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Forum > Suggestions > Suggestion • How to make players relevant from day 1
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cavalier
Alpine
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Two things are behind this suggestion:

1) It has been several years since I, and many with me, did care about any dot before he hits plateau. Unfortunately that is taking away a big part of the game and it takes a lot of time before you get anything back from using money on a new player.

2) I also feel that the confidence attribute is a bit neglected and could have a bigger part of the game as it is a very important element of football. Shouldn't there be some way for players to gain confidence by playing well and win?


So here is my suggestion that should make you care about your dot from day 1, and improve the way confidence is gained:

Introduce confidence bonuses by accomplishing pre-set milestones for single games, seasons, career and team achievements. There should be specific goals for each positions and there should be a good number of them, some fairly easy to reach, some difficult.

To give a quick look at what I have in mind, here is an illustrative example on a quarterback (showing three goals per category, out of a total of maybe 15-25 per category):

http://i633.photobucket.com/albums/uu60/alpinegolfers/Milestones.png

Initially I thought this should be a fairly small percentage bonus to confidence, but after giving it some thought, I think the bonuses should be direct point additions to confidence, and I think it should be significant as it would be a realistic way of a player gaining confidence (probably max out somewhere around 50 points if you reach every personal and team goal).

I think this will achieve:
▸ You would follow your dot from day 1
▸ You would want your player to do well and you would want him to start (I miss the days when agents on the team would bother me if the player was too low on the depth chart)
▸ It will force farm teams to be somewhat competitive making games much more interesting for new players in the lower leagues.
▸ Confidence will be gained much more realistically
▸ It will add an element to the game that I think would be fun.



I understand there will be some challenges implementing this, but they can be overcome fairly easily in my opinion. Further, it is also fairly easy to design goals that prevents most exploits I can think of. For instance, all single game goals should be achieved against non-CPU teams and against teams with a set number of human players. There should also be points for playing in the Pros and WL stopping networks from gaming easier pro-leagues to reach individual goals, etc.
 
Vortus
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Like the idea. But, I'd decrease the bonus, but increase the number of achievements when possible. Oline/Dline would be a bit difficult.
 
cavalier
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Originally posted by Vortus
Like the idea. But, I'd decrease the bonus, but increase the number of achievements when possible. Oline/Dline would be a bit difficult.


In my suggestion there is somewhere around 80 to 100 achievements for a player. Would you like even more?
 
cavalier
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I don't O-line and D-line would be that hard.
 
fogie55
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i really like this is theory, but in practice would lead to all sorts of exploits as lower level teams were structured to maximize these gains for particular dots.

perhaps instead of having an effect on confidence (an actual attribute), these milestones could effect Fame and this could be incorporated into making Fame be something more meaningful
Edited by fogie55 on Aug 19, 2012 09:34:28
 
InRomoWeTrust
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+1

Also, I think it'd be interesting if this was the only way outside of training that confidence was gained. If SP application was banned from the confidence attribute, teams would be even further pressed to make sure their younger dots and teams performed well.

Given that scenario each position would need customized totals of confidence that they could potentially earn (because a QB needing 100 confidence is a lot different than a CB who doesn't care if they're at 40).
 
cavalier
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Originally posted by fogie55
i really like this is theory, but in practice would lead to all sorts of exploits as lower level teams were structured to maximize these gains for particular dots.

perhaps instead of having an effect on confidence (an actual attribute), these milestones could effect Fame and this could be incorporated into making Fame be something more meaningful


Then absolutely nobody would give a damn. It has to have an effect on the end build of your player.

We are talking about confidence here, an attribute that most builders neglect anyway. Its not like you would get bonuses to speed, etc.
 
fogie55
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Originally posted by InRomoWeTrust
+1

Also, I think it'd be interesting if this was the only way outside of training that confidence was gained. If SP application was banned from the confidence attribute, teams would be even further pressed to make sure their younger dots and teams performed well.

Given that scenario each position would need customized totals of confidence that they could potentially earn (because a QB needing 100 confidence is a lot different than a CB who doesn't care if they're at 40).


this is also very intriguing, and, again, I like it a lot in theory, but seems like even more open to exploitative behavior. i could see people going to great extents to make sure their QB or K or OLs (guys who need confidence) got it.
 
cavalier
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Originally posted by fogie55
this is also very intriguing, and, again, I like it a lot in theory, but seems like even more open to exploitative behavior. i could see people going to great extents to make sure their QB or K or OLs (guys who need confidence) got it.


What kind of exploits do you have him mind, a bit more specific?

I can see that some large networks could use several farm teams at the same time, with one focusing on running the ball, while the other throws it (for instance). But there could be put in measurements to handicap this, one example could be that a high confidence player views himself as a star. If that player is teamed up with another very high confidence player, one of them would take a hit as they would not be the star on the team. Another option would be to reduce the confidence bonus if the player is not utilized during plateau (a high confidence receiver would see his confidence decrease if he doesn't get a number of targets).

Further, since team goals would be a part of it, you would have to build full teams and use a lot of extra flex to exploit like suggested above.
Edited by cavalier on Aug 19, 2012 10:06:36
 
Vortus
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Originally posted by cavalier
I don't O-line and D-line would be that hard.


Other dots have quite a few stats allowing easily measurable milestones or achievments. Oline and Dline, not so much.

Still like the idea.

 
cavalier
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Originally posted by Vortus
Other dots have quite a few stats allowing easily measurable milestones or achievments. Oline and Dline, not so much.

Still like the idea.



D-line is easy.

O-line, a bit tougher, but definitely not impossible at all.
 
Plankton
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If achievements are purely based on personal stats, this would potentially lead to less competition and more stat padding O only or D only farm teams. I do not see that as a good thing.

With that said, I think making a significant (not necessarily majority, just significant) number of milestones be team performance (in particular winning) related would definitely give incentive to teams to try to win (assuming that is the end goal of this suggestion...to make minors have more reason to care).
 
cavalier
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Originally posted by Plankton
If achievements are purely based on personal stats, this would potentially lead to less competition and more stat padding O only or D only farm teams. I do not see that as a good thing.

With that said, I think making a significant (not necessarily majority, just significant) number of milestones be team performance (in particular winning) related would definitely give incentive to teams to try to win (assuming that is the end goal of this suggestion...to make minors have more reason to care).


If you had bothered to read the suggestion and click the picture you would see that a significant part of this would be team performance.
Edited by cavalier on Aug 19, 2012 11:07:50
 
Dub J
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Get rid of ALGs
 
TaySC
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I like the idea of making the game more realistic as CONF is gained, not trained.

The issue I am having a problem with on this is that it seems to me like it is one of those things where the "rich would just get richer" and that would just separate those top dozen or so WL teams from everyone else.

One way to avoid lots of "exploits" that everyone claims networks has is to make chemistry a much bigger hit and much more important. Reward teams for sticking together and severely punish teams that move 15+ (or whatever number) players in one off season.
 
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