing through the suggestions forum to find suggestions that I think fit within the game. These kind of seasons is when you get stuff like weather, pickup players, play knowledge, etc.

Most seasons have been the latter recently, probably partially from slower forums leading to slower feedback, leading to a late season scramble of "it's day 40 and there's still nothing apparently broken". Which I admittedly like, because I prefer shaking things up with new features rather than spend weeks staring at CPU players on my test server running the same handful of plays over and over while trying to balance them.
Edited by Corndog on Nov 18, 2016 15:08:50
 
Detroit Leos
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First off, awesome response Corndog! +1 there all day long!

As far as the testing goes on the test server. Don't you guys have scripts that could run specific plays "X" amount of times against each opposing play then the ability to use something like or just use the GLB2scout tool to see the results? Also, I would think that they plays may be able to be run faster on the test server. It would seem like more data would be available from the test server especially early in the seasons not to mention the benefit of actually getting data on plays that currently do not work on the same level as those which most folks are spamming the hell out of. How could those be improved? For some passing plays it would seem like a better reaction time or quicker OTs could pick up blitzing LBs a bit better. I understand the conundrum there though as we as agents can invest more in snap reaction, footwork, sprint and so on but with the cost of blocking skills being so high it is difficult to prevent those free blitzers. Anyway, that was not a complaint but just an example. Thanks again for taking the time to write out that info though! That is some awesome sauce man!!!
 
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Can we get more emotions?

Any zone improvements on the horizon?
Edited by Galactic Empire on Nov 18, 2016 16:14:02
Edited by Galactic Empire on Nov 18, 2016 16:12:36
 
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Corndog, how do you explain end of game logic not being fixed when it has been bitched about since season 1?
 
WarHammer2015
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Emoticons? Lmao you want more abuse? There has to more pressing questions..
Uhhh humm .. Hey corndog, do you think you will ever crack down on multis or am I good bro?
 
bhall43
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Not glb2 related but what's the skinny on your new rpg? Bort hasn't thrown a new screenshot up since june.
 
Corndog
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Originally posted by bhall43
Not glb2 related but what's the skinny on your new rpg? Bort hasn't thrown a new screenshot up since june.


Glorch was greenlit a bit ago, so we've been finishing that up and getting it working for Steam first.

Though, I've still been working on Time Break. I'm going to be trying to get back to posting stuff about it in the devlog.
 
GoGetta
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I don't want TxSteve's questions answered because then I'll have more things I have to take into account/build for.


Originally posted by Detroit Leos

Why there is so little effort to connect and communicate with the user base as far as ongoing work being put in to the game along with communication on all of our suggestions.


Didn't want the whole quote because as much as it frustrates me too, I've got to deal with the general public each day at work, and people drive me insane. It's not an excuse more than a bit of empathy (if that's even it.) But the questions I have are community based, and this is one.

The next, more important, is are you content with the consumer base that you have? Numbers we have a sizeable difference between how many teams this game used to have, and how many it has now. With our current model, rookie tier sucks because of how little control you have, then seasoned/journeyman are endurance trials because you're being pitted against upper tier teams constantly. Three tiers your joy is sapped because you're playing some pointless games. A lot of agents have stuck through it, but it's a potential barrier for new agents/owners. Flex costs would be another, specifically to me the career boosts. I don't think having two tiers in vet with some cpu teams there is acceptable really. Vet is the culmination of almost a year's worth of work and having a lot of great teams leave early because of how expensive it is to stick around sucks. I own a good team, and I want to play all the best ones, not get a trophy handout. The most fun I've had in league play was pro when we had one league, but we had it full of quality teams/owners/agents. We had terrible ladder play. I'd hope to get both at some point.

Finally, what can we all do to make this game fun socially? I don't think this is developer specific, but I think you may have some good ideas. The current level of social interaction in this game sucks, and I'll be taking a hiatus after next season because of it. I've been playing since GLB2 started, and my favorite parts to this game are owning/coaching my team, and running my mouth of/building a friendship and connections with other guys. Nowadays there's..... nothing. The general forum could go an entire day with maybe a couple posts. We as a community don't ever contribute league/tier talk unless it's a quick GG. This is boring. Combined with 7 seasons and 488 gameplans, that's boring. I win a lot of games, but it feels as accomplishing as winning a game of solitaire. As I said, I think this is an issue for both the devs and the community. One can't expect the other to fix it.




 
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I talk trash as much as possible.
 
GoGetta
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Originally posted by Galactic Empire
I talk trash as much as possible.


And that's why I think it's a community issue as well. Rather than a lot of people talking back, or bragging, people have become lazier (for the most part) and just hit thumbs down. When some silly little comment disappears because it has 11 thumbs down but the post is one page long, that reflects on how asinine the community can be.
 
DeeVee8
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Maybe if they gave away 50 flex for making the playoffs and 200 flex for winning a ship people would care more?
 
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They should have tournaments and give away flex for the winners and MVPs.
Edited by Galactic Empire on Nov 18, 2016 20:53:54
 
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