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Bretto007
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New Owner- Sophomore Level Observations and Suggestions.

I finished 2nd in my rookie league but now I'm crushed 50-3 every game by teams who have 10 Star players on their rosters. (I have 5)

I saw someone post about limiting the number of Star Players a team can have. I think that's probably a good idea. Make the star contracts to a higher level where a person can really only fit 6-8 Star Players. Definitely not more than 8, and even that is pushing it.

Another thing I think would help is not limiting the number of star players an account can have. Currently you can't have more than three. So as a new owner I have to entirely rely on the goal line blitz community to fill my roster and make it competitive. As has been pointed out elsewhere most star players are already playing for the veteran owners and the ones that aren't either have bad builds or go inactive. I had a star QB and FS that I signed during the rookie season and they went inactive so I lost those going into the Sophomore season.

My final point, a team really gets screwed over in chemistry if you make roster moves between seasons. The off season should encourage making moves not punish you. I'd suggest greatly reducing the chemistry penalty. Right now its either 50 or 0. That's very harsh and really punishes the novice owners ever more.

These suggestions are operating under the assumption that the owners and community here want to make the game more appealing and enjoyable to new users so as to grow the game participation.
 
defoa
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what i did was make a bunch of players in the position that i wanted to get to S* next season and not boost them, then put them on CPU rosters and let the season run its course. after the season is over you should be able to have your super player that you want. I didnt make my team til i had my S* players because I knew it would be somewhat difficult to gather a roster ( i got a bunch of great people and was super stoked though). Also maybe just start forming a team in the forum and dont actually make it til you have a roster of good agents with the number of S* players you want on it. I dont think S* makes the entire team; coaching and the agents you get are going to be what makes you succeed in the long run.
 
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S* on soph isn't that relevant, you ain't losing 50-3 due superstars diference.

About Chem, isn't it realistic? If a new player arrives on a team he doesn't have good chem, 50 is good enough.

The problem that you are facing is gameplanning and player building, GLB2 is really hard on new players on those categories, specially if you don't use GLB2scout.

Try to learn on this first run, when you reset it will be way better, if you are organized people will join your team, my first run with my team i was able to fill the team with a lot of people.
 
Bretto007
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Originally posted by McLovinCowboys


About Chem, isn't it realistic? If a new player arrives on a team he doesn't have good chem, 50 is good enough.



Any team that makes an addition in the off-season is punished with 50 or 0 Chemistry. Do we really want to discourage roster moves that severely?

 
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Originally posted by Bretto007

Any team that makes an addition in the off-season is punished with 50 or 0 Chemistry. Do we really want to discourage roster moves that severely?



Its always 50, you just need to send the contract again on the preseason.

To me its a fair punishment, maybe it could raise a bit higher, don't know, it was never that much of a problem in my opinion.
 
Bretto007
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Originally posted by McLovinCowboys
S* on soph isn't that relevant, you ain't losing 50-3 due superstars diference..


I do use goal line scout and my playcalling seems to be just fine against teams with similar level of Star Players. I would like to invite you to take over playcalling for my games against the teams with 10 star players and show me they can be beat.
 
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Originally posted by Bretto007

I saw someone post about limiting the number of Star Players a team can have. I think that's probably a good idea. Make the star contracts to a higher level where a person can really only fit 6-8 Star Players. Definitely not more than 8, and even that is pushing it.

Another thing I think would help is not limiting the number of star players an account can have. Currently you can't have more than three. So as a new owner I have to entirely rely on the goal line blitz community to fill my roster and make it competitive. As has been pointed out elsewhere most star players are already playing for the veteran owners and the ones that aren't either have bad builds or go inactive. I had a star QB and FS that I signed during the rookie season and they went inactive so I lost those going into the Sophomore season.


x100000000000
 
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Originally posted by Bretto007

Any team that makes an addition in the off-season is punished with 50 or 0 Chemistry. Do we really want to discourage roster moves that severely?



Yes, that is the point.
 
AirMcMVP
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Originally posted by Galactic Empire
Yes, that is the point.


Exactly. The idea is to prevent owners from using multis to create elaborate farm systems to game the system.
 
Bretto007
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So if I have some agents go inactive during the season and I want to replace them as the owner I get punished? What about having more values instead of just 50 or 0? If I sign someone new on the first day of the offseason maybe they get signed at 75 chemistry and it goes down 5 points every day after that?

There does seem to be some concern about how difficult the game is for new owners and I do get the sense that people want more people to start and continue playing the game. I'm just pointing out something that seems to really hurt and discourage new owners.
 
JokersChaos
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Originally posted by Bretto007
So if I have some agents go inactive during the season and I want to replace them as the owner I get punished? What about having more values instead of just 50 or 0? If I sign someone new on the first day of the offseason maybe they get signed at 75 chemistry and it goes down 5 points every day after that?

There does seem to be some concern about how difficult the game is for new owners and I do get the sense that people want more people to start and continue playing the game. I'm just pointing out something that seems to really hurt and discourage new owners.


About the signing at 75 and going down by 5 each day was something that I was thinking would be a good idea, it would drop as low as 50 until say day 6or9 or whatever then continue to drop more again.

And yes they do want to find a way to make it easier for new agents, but at the same time not put in something that more VET agents are able to exploit. That just creates same issue now and doesn't close the gap between new and VET agents.
 
JokersChaos
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Originally posted by McLovinCowboys


Try to learn on this first run, when you reset it will be way better, if you are organized people will join your team, my first run with my team i was able to fill the team with a lot of people.


This! Use this 1st run to learn what kind of offense and defense you like to run. While doing this start to network with other agents planning on a future team. You can utilize GLB2SCOUT Virtual Player to work with and explore the builds that you want to have on your team and where. IE you want your SS to be a TE Coverage kind of defender, work with the build and make the best set up you can find, also communicate with other agents or someone that has agreed to fill that roster spot. When you have an actual plan in place and are communicating with people they are more prone to join up, unlike if you just say you want people to join the team and offer something.

Remember your player builds are best if they are created to be a Specialist at something instead of balanced, and you match the players with your playbook and gameplan. Don't just throw something together and put them wherever. If you have less S* players, then you really need specific builds. Also with all builds, do not make the mistake of underestimating the importance of Conditioning.
 
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Originally posted by Bretto007
I do use goal line scout and my playcalling seems to be just fine against teams with similar level of Star Players. I would like to invite you to take over playcalling for my games against the teams with 10 star players and show me they can be beat.


First, it depends on the position, one problem with your team is that it lacks the most important S* positions, you don't have a HB, the most important, and a SS, a position that needs to be S* so he can defend run and pass (yeah this kinda sucks but its the state of the game).

Also you havent created your 150 S*, should have waited to get those S* points. S* K isn't effective, kickers are lame here.

I can't judge your team without knowing the builds, but your pass defense seems weak. Your secondary have a bad completion rate, too high.

The 2 TE defense 4-3 2 man under performed very bad on last gale, so its probably a build problem.

Too much blitzing, blitzing is already bad even with a "perfect" blitzer build, what are your blitzer LB skills? Oponnent completion rate is too high, you called a lot of USMB, OWMB and ZEB, yet your LBs have 0 sacks, hurry pct is low.

Your FSs are being target too much, you are using too much plays that they are covering important targets, like this 4-3 c1 lb dogs on 2 TE defense. If you build your normal FS to defend the pass they will suck, they rarely are important on pass defense, unless if you make a specialized team using a gameplan with this philosophy, you need to create builds merging with the playbook.

LBs and safeties seems slow.

As i said, on Soph, the S* diference isn't the main factor that makes you lose with those scores. Unlike vet, where it is a problem, but a team with one S* HB, SS, DT, LB, and one receiver can be very competitive.

And normal builds got a really huge boost recently, with the adition of 4 cap boosts and the trait natural.



 
Bretto007
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To my original point-

Why not limit Star Player Roster numbers and/or allow agents to build as many Star Players as they choose?
 
HayRow
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Originally posted by AirMcMVP
Exactly. The idea is to prevent owners from using multis to create elaborate farm systems to game the system.


well that isn't working...sooo
 
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