Originally posted by cavalier
I think the group potentially could be both too little and the wrong people. From what I am reading here so many things are not even suggested as improvements and the game will be far from what it could have been.
They should be all set to facilitate a full blown open testing phase now as we are many weeks past what the promised as the launch date. So capacity must be in place.
Part of the problem is Bort capacity too. Most of the suggestions that we make require Bort to implement them, and he's already coding at his capacity and there's still a lot he wants to do. You can make suggestions, but if Bort doesn't have the capacity, they end up on a list of things that will never get done.
At this point, we are trying to get the balance of the game worked out and trying to make sure that there are lots of different ways to build successful dots/teams. There's some basic issues with some of the offerings right now (imbalance in some of the traits, skills, and abilities) that I would like the get fixed before a beta test would start.
I don't want a bunch of "snarl" type abilities that people don't take like there are in GLB1.
VAs:
Big Heart
Natural Leader
Adrenaline Junkie
Clever Insticts
Blocking Back
Punishing Runner
Shed Weight
Thick Skin
Brick Wall
Intimidating
Rip the Ball
On a Roll
Swagger
Work Horse
SAs:
Demoralize
Dump Pass
Dive4Yards
Hands
Diving Catch
Absorb Pain
Any bonus SA for a Kicker
Any bonus SA for a Punter
The Glare
Snarl
Trash Talk
Diving Tackle
Smooth Operator
Blitz
Catch in Stride/Brace for Impact/Pummel/Aura of Intimidation (fringe SAs that some people still might use)
Disguise Blitz (no moustache - how do we know it is working:skeptical
The morale ones could have been good if they had a bigger effect on morale loss or if morale loss actually made the dot play a lot worse, but I think there is a consesus that while it has "some" effect, the effect is not enough to make the investment in these SAs or confidence sufficient to make them viable.
I don't want there to be a list of 32 abilities/traits in GLB2 that no one is choosing. If they aren't part of a viable build strategy, they aren't viable options, so they are just clutter. The reason they aren't viable options is because the opportunity cost of investing in them vastly outweighs the benefit of the investment. Bort still wants a bunch of weaker traits in GLB2 that offer small benefits and no penalties. The problem with that is the opportunity cost model: you only get three traits, you can't throw one away on a trait that will net you a lifetime SP cost savings of 700 SPs when there are traits that will save you 5,000 SPs and increase the caps on important skills.
I think the group potentially could be both too little and the wrong people. From what I am reading here so many things are not even suggested as improvements and the game will be far from what it could have been.
They should be all set to facilitate a full blown open testing phase now as we are many weeks past what the promised as the launch date. So capacity must be in place.
Part of the problem is Bort capacity too. Most of the suggestions that we make require Bort to implement them, and he's already coding at his capacity and there's still a lot he wants to do. You can make suggestions, but if Bort doesn't have the capacity, they end up on a list of things that will never get done.
At this point, we are trying to get the balance of the game worked out and trying to make sure that there are lots of different ways to build successful dots/teams. There's some basic issues with some of the offerings right now (imbalance in some of the traits, skills, and abilities) that I would like the get fixed before a beta test would start.
I don't want a bunch of "snarl" type abilities that people don't take like there are in GLB1.
VAs:
Big Heart
Natural Leader
Adrenaline Junkie
Clever Insticts
Blocking Back
Punishing Runner
Shed Weight
Thick Skin
Brick Wall
Intimidating
Rip the Ball
On a Roll
Swagger
Work Horse
SAs:
Demoralize
Dump Pass
Dive4Yards
Hands
Diving Catch
Absorb Pain
Any bonus SA for a Kicker
Any bonus SA for a Punter
The Glare
Snarl
Trash Talk
Diving Tackle
Smooth Operator
Blitz
Catch in Stride/Brace for Impact/Pummel/Aura of Intimidation (fringe SAs that some people still might use)
Disguise Blitz (no moustache - how do we know it is working:skeptical

The morale ones could have been good if they had a bigger effect on morale loss or if morale loss actually made the dot play a lot worse, but I think there is a consesus that while it has "some" effect, the effect is not enough to make the investment in these SAs or confidence sufficient to make them viable.
I don't want there to be a list of 32 abilities/traits in GLB2 that no one is choosing. If they aren't part of a viable build strategy, they aren't viable options, so they are just clutter. The reason they aren't viable options is because the opportunity cost of investing in them vastly outweighs the benefit of the investment. Bort still wants a bunch of weaker traits in GLB2 that offer small benefits and no penalties. The problem with that is the opportunity cost model: you only get three traits, you can't throw one away on a trait that will net you a lifetime SP cost savings of 700 SPs when there are traits that will save you 5,000 SPs and increase the caps on important skills.





























