Originally posted by daryls61
As for teh tutorial, people bypass those all the time. I am looking for a big announcement "DONT MAKE A PLAYER UNTIL YOU READ/VIEW THIS.
The free player is a good idea that i hope these ideas build upon.
You can move it. I thought I posted it in Suggestions.
FAQ
What is Goal Line Blitz? Link to this
Goal Line Blitz is a browser-based multiplayer online game based on American Football. If you need to brush up on the rules and positions in American Football, check out this Wikipedia article.
What can I do in this game? Link to this
Goal Line Blitz gives you a couple of options, depending on how you want to play the game. You can create players, level them up, and participate in a team's attempt to win the championship. You can also purchase your own team, set the team's tactics, recruit players, build your stadium, and more.
Visiting our forums is a great way to get to know some of the people who form the GLB community. The forums can also be helpful if you want to ask the community questions about the game, recruit for your team, try to find teams for your players, or just engage in conversation.
Who should I contact if I have a question or notice a bug? Link to this
If you have questions, please contact Customer Support. If you notice a bug, you can contact Support or submit it in the Bugs Forum and the Bugs team will review it.
Is this game affiliated with the NFL, any other professional league, or any other website? Link to this
No. We are a completely independent game.
Where is feature X? Link to this
This is still a beta game, so there are a lot of features we haven't added yet. If we've been talking about it, we're working on it. If we haven't been talking about it, maybe we haven't thought of it. Feel free to make a suggestion in the Suggestions Forum!
What is the last day I can boost my player each season? Link to this
There is no last day to boost. You may boost up until the season rolls over. Once the season rolls over, you may not Boost for the previous season. Boosting is allowed during the offseason. As soon as the next season's preseason starts, you can boost for that season.
The Season
How long is a season? Link to this
Each season is 40 real life days, which simulates a 20 week season (including playoffs). After each season has completed we have an off-season to make site-updates and for teams to recruit new players, this usually lasts one week. After the off-season concludes, pre-season begins a few days before we launch a new season.
Are there playoffs? Who gets to go? Link to this
Yes. After the last games of the season are played, playoff brackets will be created for each league. The top 8 teams from each conference will go to the playoffs, and play in single-elimination brackets where the winners from each conference meet in the championship game. The others will have to wait until the next season.
When do games get simmed? Link to this
Each league plays every other real-life day. The length of time remaining until your team's next game is simmed is displayed on your home page, and on the league page for your league.
Flex Points
What are Flex Points? Link to this
Flex Points are the basic currency of Goal Line Blitz. They will allow you to create more players, purchase teams, increase your players' stats, create custom gear, and more. You may see some players refer to them as "FP" or just "Flex."
How can I get more Flex Points? Link to this
You can buy them or earn them. Check out the Flex Points page to see how you can purchase, or earn, Flex Points.
How many Flex Points can I get through referrals? Link to this
You can earn up to 850 per season. The referral breakdown is as follows:
50 points per referral for the first 10 referrals.
25 points per referral for the second 10 referrals
10 points per referral for the final 10 referrals.
Referrals in excess of 30 will not earn you more points.
I referred somebody but didn't get any points. What's up? Link to this
Users that you refer must meet the following qualifications to earn you points:
* They must not be from the same IP address as you. This usually means: they can't be using the same computer to sign up, or share a network with you.
* They must use your referral number. Your referral number can be found by opening your Flex Points page.
* They must create at least one player.
* They must be active and play the game for at least a day or two.
What do the different referral statuses on my account page mean? Link to this
There are four different statuses:
* "No Players": This user has not created any players.
* "Pending Activity": This user created an account and some players, but has not been active long enough to earn you any points
* "Awaiting Processing": This user has met all of the qualifications and will be processed for points at the next day change (midnight MST)
* "Processed": This user has already been processed.
What are the different types of teams and what is their purchase price? Link to this
Pee Wee: Pee Wee rosters are made up entirely of brand new players with 0 XP. All Pee Wee rosters and team cash are reset every season. Pee Wee team owners can not build up their stadiums and are not eligible for team promotions or media revenue. Pee Wee ownership is a great opportunity for a user who would like to focus on building new players. Cost to purchase a Pee Wee team is 400 Flex per season.
Regular: Our regular leagues are made up of rosters that range in age based on the league level. Regular team owners have access to advanced tactics, full promotions, and stadium building. This is the perfect team for owners who want to compete at the highest level. The cost to purchase a Regular team is 1000 Flex Points. Unlike Pee Wee teams, and Casual teams, the initial ownership period is two seasons, rather than one. After the initial two seasons, the cost to renew a Regular team is 400 Flex Points, per season.
Casual: Casual teams are very similar to the Regular teams, except that team owners only have access to the most basic tactics. Casual teams are for an owner who does not have enough time to focus on the tactical aspect of the game. Cost to purchase a Casual team is 400 Flex per season.
Note: Casual/Regular teams are not swappable i.e., a Casual team cannot be moved to a Regular league or vice versa.
How do I purchase a team? Link to this
If a team is available for purchase, you may buy it by clicking the (Buy Team) link on the team page. Note that teams become available three days after they are sold. So, if you see a team is CPU-owned but doesn't have a (Buy Team) link, that means it was sold recently and won't be available for a day or two. Check back early on the following day(s) and you should be able to snag it!
If you're looking for a team you can also find a list of teams available to purchase by clicking on the Buy link on your home page in the "My Teams" section.
Why can't I buy CPU-controlled D-League teams? Link to this
D-League teams are special CPU-controlled teams for new players. We must keep them CPU controlled to ensure new players always have a place to play
What happens if I sell my team? Link to this
If you sell your team you may be eligible for a pro-rated refund of the Flex you spent to purchase the team. You will be alerted as to how much Flex you would receive back on your sale options page. Once you have sold a team, you will not be eligible to purchase a new team for 21 days.
Note: If you think you will be wanting a different team before that 21 days is up, make sure to purchase it first, then sell the team you no longer want.
I've been a GM on this team for a long time. Can I buy it directly from the owner? Link to this
Yes. GMs have the privilege of buying a team directly from its owner. Both GM and owner should contact Customer Support to confirm the sale and we will process it for you.
Note: the purchase price for the team is the same when you're buying it directly from the owner.
Also note: When a GM buys the team directly from the owner they are buying the team as-is. Stadium/cash are not reset and they do not receive a chemistry grace period.
What is Team Chemistry? Link to this
Team chemistry, split into three categories (overall, offense, and defense), operates in the sim as a percentage hit to a player’s attributes. Team Chemistry promotes teams sticking together as opposed to churning out a completely different roster each and every season. Chemistry acts as a percent hit to your attributes, with 100/100/100 yielding a 0% loss.
The penalty to attributes is calculated separately for the offensive and defensive sides to the ball.
More information on how chemistry is calculated can be found on our our wiki page, Team Chemistry
Recruiting
What is the maximum roster size? Link to this
We currently have a 55 player roster limit.
How do I find players for my team? Link to this
There are several ways to find players for your team.
From your team's roster page you can click on the "edit team's needs" link to list your team's current needs at each position. You can enable automatic contract offers to be sent to players to fill your roster's needs.
You can also visit the Marketplace tab to find available free agents.
Finally, you can check out the posts in the Players Looking for Teams forum, or you can make a post in the Teams Looking For Players forum.
How do I know how much salary to offer a player? Link to this
Player salary will have an expected range that is based upon a player's effective level, skill point value, and position. Their morale reserve will be based upon whether they are above, within, or below this expected range. For more information on morale reserve, please visit our wiki team finance page.
I mistakenly signed a player, why can't I release him? Link to this
A player that has been signed to a team is not eligible to be released for three days. You may PM Customer Support for help in this situation.
I mistakenly released a player, why can't I sign him? Link to this
Players that have been released from teams are not eligible to be signed back by the same team for 20 days. You may PM Customer Support for help in this situation.
I made an offer to a CPU free agent/trade offer to CPU team. When will it go through? Link to this
CPU players and teams will weigh all their offers at the end of the day (midnight MST). They might accept or reject your offer, depending on other offers they have received.
I made a trade offer to a human team and it was accepted. When will it go through? Link to this
All trades are processed at the end of the day (midnight MST).
When is the trade deadline? Link to this
The trade deadline is day 24 of every season. See our wiki page for the trade and cut rules.
Stadium
I purchased a new section for my stadium. When will it be built? Link to this
Sections will be built during the off-season, after the playoffs have concluded, and before the start of the next season. Seating upgrades are built right away.
When do I get ticket sales? Link to this
Tickets for upcoming games are sold at the end of every day (midnight MST). Season tickets are only sold on the first day of the season. Once you sell out all your games, you cannot sell any more tickets unless you buy more seats.
I have empty seats and no one is buying tickets. What should I do? Link to this
There is a maximum price people are willing to pay for tickets to your games. If you are riding a long winning streak, they are willing to pay more. If you've been losing a lot, they will be willing to pay less. If you're not selling any tickets, try lowering your ticket prices. Fans will never pay more than 1.5x the expected ticket price. If you are still having difficulty setting your ticket prices you can use the auto set button on your ticket pricing page.
Playoff Ticket Sales Link to this
For minor league teams, tickets will sell at a maximum of 1.75 times expected value. Regional Pro, National Pro, and World League playoff teams will sell tickets at zero cost meaning there is no ticket revenue. Home teams will still receive revenue from concession sales. In addition, home playoff teams will receive the Free Nachos non-premium promotion at no cost.
Tactics
Is there a list of offensive plays in the game? Link to this
Yes. Please click here.
How are timeouts called during the game? Link to this
There are several scenarios that will trigger the sim to call a timeout automatically for your team during the game, see our wiki page for the full timeout logic rules.
What are Reward Points? How can I spend them? Link to this
Occasionally Goal Line Blitz will award agents in the form of Reward Points. These points can be used to purchase and boost players, purchase custom equipment, schedule scrimmage games, and buy private forums. Reward Points cannot be used to buy or extend team ownership. Reward Points are nonrefundable, once they have been spent they cannot be returned, even upon the retirement of a player.
League Structure
How are leagues determined and what are the current leagues? Link to this
Leagues are determined by the age of the player's on the roster.
Current leagues and age caps
0 - Rookie
1-40 - Prep
21-80 - University
61-120 - Regional Minor
101-160 - National Minor
141-200 -Semi Pro
181-Uncapped - Regional Pro
221-Uncapped - National Pro/World League
Cap levels are "rolling caps" which means that the caps will increase by one day as the season progresses until each team has advanced to the next league.
What are Elite, Competitive, and Normal leagues? Link to this
Elite, Competitive, and Normal leagues are subcategories for each Minor League. They consist of teams that are grouped together based on several factors including performance from the previous season and player effective levels.
Each season top teams from the Competitive leagues will be promoted to the Elite leagues. The Competitive leagues will consist of the non-playoff teams from Elite the previous season, and the best teams from Normal that didn't end up in Elite. The Normal leagues consist of the non-playoff teams from Normal the previous season.
Both Elite and Competitive will also have higher fan support minimums than normal, as a reward for doing well.
Minor Leagues
How do promotion and demotion work in the Minor leagues? Link to this
The Minor leagues are set up in an aged capped system, which is designed to grow with the normal progression of players. There is no forced demotion in the Minor Leagues.
All teams are promoted by one age cap every season, unless they request a demotion due to lost players.
How do I request a demotion? Link to this
After day 32 of each season, an option to request demotion will become available to the team owner on the team's profile page. Owners should use this form to request demotion, if they experience any difficult or have questions please send a message via Customer Support.
If a request for demotion is put in, any players that do not fit into the age limits of the new league will automatically be removed from the team when the team is moved.
If I request demotion for my team, do I lose anything? Link to this
Most teams that request demotion will have their stadium, team cash, and fan support reset based on the tier they are demoting to. Whether your team will have their cash and stadium reset will be determined after you request your team's movement by using the "New League Request" link on your team's page. The starting stadium and cash values are listed below:
- Regional Pro- Stadium: All 100 Level, Both 200 sidelines; Cash: 14,000,000; Fan Support: 30/10/0
-Semi Pro- Stadium: All 100 Level, Both 200 sidelines; Cash: 12,000,000; Fan Support: 30/10/0
- National Minor- Stadium: All 100 Level, 200 level home sideline; Cash: 10,000,000; Fan Support: 30/10/0
- Regional Minor- Stadium: All 100 Level except right endzone; Cash: 8,000,000; Fan Support: 30/10/0
- Local Minor- Stadium: Three 100 level corners; Cash: 6,000,000; Fan Support: 30/10/0
- University - Stadium: One 100 level corner; Cash: 4,000,000; Fan Support: 30/10/0
- Prep- Stadium: No Additional Sections; Cash: 2,000,000; Fan Support: 30/10/0
-Rookie/Sophomore- Stadium: No Additional Sections; Cash: 1,500,000; Fan Support: 30/10/0
Do the structure and movement rules apply to Casual leagues as well? Link to this
Yes.
Do the structure and movement rules apply to Pee Wee Leagues? Link to this
No.
Playoff Seeding/Tiebreakers
How does playoff seeding and tie breakers work? Link to this
In GLB, the top eight teams at the conclusion of a season in a particular league will move on to playoff play in competition for the league championship.
Seeding is determined by a team’s quantity of wins in their league.
If there are two or more teams with the same record, they are sorted via the following progression:
1. Head to head record amongst the other tied teams with the same record.
2. Number of points allowed (in all regular season games).
3. Number of points scored (in all regular season games).
Seeding is also used to determine home team in the playoffs. In GLB, home-field is always given to the higher seed. For purposes of the league championship game, home-field is decided by the following progression:
1. Regular season record
2. Points allowed (in all regular season games)
3. Points scored (in all regular season games)
Professional Leagues
How do promotion and demotion work in the Professional leagues? Link to this
The two teams reaching the championship game will always be promoted to the next tier up. The two teams who finished 15th and 16th in each conference will be demoted to a lower league.
Will teams that have been sold, or requested demotion from Professional Leagues, be replaced by teams moving up from lower tiers? Link to this
Yes, all CPU teams will be removed from their leagues and replaced by teams moving up from lower tiers.
Can I stay in Regional Pro instead of promoting to National Pro? Link to this
You can but your stadium, cash, and fan support will be reset.
World League
A playoff team is resetting/gutting, which team gets to take their place? Link to this
If a playoff team in the World League decides to reset their team and move to a lower level, priority will be given to the 9th place team in their conference. If that team does not wish to stay in the World League, priority is then given to the highest seeded non-playoff team.
Any team wishing to remain in the World League as a result of a team resetting MUST submit a Support ticket requesting to do so. Failure to do so will result in the spot being awarded to the highest seeded non-playoff team that did submit a Support ticket.
Can I name my players after NFL players? Link to this
We encourage you not to name your players after NFL players, but we won't stop you. Goal Line Blitz is not affiliated with the NFL in any way.
I messed up and made the wrong position. Can I start over and get my points back? Link to this
Yes. Just go to your player's profile page and click the "Retirement Options" link. You can retire your player from there and get a refund of points. NOTE: You cannot retire a player once he has joined a human controlled team, so make sure you remain a free agent if you plan to retire the player.
What is with the different costs for creating players at different positions? Link to this
Since some positions are more glamorous than others, we have made the less glamorous positions cheaper to create, to encourage you to create players at those positions.
Cost of Flex Positions
300 Flex Glamour Positions: QB, HB, WR
200 Flex Normal Positions: FB, TE, and All Defensive Positions
100 Flex Non-Glamour Positions: C, G, OT, K, P
Create a Player Now
How many players can I have in my account? Link to this
As many players as you can afford with your flex points. If you're new to the game, we start you out with enough to make a player or two to try the game out.
Is there a penalty to my skills for playing out of position? Link to this
Yes, there is. It is a small penalty for similar positions like an OT playing G or a FS playing SS. The penalty is larger for very different positions, like a QB playing DT or a DE playing WR.
How do I join a team? Link to this
There are several ways you can join a team. The best options are listed below.
1. You can go to the Contracts tab on your player's profile page. There will be 3 offers from CPU teams to start out.
2. You can also go to the contract offers tab and click on the "Get Offers from Needy Teams" or "Search for Teams" buttons to find offers.
3. You can click on the Marketplace tab at the top of the screen and submit a ad that can be viewed by team owners and GM's.
4. You can make a post in the Players Looking for Teams forum.
5. You can check out the Teams Looking For Players forum and see if any team needs a player similar to yours.
I joined a CPU team. How can I get on a human-controlled team? Link to this
You must have a human team owner offer you a contract. Contact the owner of the team you are interested in joining via private message to arrange a deal, or use the marketplace to search for teams.
What kind of contract should I sign? Link to this
A good rule of thumb is to stick to one-season contracts when you're starting. We recommend waiting to sign multiple-season contracts until you've had a chance to get to know the owner offering the contract.
Boosting
What does boosting your player mean? Link to this
Boosting is an opportunity to automatically level up your player. When you boost a player you receive 6 skill points to spend on your player's attributes. You can boost your player up to 3 levels per season. You will need Flex Points or reward points to do this. Visit our Wiki page on boosting for more info.
Can you explain the rolling level cap based on the number of boosts? Link to this
GLB has implemented a rolling maximum level cap based upon the number of times a player has boosted. If a player reaches one of these caps, they will no longer earn XP (experience points) regardless of the player's age. The maximum number of boosts possible under the new system is 30, the level caps are based on that amount and can be found here.
General Player Aging
What does Aging and Decline mean in Goal Line Blitz? Link to this
Players in Goal Line Blitz get older with each day that passes. Eventually they hit a plateau and soon after begin to decline, becoming less and less effective. As a player’s decline steepens you probably will find yourself wanting to retire the player.
Retiring players will likely result in a flex refund that can be used to create new players. This player “circle of life” is to ensure newer players can have a chance at the upper tiers (WL, Pro, etc) of the game, and to build up a hall of fame of retired players, just like real life. This also allows agents to build players at different positions or to build players that exceed earlier players’ performance.
When does my player begin aging? Link to this
Players age with each day that passes during the season. Players will only age days 1 to 40, they will not age for offseason or preseason days.
Players begin the aging process when they reach 281 days old, a full seven seasons.
How do I know how old my player is? Link to this
Your player's age is listed on his profile page, near his height and weight.
Plateau
What happens when my player reaches 281 days old? Link to this
Once a player reaches 281 days of age, they will become eligible for extended plateau as well as the extended plateau boosts. Extended plateau will put off a player’s decline by X number of days depending on how many times the player has boosted. With the exception of plateau boosts, players will no longer be able to boost or gain XP once they have reached extended plateau. Players will also not receive training points or veteran experience while in extended plateau. Once a player is out of extended plateau, they will start receiving training points and veteran experience again but will still not receive XP.
For each level that a player has gained via boosting, they will be given plateau days as follows:
20 boosts = 200 days (5 seasons)
-10 days for each boost <20
0 boosts = 0 days
Player Decline
Do Special Abilities or Veteran Abilities decline over time? Link to this
No, only attributes.
Do my attributes actually decrease, or is the decline applied as a penalty? Where can I see the loss my player has incurred? Link to this
The attributes themselves will not decline. Once your player begins to decline, a new line entitled "age" will show up under the "bonuses" section on your player's profile page, listing their current percentage losses.
Retirement
Will I ever be forced to retire my player? Link to this
No, you can keep playing with him as long as you want, even as he ages. When to press the retire button is entirely up to you.
When can I retire my player? Link to this
Agents are free to retire a player at any time as long as they are not contracted to a human-controlled team. If you wish to retire your player and you are signed to a human-controlled team you will need to request a release.
How do I retire my player? Link to this
To retire a player, simply go to the specific player’s ‘Profile’ page and locate the ‘Retirement Opt.’ tab. After clicking it you will be taken to a confirmation page. Note that the retirement process is permanent and cannot be reversed. You will be offered a choice to rename the player to “Retired Player” so that the name can be used for another player or to keep the player name bound forever. After selecting the player name option and entering your password, simply click the ‘Retire’ button, okay the confirmation and the player will be officially retired.
After being dumped to your ‘Home’ page, you should see your flex points total appropriately adjusted.
How is the refund amount determined when retiring a player? Link to this
Upon retiring the player, an agent will receive the following compensation:
- 100% of the flex points used for creation (300 for glamour, 200 for normal, and 100 for non-glamour positions)
- 70% of the flex points used during the career to boost the player
- 70% of the flex points used to purchase currently equipped custom equipment
Reward Points used to create the player, boost the player, or purchase custom equipment will not be refunded. Only flex points are refunded.
What happens to my custom EQ when my player is retired? Link to this
You do not need to sell your custom equipment prior to retiring. The ‘flex points returned’ calculation factors in your equipped custom equipment.
Will I be able to see my retired players? Link to this
Yes, you can see your retired players by clicking the Retired Players tab on your home page.
Will my player be able to do anything else after he retires? Link to this
At this point, there are no options for retired players.
What are training points? How do I get them? Link to this
Training points allow you to train your player, by spending them, to increase your attributes. You will automatically gain 2 training points per day, awarded at the end of the day (midnight MST). You can also get training points when your player reaches 281 days in age by trading in unused experience points at the rate of 65 XP for 2 training points.
Do I have to train every day? Is there a training point maximum? Link to this
No, you do not have to train every day. You can only stockpile up to 14 training points if you are not on a team, and 30 TP if you are on a team. Training points are reset to 14 automatically when you no longer have a team so you want to use up your TP if you are going to become a free agent.
How come when I clicked train my attributes didn't go up? Link to this
When the progress bar for an attribute reaches 100%, you will gain a +1 to that attribute. Any additional percentage points beyond 100% roll over to keep refilling the bar.
What is a bonus token? Link to this
Bonus tokens are earned through the various training options. You can use these bonus tokens for a variety of things like training and equipment upgrades. For more information on earning and spending Bonus Tokens please visit our Wiki page on bonus tokens.
What do the percentage values on the player training page mean? Link to this
These are the approximate values that an attribute will go up if you conduct training as currently selected. Visit our Wiki for more information on percentage gains.
How do I train multiple attributes? Link to this
You can only train more than one attribute at a time after you have unlocked additional attributes. You may unlock additional attributes by using bonus tokens on your player's bonus token page. If you wish to train three or four attributes at a time, you would have to unlock additional attributes.
What is Auto Training and how does it work? Link to this
Auto Training allows you to set up your players training to be done automatically until a certain condition (for example, train until an attribute is at a certain level or until player has X number of bonus tokens) is met. Each night at rollover, the training will be performed as you have set it up. Once the condition is met, then you will receive a icon notification that it has been met and will need to reset your auto training.
What is equipment? Link to this
Equipment is used to increase your attributes or SAs. Basically it makes your player better. There are currently three different kinds of equipment. Regular Equipment, Custom Equipment (CE) and Advanced Equipment (AEQ).
What is regular equipment? Link to this
Equipment (EQ) can be purchased at no cost. When you create a player, you can purchase one piece of equipment for each body part and assign any attribute +1. Every 8 levels, you can add another +1 to an attribute for each piece. You may also reset the first piece of EQ for each body part each offseason. You can have a second piece of EQ on each body part but there is a bonus token cost associated with doing so.
Can I sell back my first piece of regular equipment? Link to this
No you may not. However, you can reset it to different levels each offseason.
How does the second piece of regular equipment work? Link to this
Every player can purchase a second piece of EQ for a body part at a bonus token cost. Upgrading this EQ every 8 levels is free. The cost is as follows:
First additional piece: 15 bonus tokens
Second additional piece: 30 bonus tokens
Third additional piece: 45 bonus tokens
Fourth additional piece: 60 bonus tokens
There is a limit of four additional pieces (one per body part) that a player can have. You can sell these additional pieces back to get a 50% bonus token refund.
Can you equip more than one item per body part? Link to this
No. While you can own multiple regular and advanced pieces for the same body part, you can only equip 1 per body part at a time.
Advanced Equipment
What is advanced equipment? Link to this
Basically it is regular equipment that you can upgrade with bonuses to special abilities, attributes, and percent modifiers to improve chances to perform certain football abilities.
Can you explain diminishing returns on +% advanced equipment? Link to this
On advanced equipment, for each additional piece you wear the effectiveness of that piece is reduced by 50%. It works as follows:
1st piece of AEQ - 100% value of the +%
2nd piece of AEQ - 50% value of the +%
3rd piece of AEQ - 25% value of the +%
4th piece of AEQ - 12.5% value of the +%
For example, if you had three pieces of +20% Force Fumble gear, this would be the total stack value:
+20%*100%=+20%
+20%*50%=+10%
+20%*25%=+5%
For a total stack value of +35%. The highest +% piece counts for the 100% item and the second highest +% piece would count for the 50% item.
My player has +40% force fumble AEQ. Why doesn't he force a fumble 40% of the time? Link to this
It's not a 40% chance to cause a fumble. It's a 40% increase to the players force fumble score which depends on a number of factors like strength and tackling. So if a players force fumble score is 5%, the +40% EQ will add 2% (.05*.4) to that score to give them a 7% chance to cause a fumble.
If I purchase a +3 speed piece and upgrade it to +9 speed and then later decide to add a +SA will the +SA automatically upgrade or will it stay at just 1? Link to this
It would automatically upgrade to match however many upgrades have been purchased for that piece of equipment.
In the Equipment Store, why do my higher level guys get more choices then my lower level guys? Link to this
You get another choice after every ten levels. So two from 11-20, three from 21-30, four from 31-40, etc.
I am confused about AEQ upgrading. Can you explain it for me? Link to this
Each upgrade is 30 bonus tokens. The upgrades are not towards the individual parts (in an either or sense) of the AEQ but to the whole thing. So upgrading that +3 speed +1 Superior Vision would produce a +4 speed +1 Superior Vision and then a +5 speed +2 superior vision (SAs increase every other upgrade) and so on.
The upgrades still correspond with the every 8 level increases that EQ features, so you are limited in a sense that you are restricted in quantity of upgrades, but it is right on par with regular EQ.
Can I add a +1 attribute bonus to a AEQ piece, and later on put the extra +2 on it? Link to this
No. You are only given one chance to choose the amount of the bonus and that is when the item is purchased. If you want +3 in an attribute you need to do it when you buy the item.
Does +% fake AEQ help the Catch Fake SA? Link to this
Yes it does.
Does +% fake AEQ help Look Off SA? Link to this
No, it does not.
Will we ever be able to reset Advanced Equipment? Link to this
No, you will not. Make sure when you decide to purchase AEQ that it is a piece that your player will need for the course of their career as you will not receive a refund for any bonus tokens spent for purchasing the item or upgrading attributes, +%, or special abilities. You will always receive a refund when selling AEQ for the bonus tokens used to upgrade an item every 8 levels.
Can I convert regular equipment into advanced equipment? Link to this
You can but there is a bonus token cost associated with it ranging from 10 to 60 bonus tokens for adding a +attribute, +% modifier, or +special ability.
What are the different +% advanced equipment pieces? Link to this
Break Tackle - is primarily geared toward offensive ball carriers to help them break tackles. This is more effective with shorter players and those with higher strength. Break Tackle can also work for rushing QBs.
Avoid Fake - is geared towards defensive players having to react to a fake by an offensive player or returner. It can help avoid anything that is a fake including Pump Fake from a QB. Vision is a primary contributing attribute to Avoid Fake.
Avoid Fumble - is geared towards ball carriers to help them avoid fumbling the ball. Carrying and strength are primary contributing attributes to avoiding a fumble.
Break Block - is geared for defensive players to break the block they are engaged in. Strength and agility are primary contributing attributes to breaking a block.
Catch Ball - is geared towards aiding receivers in catching the ball. This helps you catch passes better including tipped and contested passes better. Catching is a primary contributing attribute to Catch Ball.
Deflect Ball - is geared towards defenders in coverage. This helps deflect the ball from being caught when in man-to-man coverage. Vision and jumping are primary contributing attributes to Deflect Ball.
Fake Chance - is geared towards improving a player's ability to pull off a successful fake. Vision and agility are primary contributing attributes to Fake Chance.
Force Fumble Chance - is geared for defensive players making the tackle to increase their chance of forcing a fumble. Strength and tackling are primary contributing attributes to force a fumble.
Hold Block - is geared towards the ability for a player to maintain ("hold") their block. Strength and blocking are primary contributing attributes.
INT Chance - is geared towards increasing the chance for a defensive player in coverage to make an interception. Jumping and catching are primary contributing attributes to increasing Interception Chance.
Make Tackle - is geared towards increasing the ability for a defensive player to make a tackle. Strength and tackling are primary contributing attributes to Make Tackle.
Pass Distance - is geared towards increasing the distance the QB can throw the ball. Strength and throwing are primary contributing attributes to increasing Pass Distance.
Pass Quality - increases the quality of a pass thrown by the QB, therefore making it more accurate and likely to be caught. Throwing and vision are primary contributing attributes to increasing pass quality.
Custom Equipment
What is custom equipment and how does it work? Link to this
Custom equipment is purchased by a user via flex points. It costs 100 flex points per attribute point and 300 points for +1 to a special ability tree. You can create a custom piece in the equipment section of your player's page or by clicking on ‘Flex Points’ tab on the top bar.
There is also an option to purchase one season rentable custom equipment. This works the same as normal custom equipment but is only effective for one season. The cost is 15 points per attribute point and 10 points for the +1 to a special ability tree for a total cost of 100 flex points. Unlike normal custom equipment, this amount is not refundable.
You must give the equipment a name and can upload a picture (uploading a picture is optional, naming it is mandatory). You are allowed a maximum of +6 skill points into whatever skill you want. At level 8 you are able to choose a special ability tree and get +1 to all special abilities in that tree.
Here are some basic instructions and things to know regarding custom equipment:
1. Click on the equipment tab on top of your player's page to get to the equipment section.
2. After level 8 you don’t get any more options as far as custom equipment goes.
3. The reason one or more of your skills are blue is because it is boosted by a piece of equipment.
4. It is NOT one or the other, you can get both the +6 to skills and the +1 to a SA tree (once you hit level 8 of course).
5. You can upgrade custom equipment at any time of your players career, you don't have to buy everything at once (get 3 SP for 300 flex at level 4, then at level 20 you can buy the other 3 SP).
6. Once you buy equipment you can not change it, so think wisely before clicking on the buy button.
7. If you sell Custom Equipment you get 70% of the Flex Points back.
Custom Equipment un-lockable extra bonuses:
Level 32: +3% modifier or +1 to SA, 50 flex non-refundable
Level 56: +3% modifier or +1 to SA, 50 flex non-refundable
Level 72: +6% modifier or +2 to SA, 100 flex non-refundable
Total a player could get is +12% (subject to AEQ stacking limitations), +4 to SA.
Endorsements FAQ
Endorsement deals? What's up with that? Link to this
Every few in-game weeks, sponsors will award endorsement deals, via a sort of lottery, to players on each team. The size and type of deal depends on the level of the league.
What do I get out of an endorsement deal? Link to this
You will be awarded a unique piece of equipment designed for your position, bearing the name of the company who awarded it. This piece of equipment goes in a special "endorsement" slot, and is removed when your endorsement period expires.
How do I know if I got an endorsement? Link to this
You will receive a PM alert that your player has received an endorsement deal.
What types of endorsements are there, and when do they get awarded? How many are there? Link to this
There are three types of endorsements:
- Corporate: These endorsements are from the cream of the crop top companies in the region. These endorsements will be awarded randomly to one of the top 5 players in each conference's MVP race, at the end of the season on day 40. They will remain awarded to these players until the next season's day 40.
- National: These are endorsements from national companies. They are awarded on day 16, of each season, to one player per team. Those players are selected, randomly, from the top 5 players on the team, as ranked by MVP standings. These endorsements last until the end of the season.
- Local: These are endorsements from local companies. They are awarded every 8 days (day 8, day 16, day 24 and day 32) to two players on each team (one if they already have a Corporate endorsed player), selected randomly via a lottery based on fame earned so far that season. Higher fame earned gives a higher chance of being selected in the lottery.
Do I keep the special item after my endorsement period runs out? Link to this
No, it will be removed.
How many endorsements can a player have at once? What if I am eligible for more than one? Link to this
A player may only have one endorsement deal at a time. The highest level endorsements outrank the lower level endorsements, so you will not lose out on a Corporate endorsement for a Local endorsement, for instance.
How many endorsements can a team have at once? What if they have too many? Link to this
A team can only have 3 endorsements active at a time. If a team has more than 3 when a game simulation is run, 3 endorsements will be chosen at random to be active, and the others will be disabled. If you would like to make sure the endorsements you want are active, make sure extra players remove their endorsement items.
What happens if a team already has some endorsements active when they are awarded? Link to this
When endorsements are processed, a team will be skipped over if it already has 3 endorsements, or its players will be awarded endorsements until the team reaches the limit of 3. No more than 3 will ever be awarded to a single team.
Fame FAQ
What does Fame get me? Link to this
Certain veteran abilities require a minimum fame level to unlock, higher amounts of fame will raise your minimum salary requirement, and at various times throughout the season, players from each team will be awarded endorsement deals. Higher fame increases your chances of getting a local endorsement deal.
Will there be more that fame can get me, or more ways to earn fame in the future? Link to this
Possibly. The current version of fame is the base idea we have come up with. We're always up for suggestions you think might be cool, and we have a few other things we'd like to do as well.
How are the suggested levels calculated? Link to this
Suggested levels are based on the median levels of players currently in the league.
How much fame do I lose out on by not being at the right level? Link to this
The further you are outside of the suggested levels, the less fame you will receive, up to and including receiving zero fame. It is much worse to be too high than too low of a level, however.
How do I know if my player is at an appropriate level for the league he is in? Link to this
Check out the Leagues page. Suggested levels are listed there.
What is fame? Link to this
Fame is an overall measure of the amount of notoriety your player has received during his career.
How do I earn Fame? Link to this
You will earn fame points for each game your player plays, as long as he as at an appropriate level for the league he is in. Fame points are also accumulated by winning trophies, and performing exceptionally well in closely matched games.
MVP FAQ
What is MVP? Link to this
It is a calculation of Most Valuable Player.
How are MVP rankings calculated? Link to this
They are based on a variety of calculations involving player statistics. Overall stats, contribution to the team's output, and comparison to other players at the same position are all taken into account to arrive at a final ranking.
My global rank is higher than another player in my league, but I am still behind him in my league's race. Why? Link to this
Global ranking is based only on your overall stats. Since league MVP calculations are based on a combination of different factors, it is possible to see this happen from time to time.
I just scored a bunch of points in a blowout game vs a CPU team, but I didn't go up much in the rankings. Why? Link to this
Stats gained from blowout wins vs underleveled and CPU teams are given reduced weighting in MVP ranking calculations.
What does winning the MVP race get me? Link to this
Your player will get an MVP trophy. The top five finishers in the MVP race will be entered in a lottery to be awarded a Corporate level endorsement at the end of the season.
What are Veteran Abilities? Link to this
Veteran abilities are special abilities that unlock once a player has reached level 25. They are abilities to enhance and customize your player's performance.
How do I choose Veteran Abilities? Link to this
When you reach level 25, you will receive two veteran abilities immediately. To choose them, just click on the veteran points listed on the player's profile page.
How do I get more Veteran Abilities after the first two? Link to this
You will automatically earn veteran experience toward selecting a new veteran point every day during the season (from day 1 - 40). When your player's veteran xp reaches 1000, you will earn one new veteran ability.
How much veteran experience do I gain per day? Link to this
As your regular experience levels out, your veteran experience increases until it levels out at a steady rate as well:
From level 25-29, you receive 150 veteran XP per day.
From level 30-34, you receive 250 veteran XP per day.
From level 35-39, you receive 300 veteran XP per day.
From level 40 up, you receive 325 veteran XP per day.
Veteran XP continues even after your player's skills start to decline.
Is there a limit to the number of veteran points I can save up without spending them? Link to this
There is only a technical limit. You cannot store more than 255.
I see that Veteran Abilities can be selected more than once. What is the maximum level? Link to this
As you level up, the level that your veteran abilities can reach also increases:
From level 25-39, veteran abilities may go to level 5.
From level 30-39, veteran abilities may go to level 10.
From level 40 up, veteran abilities may go to level 15.
Some of the Veteran Abilities are greyed out. What does that mean? Link to this
Certain veteran abilities have prerequisites that you must meet before you can select them. For example, some might require that you reach 50 base strength, or have at least 800 fame. Roll your mouse over the veteran ability to see what the prerequisites are.
Are percentages on abilities multiplicative or additive? Link to this
They are multiplicative. If you have a 50% chance to do something, and an ability gives you a +10% bonus, you now have a 55% chance to do that thing.
Are the percentages that are added to normal attributes added onto the base attribute or the attribute modified by equipment? Link to this
They are added on to the base attribute. If you have a base strength of 50, with equipment that gives you +3 strength, a +10% bonus would give you 58 strength.
Do decimals count when applying percentage bonuses to my attributes? Link to this
Yes. The simulation code deals with number in floating point.
If two abilities, or an ability and a special equipment item, both do the same thing, do the percentages add or are the applied more than once? Link to this
They are added up and then applied. For example, if you have a veteran ability that gives +10% bonus to breaking tackles, and a piece of advanced equipment that gives +5% to breaking tackles, the total bonus applied is +15% to breaking tackles.
Is there a complete list of Veteran Abilities? Will more Veteran Abilities ever be added? Link to this
Yes, if we receive good suggestions, or if some are needed to apply to new features we may add down the road. A list of our Veteran Abilities can be found here on our Wiki page.
What are the rules for League Survivor Contests? Link to this
Each week you pick the winner of one League game starting with week one of the regular season. If your team wins, you survive. There are a few rules that you must follow, however:
1. You may not pick any team to win more than once over the course of the season (includes playoffs).
2. You may not pick AGAINST the same team more than once over the course of the season (resets at playoffs).
3. Each week's pick eliminates one team for future winning picks and one team for future losing picks.
4. You may pick the same team to both win and lose over the course of the season.
5. If a game results in a tie score, that game will not count as a loss for the person picking, they will not be eliminated
6. If multiple players survive through the Championship game or are eliminated in the same week, they tie.
7. All ties will split any prize they are eligible for. Each tied participant takes up a prize pool slot.
8. You may change your pick anytime before the league games have started simming.
9. Contests are open to any GLB user.
10. You can enter as many contests as you want, but you can only win one prize. If you win more than one contest, you will be awarded first for the contest that has the highest prize amount. All other awards will be given to the runner up.
11. In order for a League Survivor Contest to be eligible for prizes, it must have a minimum of 5 participants or have made it through week 10 of the regular season.
12. Unless there is a tie, the last person standing (the Survivor) wins the entire prize for the league survivor contest they entered.
What are the possible Reward Points prizes by league? Link to this
World League - 10,000 Rewards Points
Casual Pro League - 1,000 Rewards Points
National Pro Leagues and Pee Wee Gold - 500 Rewards Points
Regional Pro Leagues - 400 Rewards Points
Semi Pro Leagues - 300 Rewards Points
National Minor Leagues - 250 Rewards Points
Regional Minor Leagues - 225 Rewards Points
Local Minor Leagues - 200 Rewards Points
University Leagues - 175 Rewards Points
Prep Leagues - 150 Rewards Points
Sophomore Leagues - 125 Rewards Points
Rookie and Pee Wee Leagues - 100 Rewards Points
What are the different Offensive Presets? Link to this
Balanced - this preset uses a variety of formations and a balanced offense. Our definition of balanced offense is one that passes and runs in relatively equal percentages except when down and distance dictate doing otherwise (for example 3rd and long will always be a pass and 3rd and short will usually be a run).
Base Offense - this is the shell used in all of the offensive presets.
Basic Tactics Default - these are the end half/end game tactics used when no AI is selected for a team. Casual teams also use these.
Big - this preset uses a balanced offense with solely Goal Line, Big I, and 2 WR formations.
Outside - this preset uses a balanced offense with a strong lean towards outside running plays.
Pass First - this preset will look to pass first, even in typical running situations.
Power - this preset uses heavy inside rushing attack.
Run First - this preset will look to run first except in the most obvious passing situations.
Spread - this preset uses a balanced offense while solely using 3 WR, 4 WR, and 5 WR formations.
West Coast - this preset attempts to utilize a standard West Coast philosophy on offense, primarily by moving the chains using short to intermediate passing routes and by using the running game to create a balance.
Wildcat - this preset is designed for use with teams with rushing/dual threat QB's.
What are the different Defensive Presets? Link to this
Balanced - this defensive preset utilizes a mixture of man and zone coverages with defaults for all formations and some specifics for down and distance situations.
Base Shell - this is the shell used in all of the defensive presets.
Man to Man - this defensive preset utilizes mainly man to man coverage with some Cover 1/Cover 2 in certain passing situations.
Pass Focus - this defensive preset utilizes mainly passing coverage schemes such as medium and deep zones, Cover 1, Cover 2, and Cover 3. To mainly be used against teams that primarily pass.
Run Focus - this defensive preset utilizes aggressive run coverage schemes and is to be mainly used against teams that primarily run the ball.
Tagged - this defensive preset has set up tags for some of the most common situations. The Balanced preset is the default if a non-tagged play comes up. The tags for this preset are detailed later in this FAQ.
Zone - this defensive preset utilizes mainly zone coverage schemes with some man schemes in certain running situations.
How is the Offensive Depth Chart Setup? Link to this
The preset gameplans utilize the following depth chart setup:
QB = Passing QB
QB1 = Rushing QB - only used for Wildcat preset
QB2 = All QB's - this slot is seldom used for anything but handoffs/pitches
RB = Primary Rusher
RB1 = Power Back/Inside Runs
RB2 = Receiving/Scat Back
FB = Primary Rusher
FB1 = Blocker
FB2 = Receiving/Scat Back
TE/TE2 = Receiver
BTE/TE1 = Blocker
How is the Defensive Depth Chart Set Up? Link to this
The preset gameplans utilize the custom linebacker slots as follows:
LOLB1 = Blitzer
MLB1 = Coverage
ROLB1 = Blitzer
What are the Tags for Tagged Defensive Preset? Link to this
Power (pHB) = running back that typically only runs between the tackles.
Blocker (bFB or bTE) = back or TE that typically is only in to block, not run routes.
Receiver (rHB, rFB, or rTE) = back or TE that typically is only in to run routes, not block.
Rusher (rQB) = rushing QB.
Speedy (sHB) = running back that typically only runs outside the tackles and is not called on often to run routes.
What is the Field Goal Range for presets? Link to this
Because any team can use a preset AI the FG range has been left blank which means the AI will determine whether it is "Within FG range". To avoid your kicker kicking too long of a FG, your best option is to copy the preset to your Team AI and then set the FG distance.
Where can I view the playcalling AI details for each Preset? Link to this
You can view the playcalling AI for each Preset by visiting your "My Tactics" page. Click on the "Playcalling AI" tab and then the "Preset Options" tab, from there you can click on the different Preset links to view each one in detail. You can also copy a Preset from this location and adjust it to fit your team's needs.
What are Quick Friendly Scrimmages? Link to this
Quick Scrimmages are the same as normal friendly scrimmages, but they will be scheduled as soon as possible and are automatically accepted.
How do I send a Quick Scrimmage? Link to this
The owner and co-owner of a team may find quick scrimmage options by clicking the "find opponents" link above the scrimmage list on their team page. There they can set options and find opponents to play.
Who pays for a Quick Scrimmage? Link to this
The sender of the quick scrimmage pays the whole cost of 50 flex/reward points, unless he or the opponent has free scrimmages available, in which case the cost is lowered by 25 for each free scrimmage. Flex/reward points come from the team's flex point bank first, then the sender's reward points, then the sender's flex points.
How many Quick Scrimmages can I schedule? Link to this
Any one team may have up to 8 quick scrimmages scheduled per day. They may send up to 8 scrimmages, but can only receive up to 5. This is to prevent potential scrimmage spamming.
Do I have to enable the Quick Scrimmage options in order to send quick scrimmages? Link to this
No. You only have to enable the options to receive them.
Is there still a limit of 32 games per hour for quick scrimmages? What if the game runs out of slots? Link to this
Yes. Quick Scrimmages share available time slots with normal friendly scrimmages. Quick scrimmages may only be scheduled into the next day, and if all slots are already taken, additional quick scrimmages will be unavailable.