I first want to state why I did this. I recently came back to GLB and am new to GLB2. I have been going through the superstar grind with my free practice player. I clicked on a "Top Plays This Week" link and followed the HB to their page. The build was open.
Here is the build:
https://glb2.warriorgeneral.com/game/player/271133
I decided I would try to get as close to the build as possible with my free practice squad player.
Here is the build:
https://glb2.warriorgeneral.com/game/player/282786
As you can see I am short the following:
Elusive Running -18
Power Running -20
Carrying Awareness -25
Quickness -5
Sprinting -10
Conditioning -18
I do not have Freight train at all.
I used the same build except instead of superstar I took natural. The test HB has 43 skill points remaining. The last two games played of season 31 day 22 have been post all points but above 43 being spent (complete build).
One of the stark differences I noticed is just how many fumbles the test HB had. He averaged about fumble a game. Just so people know I actually took carrying grip to 67 before the 10th game played. I also had Toughness, Heart and Intimidation to the same point as the Superstar before the end of the second season. I suspect that conditioning had something to do with it and the fact the test HB was on both kick and punt return duties. Still the fumble difference is rather stark.
I also noticed just how much the test HB sucked in yards per carry. Some of that has to be play calling. Most of the competition should have been against computer generated players. From what I can tell the superstar boosted player is far superior.
This test, along with other observations leads me to believe that superstar players are the crux of what is wrong with GLB2. At the core, the game will probably always be broken because of it.
I did some research into the 3 veteran leagues. I looked at all of the teams and counted up super star players at the following positions: OL, DT, DE, LB. I choose to only look at the vet leagues for time, but also because those are the players that people have spent the most time on. Here is the breakdown:
OL: 13
DT: 29
DE: 11
LB: 26
If we know that superstar players are inherently better and there is far more on the defensive front 7 then the oline, how can we expect a balanced sim? I am being serious. Even worse by far the most CPU players in the vet leagues is olineman. Also many teams owners seem to make a majority of their oline. If you look at the amount of times oline gets revcakced as opposed to pancaking the dline, it is insane.
To me this is the core of why the game is so impossible to balance. The superstar distribution is not even at all. The trenches have far more on defense and the skill position vs DBs is heavily favored towards the offense.
I don't know how you balance a sim around this. If you buff the online blocking to compensate then you make the really hurt teams who don't have a superstar or three on the dline. If you increase coverage to compensate then you really hurt teams who don't have multiple superstars at the skill positions on offense. I just don't know how anyone can expect a good balanced football sim with the wide variety of skill points players could have available. Football is game of player on player interactions. Having large disparity leads to some very odd results.
Thoughts, also I apologize for the length and if this has been brought up before.
Here is the build:
https://glb2.warriorgeneral.com/game/player/271133
I decided I would try to get as close to the build as possible with my free practice squad player.
Here is the build:
https://glb2.warriorgeneral.com/game/player/282786
As you can see I am short the following:
Elusive Running -18
Power Running -20
Carrying Awareness -25
Quickness -5
Sprinting -10
Conditioning -18
I do not have Freight train at all.
I used the same build except instead of superstar I took natural. The test HB has 43 skill points remaining. The last two games played of season 31 day 22 have been post all points but above 43 being spent (complete build).
One of the stark differences I noticed is just how many fumbles the test HB had. He averaged about fumble a game. Just so people know I actually took carrying grip to 67 before the 10th game played. I also had Toughness, Heart and Intimidation to the same point as the Superstar before the end of the second season. I suspect that conditioning had something to do with it and the fact the test HB was on both kick and punt return duties. Still the fumble difference is rather stark.
I also noticed just how much the test HB sucked in yards per carry. Some of that has to be play calling. Most of the competition should have been against computer generated players. From what I can tell the superstar boosted player is far superior.
This test, along with other observations leads me to believe that superstar players are the crux of what is wrong with GLB2. At the core, the game will probably always be broken because of it.
I did some research into the 3 veteran leagues. I looked at all of the teams and counted up super star players at the following positions: OL, DT, DE, LB. I choose to only look at the vet leagues for time, but also because those are the players that people have spent the most time on. Here is the breakdown:
OL: 13
DT: 29
DE: 11
LB: 26
If we know that superstar players are inherently better and there is far more on the defensive front 7 then the oline, how can we expect a balanced sim? I am being serious. Even worse by far the most CPU players in the vet leagues is olineman. Also many teams owners seem to make a majority of their oline. If you look at the amount of times oline gets revcakced as opposed to pancaking the dline, it is insane.
To me this is the core of why the game is so impossible to balance. The superstar distribution is not even at all. The trenches have far more on defense and the skill position vs DBs is heavily favored towards the offense.
I don't know how you balance a sim around this. If you buff the online blocking to compensate then you make the really hurt teams who don't have a superstar or three on the dline. If you increase coverage to compensate then you really hurt teams who don't have multiple superstars at the skill positions on offense. I just don't know how anyone can expect a good balanced football sim with the wide variety of skill points players could have available. Football is game of player on player interactions. Having large disparity leads to some very odd results.
Thoughts, also I apologize for the length and if this has been brought up before.






























