I agree with just about everything you are saying podger, but I disagree that being an RPG means the process has to be slow and drawn out. Most RPGs offer a similar experience at low and high levels. You have cool variations to work towards, but the core game is the same at low or high levels. On GLB the core game at low levels is for most people, myself included, unwatchable and unplayable. Furthermore, no other RPG I know of forces you to choose between being good now or later. That is really not a smart thing to do, and it was not really intentional on GLB's part I am sure. I think you are pointing out major flaws in the game, but not related to it being an RPG. They are just flaws. The build process still takes too long, way too long. Here are some solutions I proposed elsewhere:
I should have added something about accelerating the build process also, maybe twice as fast or more or starting at level 40.
Problem with GLB1: users can only create on certain days for optimum builds
Solution: At the end of every player's first season, they get a full complement of SPs and TPs that a player would get their entire first season. So if they made their player day 12, they would level up and receive XP up to day 40 then get the rest of their XP and TPs on day 40 at the end of the day after all sims have run. It would be a simulator style application to where you could advance a day, level up, and apply SPs in a natural way as if you had made your player day 0.
Implication: Every player ends up on the same footing after one season regardless of creation date in terms of training and XP.
Problem: Building is confusing and counterintuitive
Solution 1: I wouldn't overhaul building because while it is a problem for some it is a huge draw for others. Instead I would create an "Easy Mode" for building where there are no ALGs but you still train and get more SP per level up, or a huge lump sum early in the build so that builds made this way could end up about 5-10% worse than conventional builds but still be good enough for a Regional Pro league, which for a beginner is a fine aspiration I believe. When players make their player, they would choose conventional or easy build mode.It would take a little tinkering to balance it out just right, but it could definitely be done.
Implication: Beginners can build in easy mode and still make competent players. Later, if they chose, they can start learning the ins and outs of building to take their game to a new level.
Solution 2: Players get 1 respec per season each of their first 2 seasons
Implication: Beginners who did not know what they were doing could adjust their builds early on after getting advice rather than retiring them and starting over.
Problem: Leagues at lower levels are not competitive
Solution: First, a lot would be solved by the easy mode and the respecs since players would be able to make competent players even as beginners, or at least once they realized what they were doing wrong they could fix it. Beyond that, I would reorganize the league structure. Teams during the offseason would be given a choice of leagues and be able to pick which one they wanted to be in. There would be one elite league and 1 or 2 competitive and several non-competitive leagues. The elite league would give you the best looking gif if you won it or placed in it. There would be a 3rd place game and a bronze gif for it as well. Being in elite would positively impact your team rating and possibly some other personal achievements as well, for example they could come up with some team record stats to display on the main page of the team automatically that might say your win percentage in elite and your win percentage in competitive. Being in competitive would get you a standard gif for winning, and also there would be a bronze trophy and a 3rd place game. The understanding would be that winning bronze in elite is better than gold in competitive. Being in non-competitive would mean that you did not get a trophy for winning or placing, and being in non-competitive would also prevent you from enrolling in tournaments. Being in elite would automatically garner you higher seeds in official tournaments as well. Non- competitive leagues could possibly lower the cost of team ownership while you are in them as well. Stats achieved in elite leagues would be weighted very highly for HoF relative to competitive leagues, and stats garnered in non-competitive leagues would not count. Non-competitive leagues would not have any MVPs given out.
Implication: This would improve league parity and competitiveness as rebuilding teams not trying to win could opt for non competitive leagues. If you wanted to drop down to one to try and stat whore or rack up wins in a noncompetitive league, it would be futile as there would be no gif for winning and no MVPs or endorsements of any kind. It would be slightly cheaper to own a team there (possibly salaries could be cheaper as well) so it would be an enticing option for teams trying to rebuild.
This is just a start but I think these ideas would address GLB's biggest problems.
I should have added something about accelerating the build process also, maybe twice as fast or more or starting at level 40.
Problem with GLB1: users can only create on certain days for optimum builds
Solution: At the end of every player's first season, they get a full complement of SPs and TPs that a player would get their entire first season. So if they made their player day 12, they would level up and receive XP up to day 40 then get the rest of their XP and TPs on day 40 at the end of the day after all sims have run. It would be a simulator style application to where you could advance a day, level up, and apply SPs in a natural way as if you had made your player day 0.
Implication: Every player ends up on the same footing after one season regardless of creation date in terms of training and XP.
Problem: Building is confusing and counterintuitive
Solution 1: I wouldn't overhaul building because while it is a problem for some it is a huge draw for others. Instead I would create an "Easy Mode" for building where there are no ALGs but you still train and get more SP per level up, or a huge lump sum early in the build so that builds made this way could end up about 5-10% worse than conventional builds but still be good enough for a Regional Pro league, which for a beginner is a fine aspiration I believe. When players make their player, they would choose conventional or easy build mode.It would take a little tinkering to balance it out just right, but it could definitely be done.
Implication: Beginners can build in easy mode and still make competent players. Later, if they chose, they can start learning the ins and outs of building to take their game to a new level.
Solution 2: Players get 1 respec per season each of their first 2 seasons
Implication: Beginners who did not know what they were doing could adjust their builds early on after getting advice rather than retiring them and starting over.
Problem: Leagues at lower levels are not competitive
Solution: First, a lot would be solved by the easy mode and the respecs since players would be able to make competent players even as beginners, or at least once they realized what they were doing wrong they could fix it. Beyond that, I would reorganize the league structure. Teams during the offseason would be given a choice of leagues and be able to pick which one they wanted to be in. There would be one elite league and 1 or 2 competitive and several non-competitive leagues. The elite league would give you the best looking gif if you won it or placed in it. There would be a 3rd place game and a bronze gif for it as well. Being in elite would positively impact your team rating and possibly some other personal achievements as well, for example they could come up with some team record stats to display on the main page of the team automatically that might say your win percentage in elite and your win percentage in competitive. Being in competitive would get you a standard gif for winning, and also there would be a bronze trophy and a 3rd place game. The understanding would be that winning bronze in elite is better than gold in competitive. Being in non-competitive would mean that you did not get a trophy for winning or placing, and being in non-competitive would also prevent you from enrolling in tournaments. Being in elite would automatically garner you higher seeds in official tournaments as well. Non- competitive leagues could possibly lower the cost of team ownership while you are in them as well. Stats achieved in elite leagues would be weighted very highly for HoF relative to competitive leagues, and stats garnered in non-competitive leagues would not count. Non-competitive leagues would not have any MVPs given out.
Implication: This would improve league parity and competitiveness as rebuilding teams not trying to win could opt for non competitive leagues. If you wanted to drop down to one to try and stat whore or rack up wins in a noncompetitive league, it would be futile as there would be no gif for winning and no MVPs or endorsements of any kind. It would be slightly cheaper to own a team there (possibly salaries could be cheaper as well) so it would be an enticing option for teams trying to rebuild.
This is just a start but I think these ideas would address GLB's biggest problems.
Edited by tpaterniti on Dec 13, 2013 09:39:14






























