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safonz612
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Why league are age capped in this manner?
1-40 - Prep
21-80 - University
61-120 - Regional Minor
101-160 - National Minor
141-200 -Semi Pro
I mean, if i create a player in day 35 until I reach Pro league i will be always an "underlevelled" player, beacouse I can't be rookie, so with a level 1/4 player 5 days old, i must play in a prep league (suggested level around 13), the successive year I can't stay in prep so I have to advance in a University League with the same problem.
It is so azardous to cap league age in this manner
1-45 (or 50) - Prep
21-85 (or 90) - University
61-125 (or 130) - Regional Minor
101-165 (or 170) - National Minor
141-205 (or 210) -Semi Pro
To give a possibility to all player whith a very little age at the end of the creation season to play at high level at the same manner of a day 40 player?
Or may create a
normal league with age cap at 40-80-120 and so on
competitive league with age cap at 45-85-125 and so on
elite league with age cap at 50-90-130 and so on
Veteran league whith age cap at 60-100-140 and so on
So everyone have the possibility to play at high level indipendently of the player creation date
Edited by safonz612 on May 24, 2020 05:20:00
Edited by safonz612 on May 24, 2020 05:15:31
Edited by safonz612 on May 24, 2020 04:33:40
 
ProfessionalKop
Gangstalicious
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Just build between day 40 and 0...
 
Theo Wizzago
Coyote
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Either that or play GLB2 where you can create anyday and get player up to proper level right away. (You lose out on career stats though.)
 
TJ Spikes
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Originally posted by safonz612
Why league are age capped in this manner?

Because about 70 seasons ago, there were no age limits or training limits, and a group of jag bags figured out an exploit called 'super slow building'. They'd purposely avoid signing with a team, so they could avoid getting XP and they'd spend 4 seasons only doing training. So they'd be 160 days old, but still in the level cap. Then they'd join a team and wreck everyone.

So to eliminate that, all leagues were given age limits, in addition to level limits.

Then to double extra eliminate it, training is no longer allowed when you're not on a team.

Not exactly sure why there needs to be both kinds of limits.
I would guess that the site admin didn't fully understand what was happening so they kind of flailed around killing off anything that seemed like it might be bad.

 
safonz612
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Originally posted by ProfessionalKop
Just build between day 40 and 0...


But in this manner you force player to build theyr dots only in this period. If we can have 4 tier of "difficulty" league (normal, competitive, elite and veteran) you can build your player in every moment of the season and have the possibility to compete at high level.
 
safonz612
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Think about a new player who don't know so deep the glb dinamics, so at season x day 30 he create a new player with flex point. Now he have only 2 choise:
1) always play "underleveled";
2) retire player and lose (few) flex point;
Otherwise if glb have tier he can play in the elite league and enjoy glb without frustration.
 
Novus
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GLB2 has the sort of flexible player-building you're talking about. GLB2 also has fewer players than GLB1, so clearly this isn't the killer feature you think it is.

Also, brand new players to GLB have something far bigger to worry about than dot-creation-date: build structure. Building dots that can compete in Natty Pro or WL requires a very counter-intuitive math-based approach that bears little resemblance to how a football player grows and developes in real life. That's a far bigger obstacle to new players.

Fortunately, there are quite a few team owners and forum posters who are willing to take new players under their wing, show them the ropes, and show them a build guide -- which always starts with "Create your dot between Day 40 and 48."

Is it the best system? No, but it works juuuuuuuust well enough to keep GLB alive... and it's better than the disruption of completely flipping the entire dot-building system on its head after over 10 years -- which would only accomplish pissing off and chasing away the die-yards, which would kill GLB for sure. Without them, there's nobody left to teach the newbies how to play, and GLB follows GLB2 into obscurity.

---

Aaaaaaand this is all a moot point anyway, because Bort is done with making changes to GLB. At this point, this is the game.
 
.spider.
Lead Mod
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Originally posted by Theo Wizzago
Either that or play GLB2)


Eww
 
Theo Wizzago
Coyote
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Originally posted by .spider.
Eww


What I always found sad is that several of the things we wanted here got put into GLB2. I get it that this game was a bugger to finally get as good as they got it but, krikey... I cannot imagine how they didn't see the appeal of all the things we love here and didn't simply make GLB2 the way they would've/should've done GLB original. Instead they added on those things and left off others (it's been compared to Casual and rightfully so) and ended up with 2 games which split the userbase and both games suffered.
 


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