User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
Page:
 
tk_217
offline
Link
 
one thing, and can like catch or someone please answer this.

I have a WR i am making a speedster but he is 6'3... he will be caught in basically a gray zone build wise now right?

gayness
 
Deathblade
offline
Link
 
Originally posted by Octowned
I'm an o-line junkie, I'd just like to see some light response on these, even if it is "go away, no":

Was there (or could there be) discussion on differentiating the builds on the o-line? Pretending the positions require the same attributes is silly.

We just got a pulling guard VA, the idea of first step being added... sounds like a run blocker to me... but run blocker has no speed gains still. Seems like a massive contradiction/oversight.

Thanks for your time


Honestly...I just look at it as "Athletic" vs "Power" blockers. If you go with the one currently labeled pass...you can still get decently str and blocking, but will also be more agile/fast.
 
drake262
loldrake
offline
Link
 
Originally posted by r87
change direction, super vision, monster hit, first step, blitz

sup


Replace monster hit with shed block and you are the best LB in the game.
 
Link
 
This game has been addicted to "speed" already--adding more of it (in the form of available majors and minors that weren't already there for some positions) is a step in the wrong direction.
 
Anarcho
offline
Link
 
Originally posted by Boogie21
????? This solves them all? Not allowing players to pick what they want? Sounds a lot like restrictions to me. Isn' this supposed to be fun, and aren't we supposed to be able to build what we want?


Again, you can't have a balanced game if you allow free reign on the choices.

There are just certain things that will lead to ultimate cookie cutter builds.

There are basically three options:

1. Allow no choices. Make all players the same.

2. Allow some choices. Some players are the same.

3. Allow all choices. All players eventually choose to be the same.

Number 3 is the most popular choice (myself included) but it isn't reasonable and it certainly isn't good for the game.

We currently have ZERO choices for our players. This will allow us at least some level of customization.
 
SCACE
offline
Link
 
I have to agree with a previous post about coordinating -- I don't think this change makes it much (if any) easier on the coordinators -- the back end (offense and defense AI creation and editing) needs a major rethink-overhaul -- I coordinated from S2 to S8 or 9 and finally just gave up -- I don't have the time, and countless others will say the same -- that part of the game is far too much like work when it should be fun and enjoyable.
 
Brizzle44
offline
Link
 
Doesn't this just make players more equal?? Wheres the fun in that?lol
 
Catch22
offline
Link
 
Originally posted by Octowned
I'm an o-line junkie, I'd just like to see some light response on these, even if it is "go away, no":


Was there (or could there be) discussion on differentiating the builds on the o-line? Pretending the positions require the same attributes is silly.


We just got a pulling guard VA, the idea of first step being added... sounds like a run blocker to me... but run blocker has no speed gains still. Seems like a massive contradiction/oversight.



Thanks for your time


Ugh I hate to say it to you but "go away, no"

It was all discussed (almost to the point of insanity). We had a Combo OL build but just couldn't make it work without it being overpowered. There is still plenty of potential for OL diversity.
 
F8n4tune
offline
Link
 
Originally posted by SCACE
Originally posted by Catch22

Discussed - decided against.


sad to hear that -- from a player building perspective, if you really want to eliminate cookie cutter builds, you need to open up the options beyond what we have.


Exactly my point. This is just more of the same cookie cutter imo.
 
Catch22
offline
Link
 
Originally posted by David Stern
What do you mean "coding it" coding the player creation process?

Or how he re codes how things work?


The creation process and the process for all the little nuances (SA's, refunds, 300 flex points to be used for player creation but are not refundable).

I'm surprised no one has said thanks for the 300 flex for player creation btw. I thought that was nice of us.
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by tk_217
one thing, and can like catch or someone please answer this.

I have a WR i am making a speedster but he is 6'3... he will be caught in basically a gray zone build wise now right?

gayness


Catch has already said that the height weight limits affect only new players - they won't apply to existing players choosing their archetype for the first time
 
Deathblade
offline
Link
 
Originally posted by Larry Roadgrader
This game has been addicted to "speed" already--adding more of it (in the form of available majors and minors that weren't already there for some positions) is a step in the wrong direction.


Not really.

As much as you or anyone else wants to say speed is overpowered...having FB's get ZERO natural speed is just retarded. Speed is important for all positions. Is it overplayed a bit in GLB? Definitely...but you won't find a "slow" NFL player, besides maybe a Punter.
 
Bluesman
bluest blues
offline
Link
 
Originally posted by Catch22
Only get them from the time of the selection, no retroactive points applied. Not sure I understand your 2nd question.


Right now a DE can build the following sa's
Swat Ball...Wall...Strong Base...Diving Tackle...Monster Hit
First Step...Change Direction...Shed Block...Tunnel Vision...Big Sack

For a speed DE the bonus sa's are first step and tunnel vision and the penalty sa's are wall and strong base.

Will the other sa's like diving tackle, big sack etc still be available for the speed de's


 
drake262
loldrake
offline
Link
 
Originally posted by Catch22
The creation process and the process for all the little nuances (SA's, refunds, 300 flex points to be used for player creation but are not refundable).

I'm surprised no one has said thanks for the 300 flex for player creation btw. I thought that was nice of us.


THANKS!
 
InRomoWeTrust
Lead Mod
offline
Link
 
Originally posted by Octowned
I'm an o-line junkie, I'd just like to see some light response on these, even if it is "go away, no":


Was there (or could there be) discussion on differentiating the builds on the o-line? Pretending the positions require the same attributes is silly.


We just got a pulling guard VA, the idea of first step being added... sounds like a run blocker to me... but run blocker has no speed gains still. Seems like a massive contradiction/oversight.



Thanks for your time


There was discussion of more O-Line archetypes, but the difficulty was in finding a balance (can't just have an obvious archetype that trumps the others at it's position for all purposes). I agree that I'd like to see a more pulling guard oriented archetype, but it hasn't happened.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.