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Forum > Goal Line Blitz > Goal Line Blitz 2 - Alpha Testing Information - Q&A
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Wolfkill
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Originally posted by dahman32
GLB 1 vs GLB 2

This is what it will come down to, and which one will survive


This is true,or for some it will come down to when they run out of flex and leave both behind.

 
GmanV2
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Tactics setup page: https://www.dropbox.com/s/9hp2m51zyil1tbn/Tactics1.JPG
Playbook Builder: https://www.dropbox.com/s/qq7abjso47klzoc/playbook%20builder.jpg
Playbook Builder2: https://www.dropbox.com/s/8x2u2lzu7ez01ta/playbook%20builder2.jpg
Customizing Depth Chart: https://www.dropbox.com/s/9eedmg4rf8psvpj/Custom%20Depth%20Chart.jpg

Originally posted by lemdog
it will be good for the 80% of users that can't build elite dots here


Which means, those 80% will be happy there, , and the 20% elite will be happy here, WL is where the top 20% are mostly anyways right, so all should be good.

Kinda like, giving the non-elites, the lesser dotballers, the 80%, a place to have fun now, to go build their pathetic little bots,

 
snakes22
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With the depth of GLB2 I think they are just releasing it as a game to be played on mobile devices
 
GmanV2
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Originally posted by foshizzel17
yeah, i think their intentions with the new game is to target mainly new users and people from GLB1 that were just casual gamers. the hardcore folks from GLB1 wont be too excited about the new game after a season or two

hopefully GLB2 brings in some new blood that want to try a bigger challenge and start playing GLB1.


if GLB1 dies a slow death then i will fade away just building cookie cutter LBs for some random GLB2 owner.

as long as the forums stay good ill hang around. i just dont see a lot of intrigue in the new building system.


Actually, I think this is close to the vision. GLB2 being the casual center of the dotball universe, the gateway, and if they want the larger challenge of ALGs and building dots for a year plus to compete in a narrow 120 day window where OCs & DCs gameplan for hours, then they'll head over this way.

Kinda like NCAA vs NFL. One still has a lot of the fun and amateurish feel and the other is the Pros, like the NFL, big business, srs biz type game.

I think both will survive with the devoted followers, and GLB2 has a better shot of bringing in new blood than GLB1 does at this point.
 
killershrew
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If I understand this correctly (and please correct me if I am wrong) then every user has the choice of building one superstar from every flex tier wich gives every user 3 superstars. Iīve seen different posts on how many superstars a team will be able to affor to carry , everything from 5 to 8. Letīs say 9 for the sake of the argument (itīs sounds like alot for one team though).

We have:

Every user 3 Superstars
Every team 9 Superstars.

There needs to be atleast 1 team/3 users or superstars will be out of work. I donīt know the ration in GLB1 but I imagine thereīs alot less than 1 team/3 users.

I donīt like the superstar idea for more reasons than this. The way they seem to work sounds alittle too much like a "pay to win" model for my liking.

 
Team Nucleus
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Madden 25 + GLB = ah never mind it'll never happen
 
bhall43
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Not sure the superstar method is a "pay to win" model. They don't cost more than the regular player. I don't like the thought that you can only build 1 superstar per flex level though. Imo there should be something said for a person who wants to build 3 superstar olinemen. I understand it from a perspective of ya everyone wants 3 HB's/QB's/WR's...but if someone wants to build 3 Superstar olinemen that should be allowed...imo.
 
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Originally posted by killershrew
If I understand this correctly (and please correct me if I am wrong) then every user has the choice of building one superstar from every flex tier wich gives every user 3 superstars. Iīve seen different posts on how many superstars a team will be able to affor to carry , everything from 5 to 8. Letīs say 9 for the sake of the argument (itīs sounds like alot for one team though).

We have:

Every user 3 Superstars
Every team 9 Superstars.

There needs to be atleast 1 team/3 users or superstars will be out of work. I donīt know the ration in GLB1 but I imagine thereīs alot less than 1 team/3 users.

I donīt like the superstar idea for more reasons than this. The way they seem to work sounds alittle too much like a "pay to win" model for my liking.



so GLB wants people to spend money? oh my
 
bhall43
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What does it take in order to unlock a superstar?

Will the first season or so have no superstar players?

When you unlock superstar mode do you unlock all 3 players or just one at a time?
 
killershrew
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Originally posted by bhall43
Not sure the superstar method is a "pay to win" model. They don't cost more than the regular player. I don't like the thought that you can only build 1 superstar per flex level though. Imo there should be something said for a person who wants to build 3 superstar olinemen. I understand it from a perspective of ya everyone wants 3 HB's/QB's/WR's...but if someone wants to build 3 Superstar olinemen that should be allowed...imo.


They could make it 3 max but limit the top or top two tiers to one each, that might be fun. IF I were to build superstars I would love to build tackles and guards.

edit: Aha, I was under the impression they cost more. My bad.
Edited by killershrew on Sep 23, 2013 15:40:17
 
Robbnva
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superstar could be the new mvp equipment
 
GmanV2
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Originally posted by killershrew
If I understand this correctly (and please correct me if I am wrong) then every user has the choice of building one superstar from every flex tier wich gives every user 3 superstars. Iīve seen different posts on how many superstars a team will be able to affor to carry , everything from 5 to 8. Letīs say 9 for the sake of the argument (itīs sounds like alot for one team though).

We have:

Every user 3 Superstars
Every team 9 Superstars.

There needs to be atleast 1 team/3 users or superstars will be out of work. I donīt know the ration in GLB1 but I imagine thereīs alot less than 1 team/3 users.

I donīt like the superstar idea for more reasons than this. The way they seem to work sounds alittle too much like a "pay to win" model for my liking.



No, the only real thing that's set, is 1 Superstar for each of the three tiers for each agent.

After that, it's how you fit the bots on your team and with salary cap.
 
InRomoWeTrust
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Originally posted by bhall43
What does it take in order to unlock a superstar?

Will the first season or so have no superstar players?

When you unlock superstar mode do you unlock all 3 players or just one at a time?


[as it stands, keep in mind this is how it is in an alpha stage]

Superstars essentially cost 'career experience tiers' and only for their specific tier. So to get a superstar QB/HB/LB, you would need to work your way through 20 career experience tiers with regular QB/HB/LB bots. 100 flex positions require 15 career experience tiers and 50 flex positions require 10.

One career experience tier, at least at the Rookie age we are testing with now, would be 15 games. You also don't accumulate points while you have an active superstar in that tier.

[/as it stands, keep in mind this is how it is in an alpha stage]
Edited by InRomoWeTrust on Sep 23, 2013 15:57:47
Edited by InRomoWeTrust on Sep 23, 2013 15:57:10
Edited by InRomoWeTrust on Sep 23, 2013 15:56:38
 
bhall43
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So will there be no superstars in GLB 2.0 for the first 15 games?
 
InRomoWeTrust
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Originally posted by bhall43
So will there be no superstars in GLB 2.0 for the first 15 games?


Unless Bort starts people out with something, no.
 
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