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sawyer0413
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In most games, I have a reference for how much an attribute, skill, or trait will affect my character's performance. I see lots of supposition in this forum on builds, but I cannot find an analysis or guideline on what affects what. So, I am building blind. Worse, I suspect that a lot of the recommendations may be nearly as blind.

So, I have 2 questions.
1. Is there any place or means to determine the effectiveness of increasing X/selecting X?
2. Is there any way to search the dang forums to find the posts, such as the above, that may already be posted?
 
HayRow
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Originally posted by sawyer0413
In most games, I have a reference for how much an attribute, skill, or trait will affect my character's performance. I see lots of supposition in this forum on builds, but I cannot find an analysis or guideline on what affects what. So, I am building blind. Worse, I suspect that a lot of the recommendations may be nearly as blind.

So, I have 2 questions.
1. Is there any place or means to determine the effectiveness of increasing X/selecting X?
2. Is there any way to search the dang forums to find the posts, such as the above, that may already be posted?


no sir. they purposely want it to be a mystery to the players to figure out builds that work
 
treygreen13
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Originally posted by sawyer0413

1. Is there any place or means to determine the effectiveness of increasing X/selecting X?


Depends on how you define effectiveness - for example you can see exactly how much faster your character's 40 time is when you add points to Sprinting... but 40 time isn't necessarily reflective of the ability of a football player just like in real life. We see the Combine darlings go into the NFL and flame out often because there's so much more into it than that.

Keep in mind for each skill there are other skills that directly act on it, and for each dot there are 21 other dots on the field at the same time, all doing their own counter-rolls against it in a scheme that selects plays from a list at random.

So no... there's not really a hard and fast number for what each skill will translate to in on-the-field performance.

Originally posted by sawyer0413

2. Is there any way to search the dang forums to find the posts, such as the above, that may already be posted?


No... and frankly even if you could you'd be finding what are merely opinions about what works best in their scheme. And it might change from one month to the next as changes go into the game.
 
treygreen13
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Originally posted by HayRow
no sir. they purposely want it to be a mystery to the players to figure out builds that work


Also makes us churn through those Flex points trying to understand it.

God knows I've wasted a lot of Flex on stupid ideas trying to figure this game out.
 
sawyer0413
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Well, this is then consistent with what I've encountered, and that is a bit sad. Heck, I probably expect that a lot of the builds out there are intentionally crippled. After all, why share what works to weaken yourself. Ironically, I can get more useful data from real football (NFL or NCAA) when it has real-world implications than I can seem to find about GLB2. Doesn't bode well if they want to keep me interested in the game in any sort of long-term way.
 
Detroit Leos
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Originally posted by sawyer0413
Well, this is then consistent with what I've encountered, and that is a bit sad. Heck, I probably expect that a lot of the builds out there are intentionally crippled. After all, why share what works to weaken yourself. Ironically, I can get more useful data from real football (NFL or NCAA) when it has real-world implications than I can seem to find about GLB2. Doesn't bode well if they want to keep me interested in the game in any sort of long-term way.


Ask questions. Many established agents that have been around and tested many build concepts are typically willing to help out.
 
sawyer0413
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Detroit Leos, this is my problem, without statistical data backing it up, it is just a guess. It could even be a wrong guess that simply happened to work out right against specific competition. There is no reasoning behind it. There is a reason that the NFL holds the combine. There is a reason that stats are collected, not just from the game, by every team.

Additionally, some of the rules here simply don't equate to the real world. For example, receivers get SLOWER as they age (real world), but can get faster in GLB2. There are no allowances for physical attributes to change (improve or decline) as things happen. I have no real idea how the stats are drawn. For example, I cannot really measure AGILITY, as a stat, in the real world. I can see the effects of it. But, I can measure STRENGTH in the real world (or at least common measures of it). Likewise, the intangibles, that are so very important to the real world, are not even factored in to this game.

For example, every time I login, I see a ridiculous number of plays that results in absurd TD runs, TD catch and runs, or interceptions and run-backs. This is infrequent in the real world, but common here. So, if I try to apply my real world knowledge to the game world, it would not apply. Likewise, I think a lot of agents have done that, to some success, but there doesn't seem to be a real analysis to any of it. Make sense?
 
treygreen13
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I went through this same problem, sawyer, and I eventually had to stop and say, "this is not a football simulator in any way." Sure, the dots on the screen are playing a game that is a lot like football. We're building players that play the same positions as football players. But they're not playing the human game football. This is a football-themed strategy game.

The reason many of these games you see are huge swings one way or another are because GLB greatly rewards players for exploiting mismatches, and since there are no in-game adjustments that mismatch will be exploited for the full duration of the game. So agents create players and strategies at the extremes - a sprinter who puts in a clocked 4.2 40 but couldn't lift a milk jug off the counter, or a defense that blitzes the house on every single down.

My recommendation is to check out the Hall of Fame for previous seasons. Some of the players have open builds - you can see how they statistically were allocated, and you can go back and review the games they played and watch them at any time to see how they were used.

For example, here's a Power Back with an open build:

http://glb2.warriorgeneral.com/game/player/232382

You can see exactly how he ended up when he retired, with all his stats. You can watch any game he was played in and see how he was used. Maybe that will satisfy a little of your statistical curiosity.
 
Rob.
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With so many variables at play we are all guessing. With that said, a lot of the experienced agents have found builds that perform consistently well. The fun part of the mystery is that there are still unique builds that might not have been discovered or fully utilized yet.

But if you are looking for reliable data about what "increasing x" does you won't find it.
 
Detroit Leos
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I get what you are saying sawyer but as Rob just said, reliable data is not really available. When looking specifically at combine numbers on the player page, those numbers are affected by specific skills that a player has. Additionally, Agility, Strength and so on simply determines the caps to specific skills that a player may raise. While older players typically slow, I personally view this sim as a younger start and not all pro level football which is partially why there is no regression in skills. Players start at a Freshman type level then play at a JV level, Varsity level, College level then Pro and retire before they regress.

This sim is far from perfect especially from a statistical perspective as every interaction with opposing offensive/defensive players will also vary based on the skills that they have as well. You can capitalize on how majority of agents are building players though in various ways. If you know that an opposing OLine is going to have minimal Pass Block Tech, then you may not feel the need to take Pass Rush Tech crazy high at end build and see good results. If defenses are building to stop power rushing at all costs, make a pure passing team. Or you may just want to try some crazy player build concepts to see if you can get them to work.

Bottom line is that there are fun and interesting things to do here but it is also not for everybody.
 
Corndog
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The game is figuring out what works the best.

If you were told what works best, there would be no reason to play.
 
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Originally posted by Corndog
The game is figuring out what works the best.

If you were told what works best, there would be no reason to play.


This is what makes this game fun.
 
Nematoad
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Even if you "figured it out" the meta could change the next season. How BORING if we all knew the formula to success!
 
sawyer0413
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Well, it is never a formula for success. There are (and should always be) random factors. Heck, it lists the weather on the site. I suspect there are lots of other random factors with pure random chance above and beyond that. This doesn't account for the human factors, certain plays are going to have better/worse defenses. All in all, the permutations are going to make it interesting.

But, I have no idea how my attributes affect my long-term capabilities and limits, because the relationship between those is not listed. Knowing the relationship only helps me make INFORMED decisions. If I want to build Brett Favre or Joe Montana or Dan Marino or Cam Newton, they are vastly different QBs with vastly different criteria for success. But, I haven't the foggiest idea how to replicate those QBs, even remotely accurately, in the game.

Furthermore, without data, everyone else is just guessing. OR! They are intentionally misleading people, which I can respect. Misdirection of your opponents in the game is a viable tactic, in the real world as well as this game. It just seems the game is purposefully obscuring information that would increase the enjoyment of the game.

I suspect that the reports that I do read where people leave the game are likely due to the fact that figuring out even the basics of the game is nearly impossible. If I play an MMO, I can mine the logs, figure out what worked and what didn't. Even if I don't do the work, others will post it. I can then make informed decisions. Better yet, I can expect the game creator to provide it in the hopes of keeping me playing the game longer.

Worse, I suspect that many of the successful builds are not successful at all. And that many of the discarded builds are actually quite successful. Why? Because random chance was just down in succession. It happens. But when you tweak without any reliable feedback that your tweak did or did not do quantifiably better, you are just guessing. You might be a successful guesser, and pat yourself on the back. But, you are then just a guesser who is fooling themselves. Then, when you don't do as well because it catches up with you (as regression to the mean ALWAYS DOES), you blame your opponent, or your <fill-in-the-blank-but-still-wrong-excuse>. Does that make sense?
Edited by sawyer0413 on Oct 6, 2017 22:35:47
 
DeeVee8
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Man, bro, dude. Smoke a J and then build a Pure Blitz DE for my team. He will be the greatest evar. This game isn't crossword puzzle, it's more like a hot chick at a bar that gives you the best sex of your life, then takes up all your time just to get disinterested after a few years and cheats on you with her yoga instructor while you're stuck with the kids and the mortgage...with touchdowns.
 
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