Been away from GLB for a few seasons and have noticed participation has heavily declined. I understand it costs money to play but if it was cheaper then you would eventually make far more money than you are now and more people would be playing.
Forum > Goal Line Blitz 2 > GLB pricing and participation
Originally posted by _OSIRIS_
If it were cheaper I wouldn't spend less money, I would build more players.
If it were cheaper I wouldn't spend less money, I would build more players.
Originally posted by drake262
Originally posted by _OSIRIS_
If it were cheaper I wouldn't spend less money, I would build more players.
But it would cost more money to sim games for those extra players.
Simming games isn't cheap. We have arguably the most complex football simulation in existence, despite how simplistic the sprites may look. Every 1/20th of a second of every play, every player is calculating where they should be and what they should be doing relative to every other player on the field. My devbox can't even sim a full game, it runs for about 45 minutes before crashing.
If those players were just numbers in a database, sure, the more the merrier. Assuming you want to do something with those players, though, that takes processing power, and a lot of it. Sure, we could just randomize the output and fudge the replays like similar sites do, but we value the intricacies and nuances of every action on the field, just as we feel our customers do.
Originally posted by _OSIRIS_
If it were cheaper I wouldn't spend less money, I would build more players.
But it would cost more money to sim games for those extra players.
Simming games isn't cheap. We have arguably the most complex football simulation in existence, despite how simplistic the sprites may look. Every 1/20th of a second of every play, every player is calculating where they should be and what they should be doing relative to every other player on the field. My devbox can't even sim a full game, it runs for about 45 minutes before crashing.
If those players were just numbers in a database, sure, the more the merrier. Assuming you want to do something with those players, though, that takes processing power, and a lot of it. Sure, we could just randomize the output and fudge the replays like similar sites do, but we value the intricacies and nuances of every action on the field, just as we feel our customers do.
Edited by Corndog on Oct 13, 2017 02:44:56
Edited by Corndog on Oct 13, 2017 02:42:08
I'm just saying this game needs something to attract and retain new players in a bad way
Not that I don't like this Little community as I live in a small town and am part of one but all these dick daps are getting annoying. GE is my only forum entertainment.
Originally posted by drake262
I'm just saying this game needs something to attract and retain new players in a bad way
I've never disagreed. It's just that the idea of costing significantly less has never been a practical idea.
There's a lot of ways the game could be structured differently, but then it wouldn't be the same game. I've long pondered the practicality of flipping the pricing structure around. If players were dirt cheap like team ownership currently is, with team ownership making up the bulk of the pricing structure. It makes sense considering team ownership translates to more engagement, compared to the somewhat casual relationship with player management. Teams are also what translate to more games simmed, which translate to a higher budget on servers...the sim doesn't care whether players are CPU or human owned, the processing demand is still there. Players can be free agents, teams can't be idle. Of course, that means more people have more players sitting around on their thumbs unable to find teams.
I've actually quite liked the idea of teams paying flex to players on them. Keeping the current cost of players, but offsetting the cost by the flex salary a player earns. Would need a budget cap and various other limitations put in place to prevent ridiculousness, but yeah. I'm not sure it would necessarily grow the game, but the pricing structure seems more logical in my head.
I'm just saying this game needs something to attract and retain new players in a bad way
I've never disagreed. It's just that the idea of costing significantly less has never been a practical idea.
There's a lot of ways the game could be structured differently, but then it wouldn't be the same game. I've long pondered the practicality of flipping the pricing structure around. If players were dirt cheap like team ownership currently is, with team ownership making up the bulk of the pricing structure. It makes sense considering team ownership translates to more engagement, compared to the somewhat casual relationship with player management. Teams are also what translate to more games simmed, which translate to a higher budget on servers...the sim doesn't care whether players are CPU or human owned, the processing demand is still there. Players can be free agents, teams can't be idle. Of course, that means more people have more players sitting around on their thumbs unable to find teams.
I've actually quite liked the idea of teams paying flex to players on them. Keeping the current cost of players, but offsetting the cost by the flex salary a player earns. Would need a budget cap and various other limitations put in place to prevent ridiculousness, but yeah. I'm not sure it would necessarily grow the game, but the pricing structure seems more logical in my head.
I think more advertising would bring more players to the game. I agree with you Corndog, I do believe that glb2 is the best football sim out there. I do not believe that enough people know about it.
I also think that the steep learning curve contributes to the loss of many players. I know that I almost walked away from the game in the beginning. Suffering 100 point defeats is a bit disheartening.
Many Vets have contributed guides in the forums, tutorial videos and have helped teach the "newbies" but we are losing the player retention battle. It feels like the player pool keeps shrinking instead of growing.
Just my 2 cents.
I also think that the steep learning curve contributes to the loss of many players. I know that I almost walked away from the game in the beginning. Suffering 100 point defeats is a bit disheartening.
Many Vets have contributed guides in the forums, tutorial videos and have helped teach the "newbies" but we are losing the player retention battle. It feels like the player pool keeps shrinking instead of growing.
Just my 2 cents.
I disagree with advertising right now. No point bringing in hundreds of new users if only a handful stay. We need something so new players log in everyday. Do something with player money, off day activities. Let players train once a day and get 25sp each training session. Something rather than a meaningless pickup game once a day. Hell get rid of pickup games all together for regular players to save money on SIM costs.
bhall43
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Originally posted by drake262
I disagree with advertising right now. No point bringing in hundreds of new users if only a handful stay. We need something so new players log in everyday. Do something with player money, off day activities. Let players train once a day and get 25sp each training session. Something rather than a meaningless pickup game once a day. Hell get rid of pickup games all together for regular players to save money on SIM costs.
ya 25 sp of training isnt going to make someone login each day.
honestly its a pretty niche kinda game where its doubtful you are going to attract lots of retainable users without some major renovations to the interface and restructure of how the whole thing works. games like this were at their peek during glb1s formation but this generation needs more bells and whistles and less thought to be engaged.
I disagree with advertising right now. No point bringing in hundreds of new users if only a handful stay. We need something so new players log in everyday. Do something with player money, off day activities. Let players train once a day and get 25sp each training session. Something rather than a meaningless pickup game once a day. Hell get rid of pickup games all together for regular players to save money on SIM costs.
ya 25 sp of training isnt going to make someone login each day.
honestly its a pretty niche kinda game where its doubtful you are going to attract lots of retainable users without some major renovations to the interface and restructure of how the whole thing works. games like this were at their peek during glb1s formation but this generation needs more bells and whistles and less thought to be engaged.
Nematoad
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I would still like to see some sort of "Practice" function where you could scrim your own offense against your own defense. That would be something to do on the non-game days to perfect gameplans and depth charts.
Also, you can't just wipe out pickup games because a lot of us use the pickup players to test out builds and SA combinations. That being said, what you could do is give us the ability to queue up 5-10 pick up games at a time so we aren't constantly being forced to log in just to grind players.
Nothing groundbreaking here, I know these have been in the 'Suggestions' forums before.
Also, you can't just wipe out pickup games because a lot of us use the pickup players to test out builds and SA combinations. That being said, what you could do is give us the ability to queue up 5-10 pick up games at a time so we aren't constantly being forced to log in just to grind players.
Nothing groundbreaking here, I know these have been in the 'Suggestions' forums before.
Edited by Nematoad on Oct 13, 2017 14:44:48
BoDiddley
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Ah, never realized that extra players came at that steep of a cost. That does makes things really tough on the devs financially.
On the participation front, allowing PuPs to to be made on any tier would probably do wonders. #1 reason why teams fold before reaching Vet is due to lack of free agents to fill holes. Once you're past rookie....the odds of finding FAs are very slim, and if you do that means another team folded. Agents go inactive here and there, so its the kiss of death for many. A free agent system similar to GLB1's marketplace would be cool too.
Other than that it may come down to bells and whistles for agents. Team owners are concerned about tactics/management, but for agents....there isn't really a whole lot to do, and not much fanfare for their players. HOF rankings are really out of wack, so even if an agent is trying to climb the ranks...good luck, lol. Stats in general are lacking. Allowing retired players to play in the Legends league would be interesting, and something others have mentioned before. The Best of the Best going at it would be awesome and inspire others to get their players to that level. In fact, a Legends tier with human coaches would be something I would go for. Server cost is an issue, so maybe 100-150 per season for a Legend player. Just the idea of old greats battling each other would be amazing.
Originally posted by Nematoad
I would still like to see some sort of "Practice" function where you could scrim your own offense against your own defense. That would be something to do on the non-game days to perfect gameplans and depth charts.
Also, you can't just wipe out pickup games because a lot of us use the pickup players to test out builds and SA combinations. That being said, what you could do is give us the ability to queue up 5-10 pick up games at a time so we aren't constantly being forced to log in just to grind players.
Nothing groundbreaking here, I know these have been in the 'Suggestions' forums before.
Never said get rid of pickup players just pickup games for regular players
I would still like to see some sort of "Practice" function where you could scrim your own offense against your own defense. That would be something to do on the non-game days to perfect gameplans and depth charts.
Also, you can't just wipe out pickup games because a lot of us use the pickup players to test out builds and SA combinations. That being said, what you could do is give us the ability to queue up 5-10 pick up games at a time so we aren't constantly being forced to log in just to grind players.
Nothing groundbreaking here, I know these have been in the 'Suggestions' forums before.
Never said get rid of pickup players just pickup games for regular players
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