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Forum > Goal Line Blitz > Goal Line Blitz 2 - Alpha Testing Information - Q&A
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Robbnva
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so game is going to be in alpha for at least another month?
 
Corndog
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Originally posted by Robbnva
so game is going to be in alpha for at least another month?


I doubt it.

Not official or anything, but I don't see us having a months worth of fixes left.
 
Robbnva
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with a major change being introduced like TT said, surely there will be bugs
 
Corndog
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Adding and tweaking numbers to traits is pretty straightforward.

And none of it is really confirmed going to happen. We are discussing all of those things, but that's as far as they have gotten. I kind of have the urge to go through and adjust all of the boring "-5% cost, +10% salary" traits, but that wouldn't be more than a few days work at most.

Changing the salary cap is just changing a number.
Edited by Corndog on Oct 30, 2013 19:25:04
 
Sugar Kapaa
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Fletcher
Take as long as it takes. Make it right. I'm not coming over until all the kinks are worked out anyways.
 
Team Nucleus
Draft Man
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Originally posted by Sugar Kapaa
Fletcher
Take as long as it takes. Make it right. I'm not coming over until all the kinks are worked out anyways.


Looks like this is the case goin' by the recent updates....they don't see having a months worth of fixes left.
A polished product should be the goal or of course they could stand to lose out alot.
 
bhall43
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Originally posted by Corndog
That said, I agree that a lot of the traits are either boring, or just not very useful.

10% increased salary for a couple extra points of snap reaction for example, isn't even remotely tempting. We have had a trait suggestion thread up since the beginning through


I get the idea behind snap reaction. And if it were a game just built off level 25 guys it would make a lot of sense for a trait like that to be an increase in salary. But because it is built through level 1's to start, ya...it really isn't a tempting offer whatsoever.
 
Corndog
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Originally posted by bhall43
I get the idea behind snap reaction. And if it were a game just built off level 25 guys it would make a lot of sense for a trait like that to be an increase in salary. But because it is built through level 1's to start, ya...it really isn't a tempting offer whatsoever.


After some discussion with Bort, he wants plenty of "safe" low cost low benefit traits. Traits with almost no downside but only a slight positive.

Personally, I think these abilities shouldn't have a salary increase. Marginally cheaper snap reaction seems to be enough low benefit to not need extraneous salary increases.

I'm throwing together a set of tweaked traits and will see what he thinks of them.
 
bhall43
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Originally posted by Corndog
After some discussion with Bort, he wants plenty of "safe" low cost low benefit traits. Traits with almost no downside but only a slight positive.

Personally, I think these abilities shouldn't have a salary increase. Marginally cheaper snap reaction seems to be enough low benefit to not need extraneous salary increases.

I'm throwing together a set of tweaked traits and will see what he thinks of them.


Things that should make traits cost more are the traits that offer the main abilities for the position obviously. And then things like speed and quickness. Picking a perfect set of intangibles for a player should cost a damn good salary.
 
Corndog
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Originally posted by bhall43
Things that should make traits cost more are the traits that offer the main abilities for the position obviously. And then things like speed and quickness. Picking a perfect set of intangibles for a player should cost a damn good salary.


What I'm generally doing on my test run is making the "archetype" traits increase salary, and trying to make standard ones either a low benefit no cost, or mediocre benefit with a cost.

Examples:

Strong Base:
"Fall once, shame on me"
- Balance: 5% lower SP cost, +3 max

Thick Skin:
"Hit me once at least"
- Toughness: 5% lower SP cost, +3 max

Fearsome:
"It is much more secure to be feared than to be loved."
- Intimidation: 5% lower SP cost, +10 max
- Chemistry Recovery: -10%
- Min Salary: +5%

Quick Feet:
"Every which way but straight"
- Footwork: 10% lower SP cost, +6 max
- Quickness: 10% lower SP cost, +6 max
- Sprinting: 10% higher SP cost, -6 max




Disclaimer, these are highly volatile, and will likely be adjusted within the next half hour, or not at all.
 
Corndog
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With Strong Base and Thick Skin I was just removing the salary increase, because those bonuses are pretty small.

Fearsome adds a very high cap increase, in addition to the reduced cost. It feels slightly weak in that incarnation, I think, with the double negatives. Not sure though.

Quick Feet needs to not just be a secondary trait for speedsters, so I tried making it strong enough for non-speedsters to be interested in while making it a deterrent for pure speedsters.
 
Jamaicankid21
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When are you guys going to expand the alpha testing to more users? Or are you guys still not expanding the testing user base yet?
 
Team Nucleus
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Originally posted by Jamaicankid21
When are you guys going to expand the alpha testing to more users? Or are you guys still not expanding the testing user base yet?


That's what I'm sayin'
 
ProfessionalKop
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Originally posted by Jamaicankid21
When are you guys going to expand the alpha testing to more users? Or are you guys still not expanding the testing user base yet?


if its supposed to come out within a month, i doubt they will. will probably just be open to everyone as a beta.
 
bhall43
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Originally posted by Jamaicankid21
When are you guys going to expand the alpha testing to more users? Or are you guys still not expanding the testing user base yet?


They slowly have as some testers haven't been signing in and a team goes inactive for awhile.
 
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