Originally posted by 5STAR
also why are you guys content with staying the same with last year's number?
Most if not all companies strive for a greater market share. Most would look at your peak numbers and figure out what happened and how to get back to that point if not higher.
GLB has several flaws that are hard to overcome if you're new...
--- Documentation is lacking. The FAQ and Wiki are ok, but most new online games have a tutorial mode that walks you through the start of the game. Free dots could actually help fix this problem if GLB is part of the company's long-term business model.
--- The build process isn't intuitive. A tutorial could help fix this but it will remain a barrier for some players. A "football purist" will struggle with GLB because you aren't building a football player, you're building a dot. There's a distinct difference.
--- Small window to build ideal dots. If you don't build between Day 40 and Day 48, you're likely going to have a hard time finding a competitive team in your first season. Day -8 to Day 0 is workable but not necessarily ideal.
--- The sim isn't balanced for lower levels. Even if the tutorial teaches someone how to build "correctly" and dots are built at the right time, the sim isn't optimized for lower levels. You see all kinds of wacky stuff and that turns people off.
--- It takes too long to reach plateau. Sure. Its better than in once way but a year is a long time.
-- The game is time intensive for coordinators. This is a fatal flaw that leads to 0 cares in minors and during the regular season in many league.
These are a few key points and there are probably others that act as a barrier to new users. I hope that GLB gets a little love if the new game(s) provide some financial stability for the company. There are ways around these barriers, but it will take work to get there.