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Forum > Goal Line Blitz > Goal Line Blitz 2 - Alpha Testing Information - Q&A
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regoob2
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Originally posted by Larry Roadgrader
Building enough "regular" players allows one to unlock a "superstar" player that has additional build points to allocate.

That aspect of the new game I find troubling. Its ok that most/all of the players most of us create might not become stars, but the chance that any one of them *might* become a star is part of what motivates folks to create new players.


Is there an exact number of players you have to build to unlock that and do you get to choose or is it just random?
 
bhall43
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Originally posted by Larry Roadgrader
You have both the necessary traits to make it happen--great value as a tester and lousy instincts as a mod.


inorite?
 
bhall43
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Originally posted by regoob2
Is there an exact number of players you have to build to unlock that and do you get to choose or is it just random?


It only takes one player to unlock a superstar. You get to choose based on the tier of the player you are building. There are 3 different tiers.

150 tier (QB, LB, HB) - You need to complete 20 experience tiers (i think this means rookie to sophmore, etc...) in order to achieve a superstar of this tier.

100 tier (secondary players, WR, FB, TE, DE) - Need to complete 15 experience tiers.

50 tier (DT, P, K, oline) - NEed to complete 10 experience tiers.

So it appears DT, P, K, and oline will be the first superstars based on what I get out of it. I think there is going to be some other rules in place for it too but I am not 100% sure what those are going to be yet.
 
Dub J
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Removed by moderator
Edited by bhall43 on Oct 14, 2013 13:27:02 (PM me if you have questions about it.)
 
dahman32
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Really? Do tell....
Edited by bhall43 on Oct 14, 2013 13:27:32 (PM me if you have questions about it.)
 
regoob2
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Originally posted by bhall43
It only takes one player to unlock a superstar. You get to choose based on the tier of the player you are building. There are 3 different tiers.

150 tier (QB, LB, HB) - You need to complete 20 experience tiers (i think this means rookie to sophmore, etc...) in order to achieve a superstar of this tier.

100 tier (secondary players, WR, FB, TE, DE) - Need to complete 15 experience tiers.

50 tier (DT, P, K, oline) - NEed to complete 10 experience tiers.

So it appears DT, P, K, and oline will be the first superstars based on what I get out of it. I think there is going to be some other rules in place for it too but I am not 100% sure what those are going to be yet.


Do you know if completing 10 experience tiers for a DT is done by getting one player up to a certain age or can you do it faster with multiple dots?
 
bhall43
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Originally posted by regoob2
Do you know if completing 10 experience tiers for a DT is done by getting one player up to a certain age or can you do it faster with multiple dots?


I am a bit unsure on the lingo but I would assume it would be faster with multiple dots. However I believe their might be some rules in place that make it so you have to get to a certain level with a player. Romo or someone around in that first season of testing would know better than I. I really haven't paid all that much attention to that part of the game.
 
bhall43
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I am just guessing an experience tier is a full season of play. But I could be way off.
 
InRomoWeTrust
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Originally posted by bhall43
I am a bit unsure on the lingo but I would assume it would be faster with multiple dots. However I believe their might be some rules in place that make it so you have to get to a certain level with a player. Romo or someone around in that first season of testing would know better than I. I really haven't paid all that much attention to that part of the game.


Pretty sure the only limitation is that you only accrue points for tiers you gain when you don't have a superstar at that position. aka you can only have 1 at a time for each tier.

Someone who creates 20 LBs could have a superstar of that tier quite quickly, albeit for a big sunk cost.
 
burn_209
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After reading a lot of this thread why does jd have such a hard on for ALG's and having to be great at math to be decent at the game?
 
Team Nucleus
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Originally posted by burn_209
After reading a lot of this thread why does jd have such a hard on for ALG's and having to be great at math to be decent at the game?


6 points for a TD
1 point for a point after kick
2 points for a 2 point conversion
2 points for a safety
3 points for a field goal


That's all the math I need to know
Edited by Team Nucleus on Oct 14, 2013 23:57:27
 
bhall43
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Originally posted by burn_209
After reading a lot of this thread why does jd have such a hard on for ALG's and having to be great at math to be decent at the game?



Math didn't win him a WL title. But it did give him some ok player levels if that is what you are trying to win.
 
jdbolick
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Originally posted by burn_209
After reading a lot of this thread why does jd have such a hard on for ALG's and having to be great at math to be decent at the game?

Pretty sure I said that you only have to be capable of 6th grade math to be good at this game, but it seems that some people never progressed past elementary school. And the reason I like ALGs so much is that they add enormous complexity to the build process. In GLB2 it won't matter when you do something to your build, just if, which means you have one less variable and therefore builds will look far more similar in GLB2.
 
ghuffman
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Originally posted by bhall43

Math didn't win him a WL title.


Nah, that was valhalla

Edited by ghuffman on Oct 15, 2013 06:57:12
 
InRomoWeTrust
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Originally posted by jdbolick
In GLB2 it won't matter when you do something to your build, just if, which means you have one less variable and therefore builds will look far more similar in GLB2.


Basically why I'd like to see a ton more signature abilities (as well as traits). Those are the biggest differentiators, specifically because you are only able to raise them with ability points so you are limited in what you can afford to have for your player.

I posted a bunch of suggestions for sig abilities for Bort this past week but still need to get to traits this week. Traits are a different beast because with too many traits you basically end up with overlapping effects and groupings of effects that could push people to stack similar traits and 'accidentally' end with min/max'd attributes. You likewise don't get to respec your traits when you pay to respec a build. You can absolutely pin your build into a corner in GLB2 by starting with super low starting attributes (taking 1 in an attribute is overall a bad idea), stacking some traits with negative effects all in one attribute, or a combination of the two. In other words, you could get your build stuck with a max of say 30 in an attribute without any ability to take it substantially higher (besides using 'at plateau' increase your cap points which still wouldn't put you much higher).

There's a give and take with traits, so it's all delicate. A ton of the current ones are salary based (+attributes but at the cost of raising your salary) but there's a need for more like the 'Egotist' trait which gives lower cost/higher max to balance, footwork, quickness, sprinting, vertical, and diving but higher cost/lower max to conditioning, toughness, intimidation, heart, and snap reaction. Pure +these attributes but at the cost of -these attributes.
Edited by InRomoWeTrust on Oct 15, 2013 08:43:02
 
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