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tpaterniti
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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.
Edited by tpaterniti on Dec 13, 2013 09:39:14
 
podger1001
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Originally posted by tpaterniti
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.

Agreed with what you said. Never quite understood why you could build anywhere from day 41-48 and not day 40, 39, 38. I mean I get why because of level up and applying SP, I mean I don't get why they never adreesed this. Having an 8 day window to create players every 57 dyas had to impact new players.

Originally posted by tpaterniti
Problem with GLB1: users can only create on certain days for optimum builds
Problem: Building is confusing and counterintuitive 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.

My thought here has been to add an autobuild feature to every archetype. You'd have people falling over themselves to be party of say a three person committee to develop a particular archetype. You could throw them a cool trophy for their time - archetype developer. They would agree on build, VPB it and catalogue what they did for each step/day of the process. Bort would then code it. At player creating newbies could pick and archetype, leave it on autopilot adn know their dot would on the right path. A button would allow you one time to take it off autobuild so an agent could hop off the train when they felt comfortable. Takes the whole intimidation out of building. Would everyone iin the game agree the GLB archetype is the best build, no. But hopefully everyone would agree it was a Natty Pro quality dot even if the build wasn't their particular cup of tea. They'd be pre-programmed dots that would train and apply SP automatically unless the agent clicked the "diable autobuild" button. If you click that and then mess up the build, it's on you not GLB.

Originally posted by tpaterniti
Problem: Leagues at lower levels are not competitive

If you (1) implemented the autobuild above and (2) gave people the option to build a dot to any 40 day increment, the lower levels would organocally become much more competitive. The agents/dots in the lower levels would be either (1) a newbie following an a quality autobuild archetype and their to learn or (2) a vet who has chosen to go the slow build route for some CHOSEN reason (i.e. I want to gain Championship trophies) and therefore is happy to be there and most likely game planning and what not. I also believe that the condensed lower levels would make for a better experience. One of the very few things I enjoy about the lower levels is the consistency of rivalries on the way up. Those games against teams that you know are always tough and the "we got you this season, you got us last season" types of things. With less leagues and more cares, I'd expect those to intesify.

FWIW, if the fast build were added, I think I'd actually have more dots. for me a game within the game is seeing how how my dot gets on the final HOF rankings. Fast dots would be at a disavantage there. SO I could see slow building if I found the right DC and fast building for expeirmental dots that I'd be really reluctant to spend 400 days developing only to find out they were an epic fail.
 
Corndog
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Originally posted by podger1001
This year for Christmas when I give the kids their gifts, I'll be sure to tell them they can only remove the 1/400th of the wrapping paper each day for the next 400 days and then we'll take them out of the box and start playing. Can someone please remind me before I wrap them to make sure I remove the the assembly instructions.


Or, you can just do it the normal way where they unwrap all of their presents at xmas and are bored with about 95% of them by new years eve.
 
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Originally posted by tpaterniti
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.


pretty good there Tpat
 
dbreeze
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tpat for lead mod!!!
 
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Originally posted by tpaterniti
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.


Solution: make a new techmo bowl game
 
Robert Fripp
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To-may-to To-mah-to

Stop micro-analyzing and just have some fun.
 
Stixx
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One of GLB's biggest mistakes, to me, was making rookie leagues. It was much easier for a new agent to get acquainted with this game by going through Pee Wee or D-Leagues. Playing in Pee Wee gave new agents the ability to get started on the game building dots how they wanted to without having to worry about end builds. At the same time they were likely playing on a competitive team that was interested in winning at the Pee Wee level, which likely made them more interested in learning more about the full game outside of PW. Playing in PW for a season or two gave them a chance to look and ask around GLB for build guides and other advise towards building players at the later levels. After their few seasons in Pee Wee they could either decide to stay there and keeping playing in competitive leagues every season or go ahead and venture out into the rest of the game where they now had a pretty decent idea on how to get a long-term dot started.

Rookie leagues aren't interesting in any way at all. There have never been competitive rookie leagues with 32 teams wanting to win the league. I know when I look to play a new game I want it to be interesting right when I start playing and rookie leagues just don't do that for a new agent. Why would a new agent want to come back to GLB after one season on a rookie team where his owner likely could care less how the team did or how the dots did? This new agent just spent over 40 days playing on a team that isn't game-planning or trying to win their games. What would make him want to spend another 40 days on a team that doesn't really care about winning?

Most people want to see stats and trophies that actually mean something right from the beginning and Pee Wee leagues gave that to you. Pee Wee gives you the chance to play in competitive leagues right from the start instead of having to wait 7 seasons or whatever it is to plateau.
Edited by Honey Badger on Dec 13, 2013 22:41:58
 
bhall43
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PeeWee leagues were an add on. If there weren't rookie leagues and Peewee was the only thing feeding into the rest of the cycle, PeeWee League would be destroyed. If all your rookie player could do is sit through D leagues until a certain age, you may as well just by pass that all together.
 
Sithas~Cult~
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Originally posted by Corndog
People using the "literal" definition of RPG.



RPG is basically short for "spends points to get stronger". Playing a role as a character hasn't been the definition of RPG since tabletop games.


Funny, anyting that says RPG still means Roll Playing Game
 
Stixx
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Originally posted by bhall43
PeeWee leagues were an add on. If there weren't rookie leagues and Peewee was the only thing feeding into the rest of the cycle, PeeWee League would be destroyed. If all your rookie player could do is sit through D leagues until a certain age, you may as well just by pass that all together.


How would that have destroyed Pee Wee? I don't think Pee Wee could get much worse than it is now and has been since around season 25. More Pee Wee leagues would have been made if that was where every agent had to cycle through.

I don't think you can deny the fact that new agents would enjoy the game more if their dots were able to do something meaningful for a team in just their first season. Pee Wee leagues are the only way to do that.

Honestly, if you were a new agent would you want to come back and play a game after 40 days of watching your player sit on a rookie team that has no rivalries, nothing to brag/talk about before and after the season, and no one else caring about how their players did that season? What would make you interested in coming back to the game as a new agent?

I know when I came into this game the only thing that interested me about it was that it had something to do with football. I came here to try it out and joined a Pee Wee team where I was welcomed on a team as an agent and eventually as a coordinator. The only thing that interested me in my first season was how well my team and my players were doing. I don't think I ever even checked any forums outside of Pee Wee for most of my first season here. I grew to loving the game as a whole all because of Pee Wee. It gave me a chance to feel out the game as a new agent while also allowing me to screw up and start all over again the next season. I liked Pee Wee so much that I've stayed in it since season 12.

I believe new agents need to get an experience like mine to give them their first taste of the game. Pee Wee was the only thing that kept me interested. I imagine if I would have started out in regular leagues I would have realized that I'm going to have to wait over a year before my player can actually do anything of significance. Knowing that I would have to wait that long there is no way I would have stayed here more than a season or two.
 
SteveMax58
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Originally posted by Corndog
Or, you can just do it the normal way where they unwrap all of their presents at xmas and are bored with about 95% of them by new years eve.


They might be bored by new years but if they choose to spend more, they can get all new presents instantly to unwrap on new years without having to wait another year.

The VPB style accelerated build would be (and I don't think it is overshooting here) the single most substantial improvement that could be made to GLB1. It would benefit GLB financially by allowing people who have the money to spend & get insta-high-level dots.

I'll be honest...I had been planning to reboot my own team but I'm just not sure if I feel like waiting a year & drudging thru the first 4 awful months of painful monotony.

I think tpat (and certainly many others over time here) have suggested many variations to the idea. Allow 40 day increments...perhaps only allow up to d240 & play from there.

Or perhaps scale the ALG benefit for insta-build relative to 40day increment. For instance, if it takes 7 seasons to build, put a 10% penalty on ALG per 40 day increment to a max of 70% penalty for insta-build d280. Many, many potential variants could be added to reward the slow process (not sure why but that seems desirable to GLB) while not putting vets who really dont care about rookie ball to sleep.
 
BagO'Chips
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Originally posted by Sithas~Cult~
Funny, anyting that says RPG still means Roll Playing Game


http://i.imgur.com/druFC54.png
 
Myd
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Its still my opinion that GLB has reduced itself to a Spreadsheet Sim and lost sight of football long ago. Too much emphasis on decimals and percentages.
 
dbreeze
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Yeah, all this pesky math crap's gotta go.......
yer a hoot Myd....
 
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