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MV Thunder
Rubber Duck
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Originally posted by Team Nucleus
But will new/updated rules destroy builds in the new game also?


no not at all

Originally posted by Robbnva
Thanks bob, it is good to hear from you and your input of the game. Interestingly enough your post makes the game seem less scary than I had originally thought it was.



Don't be afraid you will really like the setup and players etc once you get set and up and running.
 
Toric
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Originally posted by Team Nucleus
But will new/updated rules destroy builds in the new game also?


you know thats a good question.. and a understandable fear..

The truth is I think Bort learned a few lessons with GLB 1

like keep your vision of your game alive and don't let the player base dictate what it should be..

I think Bort is being just the right mix of Flexible and locked in all at once...

This is the cool part about alpha IMO... the forums are all filled with things that need fixing without anyone losing there mind about it... Everyone may not agree on whats in or not in but the goal is to make the game better.. I've seen countless improvements!

Nobody wants to see the balance of the game go off the way that GLB Classic did.... come on we are all hooked on this crack...
I like the idea of even playing fields.... of NON cookie cutter teams..... surprises.. and not having to spend all of season one training speed or str

I think everyone hopes it stays that way...




Edited by Toric on Sep 27, 2013 04:19:07
 
eaglesfan20
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Originally posted by Toric

I like the idea of even playing fields.... of NON cookie cutter teams..... surprises.. and not having to spend all of season one training speed or str

I think everyone hopes it stays that way...



This is why I am excited for he new game, new opportunities and to build more diverse players and teams, while also not having to constantly figure out how to maximize for the end if the game

Thanks to all the testers for providing the information that you have
 
Team Nucleus
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Originally posted by eaglesfan20
This is why I am excited for he new game, new opportunities and to build more diverse players and teams, while also not having to constantly figure out how to maximize for the end if the game

Thanks to all the testers for providing the information that you have


I agree
 
Robbnva
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Originally posted by MV Thunder
Don't be afraid you will really like the setup and players etc once you get set and up and running.


I really don't think so but gman told me to keep an open mind until I actually play the game.
 
jdbolick
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With no ALGs, won't GLB2 builds be far more "cookie cutter" than GLB1?
 
jpjn94
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Originally posted by jdbolick
With no ALGs, won't GLB2 builds be far more "cookie cutter" than GLB1?


In GLB2, open builds on any great "sprites" become blue prints for how you need to respec your "sprite"

I believe they think there won't be cookie cutter builds, but I think they mean cookie cutter teams. You won't carry a pHB, eHB, and sHB in GLB2; only the HB that fits into your game plan. Same for most positions, but as soon as Jedi Knight's build is open in GLB2; everyone will just respec to make their player look the same. No reason to build a new HB to look like what you saw, you can fix your player at any point in the game.

Each team in GLB2 needs to have an Open Build GM so they can make sure their team's builds are closed and can scout for open builds.

 
jdbolick
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Yeah, plus without ALGs but with increasing SP costs, builds will naturally converge over time. So even if one guy starts out with power skills and one guy starts out with speedy skills, by the end they'll probably look very similar.
 
cavalier
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I really don't like that they plan to allow respecs. At least it should come with a significant cost on SPs available so builders that try things and succeed have an advantage.
 
InRomoWeTrust
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Originally posted by jdbolick
Yeah, plus without ALGs but with increasing SP costs, builds will naturally converge over time. So even if one guy starts out with power skills and one guy starts out with speedy skills, by the end they'll probably look very similar.


We haven't tested older players yet, but I'm hoping SPs are still at a premium. Otherwise I would fully agree with your post. If SPs are limited enough that they require some choice, we'll be ok.
 
InRomoWeTrust
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Originally posted by cavalier
I really don't like that they plan to allow respecs. At least it should come with a significant cost on SPs available so builders that try things and succeed have an advantage.


We brought this up, and corndog talked about limited respecs (only being able to reset x amount of SPs). Have to wait and see.
 
.spider.
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Originally posted by InRomoWeTrust
We brought this up, and corndog talked about limited respecs (only being able to reset x amount of SPs). Have to wait and see.


As well as costing SP's and only allowing to do a certain time frame....

Lots being discussed to try and make it available, but fair and not "exploitable"

They key though on the respecs is it's not the player abilities/traits that get reset, just the SP usage, so as somebody said on the test server, you cant turn your elusive back into a power back with 1 click
 
jdbolick
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It's much better in the macro sense to allow respecs. It results in more good players, which is better for the game in theory, and it results in more satisfied customers. I get the pride of being a trailblazer and the satisfaction that comes from being successful, but ego boosting is probably less important than making as many people as possible feel invested. The one downside would be if it discourages people from creating additional players at the same position. GLB1 chews through a lot of flex by trying to perfect something, but on the flip side it also engenders frustration that can cause some people to quit.
 
snakes22
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Fix ur builds?

Ok, respec
 
Time Trial
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Originally posted by .spider.
As well as costing SP's and only allowing to do a certain time frame....

Lots being discussed to try and make it available, but fair and not "exploitable"

They key though on the respecs is it's not the player abilities/traits that get reset, just the SP usage, so as somebody said on the test server, you cant turn your elusive back into a power back with 1 click


Though abilities do get respeced, it is only traits and the 6 starting attributes that don't.

I switched stiff arm AP to Mr. Reliable and Surge, so I know abilities reset.

Originally posted by jdbolick
It's much better in the macro sense to allow respecs. It results in more good players, which is better for the game in theory, and it results in more satisfied customers. I get the pride of being a trailblazer and the satisfaction that comes from being successful, but ego boosting is probably less important than making as many people as possible feel invested. The one downside would be if it discourages people from creating additional players at the same position. GLB1 chews through a lot of flex by trying to perfect something, but on the flip side it also engenders frustration that can cause some people to quit.


I think those people will still exist. By choosing different starting values and traits you will end up at a vastly different build. The thing to remember about traits and the 6 Attributes is that they determine:

1) The maximum a skill can be raised to;
2) The SP cost of raising that skill.

If you want a Speedster WR, you can bet you are going to pick the three skills that give you a stack that increases your maximum sprinting to 100 and reduces the SP cost of adding to the sprinting skill by a combined 30% (Note: the bonuses are multiplicative, which means that 15% reduction, 10% reduction, and 8% reduction = ~30% reduction not 33%).

Depending on the scarcity of SP at the end of the build, you may not be able to do much beyond getting sprinting to 100, because the SP cost of your other skills will be increased due to the opportunity cost (6 starting attributes) and the actual reductions associated with your traits (Egotist decreased SP cost of some skills by 8% and increases SP costs of others by 10%).

In addition, I'm currently working on an idea that will make builds matter a little bit more so that even if two players choose the same height, weight, attributes, and traits that dependin on how they built will give them a new trait at some point. Like if they were doing a balanced build they may earn X trait and if they were doing a lopsided build they may earn Y trait. It is still an idea in progress, but I think we would all like a bit of acquired differentiation in the builds. I'm not saying an x-factor trait, but maybe something like it, a hidden trait that becomes known after the rookie season... Maybe like, "choose one of these three traits, but doing so will lock in your build and you may not respec any currently assigned points." Again, it is still something I'm working on to present to Bort.
 
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