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drake262
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I don't get why player building is so boring yet that is how wg makes the most money. I log in, check how my player did, log off. Literally nothing to do. I'll watch replays every once in a while but unless I own or coordinate the team the shit is boring.

Is there anything, literally anything, to make player building more fun?

Just scrap player building imo. Let me buy a team and fill it with cpu dots and compete that way.

There are free mobile games that are more in depth than this game. It's kind of sad
 
drake262
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Idk if anyone has played touchdown manager on mobile but if we can incorporate something like that into this, or glb3, I'd be stoked
 
_OSIRIS_
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All the meat in this game is in ownership and coaching. Some kind of subscription package might work where you get a team and some players for a reasonable price. Players are just too spendy for me. But yeah nothing to do for just player builders.
 
Bretto007
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Player building has gotten stale because there isn't enough that differates the quality builds from each other.

A start would be to fix up the special abilities and add new ones.
 
drake262
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Originally posted by Bretto007
Player building has gotten stale because there isn't enough that differates the quality builds from each other.

A start would be to fix up the special abilities and add new ones.


SAs really don't matter to strictly player builders or casual players. I want to have more than 30 seconds of things to do when I log in.

Just imagine being a new player. You have 2 or 3 dots. You log in, put 3 points into a skill. Log off.

Literally, that's all you're allowed to do. At least glb1 had eq or training, you know, something to actually do. Yet that's how wg is supposed to get the most money.
 
MrPembrose
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I actually enjoyed watching the games when my players were on competitive teams.
 
rackhound
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when the forums were active that was fun. now it goes days before there are any posts sometimes longer.
 
Raid
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True dat.
 
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I like the idea of buying a whole team, that'd rock... also just having like 2 or 3 tiers.
Edited by Myrik_Justiciar on Sep 26, 2019 21:20:15
 
drake262
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I miss rivalries. Like people talking shit on the opposing teams. All this friendly shit is boring

Originally posted by Myrik_Justiciar
I like the idea of buying a whole team, that'd rock... also just having like 2 or 3 tiers.


Id gladly pay like 2k flex a season for a team like that. But it would have to be cpu players that we set up training regimes for.
 
Corndog
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The biggest issue is if player builders have "something to do" with a small handful of players, then it would be impossible for people to realistically own a full team of players because "something to do" inevitably means "something to do that makes my player better", which then translates into "something you have to do to be competitive".

The current model isn't ideal, but there's limitations and reasons for the way things work, and most of those stem around the absurd amount of processing power each sim takes. While owning teams and coordinating might be the most fun part about the game, if the costs were shifted towards owners instead of players, then you'd be looking at like 50 dollars to own a team for a season, which easily prices out most casual users from the "fun" part of the game, and then likewise, you'd have droves of players with no teams to play on, which makes players even less fun. While the "everyone owns a team of CPU" idea has it's appeals, it also isn't really feasible. The server cost would either be unsustainable, or the cost to play the game would price most people out.
 
Corndog
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As an example, if a player gives you an hour of "something to do" each day, similar to the free to play option of a lot of mobile games nowadays, owning an entire team would at minimum require 36 hours of mandatory "something to do" each day.

It just doesn't work and isn't scalable to the various ways people play the game. Especially if you're not interested in "just for funsies" things like...watching games.
Edited by Corndog on Sep 27, 2019 01:23:29
 
Corndog
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Originally posted by Bretto007
Player building has gotten stale because there isn't enough that differates the quality builds from each other.


I've also given this a lot of thought, and have discussed a lot of options with Bort.

At the end of the day, though, it either boils down to one of two options. Either just making the system needlessly complex and convoluted like GLB Classic's slow building soft cap manipulation, or adding an element of randomness that you work around in player builds.

The complex and convoluted system I don't feel benefits most people. Maybe the burned out vets that have everything "figured out", but that just makes it more of a math and spreadsheet game than a football rpg. A math game with arcane hidden formulas to figure out for no real reason.

And, while I'm a big fan of potentially random elements to player building that makes some players excel in some areas beyond what other players can achieve, I'm also pretty sure that most of the player base would be vehemently opposed to having their player "ruined" by randomly getting a Pass Block Awareness buff instead of Sprinting.

More and improved SAs, while I'm a big fan of the idea, I don't think is really going to change much. People will still naturally gravitate towards what works best, until everything else is "garbage". It adds a few seasons of chaos at best, and then it's back to being bored because everything is figured out, again.
Edited by Corndog on Sep 27, 2019 01:31:56
Edited by Corndog on Sep 27, 2019 01:31:47
 
Corndog
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One of the old ideas I had for keeping GLB Classic fresh after we moved on from development was a "seasonal drift" idea, where various rolls and modifiers would gain bonuses and penalties each season, creating a built in chaos factor rather than us making regular balance changes to create temporary chaos.

Then again, I think a lot of what I think is fun isn't overly appealing to the most hardcore users. I like making players and teams centered around a theme and trying to make the most of it within my own roleplay ruleset, moreso than trying to minmax to win every game. The ebbs and flows of randomness affecting my players and teams is exciting because my enjoyment isn't from "being the best and winning every game", but from enjoying any success from my own narrow ruleset that I've self imposed. So if I'd lose from randomness, oh well I was probably going to lose anyway, if I win from some favorable randomness, then it's amusing watching my subpar strategy work out.

And yes, I do spend money to run subpar roleplay builds. I have that same mentality in basically every game I play. I have a Dark Souls character that doesn't wear armor and only punches things. I play out of meta characters in Overwatch and Dota. Most of my Skyrim characters don't use bows and smithing because it's too easy. There's a lot more depth, challenge, and entertainment to get out of games by avoiding the meta and accepting things as they happen. Maybe I'll be stuck at 2500 rating playing off-meta heroes instead of 3000 rating if I was playing better ones. It's just a number, it's not like I get cash prices or anything for winning more games. If anything, winning fewer games actually gives me something to strive and work towards, it creates room for improvement. Maybe the roleplay build fails completely and I eventually can't compete at all, but oh well.
Edited by Corndog on Sep 27, 2019 01:56:40
Edited by Corndog on Sep 27, 2019 01:51:05
 
Ghanima
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If this game is all about managing a team then... Let it be 1st and cheapest thing to do here. Make hiring CPU players easier and having team cheaper. It would be fun to have as many teams as players. Also consider 5 free spots for player than can be ONLY in ur owned team. We will have many new teams and game will change its course. Then If some1 want to make more players for more fun.. then pay up normally. Also consider option to save future progress for ur build... As every1 having a team we dont need to force players to login after each game. They will want to log in anyway.
 
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