User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
Page:
 
Catch22
offline
Link
 
Originally posted by psychonathan
idk if you already touched on this subject, but will we be able to reset the penalty SA's on our players?


No. Those are fixed per archetype.
 
Octowned
offline
Link
 
Any intentions of polling people as to what archtype they would select? Not sure how to get it done, but basically allow users to create / simulate these builds in a test environment, and see how users react? How is GLB sure that 90% of people won't just pick the same archtype, and not much was accomplished besides slightly better ALGs?

Yes, I'm sure there was plenty of discussion about how to balance these, but 10-20 people's opinions is different than thousands of users flooding to make players.
 
jktooley
offline
Link
 
I like the idea in general, but am not a huge fan of the penalties, or having to set your player in one specific role... I still think a better idea would be to allow players upon creation to choose 3 major and 4 minor attributes, as well as just choose their own SA tree... That would lead to MORE diversity, and not force players to build into a set peg.
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by Anarcho
This needs to be added to the OP, quoted on every page, and PMed to every agent in this thread.


yes - could possibly even change "focus of the build" to "lean of the build"
 
StinkCheese
offline
Link
 
Originally posted by drake262 DTD
[x]but enjoys check boxes


you just broke my checkbox cherry
 
herbdawg
offline
Link
 
Originally posted by wdb
Ok, I waded through 10 or 12 pages of comments, some good, some silly. This is a game. I assume the changes are intended to make it more enjoyable. They might. Might not. Sorta depends on what you like.

I'm done reading. We'll see how it goes.


Game is the key word here , we have made this too intense for the average player /agent keep it simple stupid or you will lose more players/agents
 
BansheeTime
offline
Link
 
Originally posted by Anarcho
Originally posted by Kirghiz

Think of the archetypes as being the focus of the build, not the entire build.


This needs to be added to the OP, quoted on every page, and PMed to every agent in this thread.


I agree. Look at all the people who took the current LB "archetype" STR/AGI/TAC/VIS majors and just added Speed and now they're fine blitzers or coverage guys.
 
Link
 
What does this truly improve upon? Basically it boils down to a way to create more specialized players. It won't free anyone up to create unique players, it will just give them a few more templates to start from. The end result is a bigger array of different players, but it does nothing to improve the art of building a player.

In time every archetype will have an "optimal" cookie cutter, there will just be more cookie shapes.
 
drake262
loldrake
offline
Link
 
Originally posted by StinkCheese
you just broke my checkbox cherry


Not the first cherry I've popped
 
beenlurken
offline
Link
 
Forgive me if this has been asked (dont really feel bad for asking because if has been asked it should have been updated into the OP)...

Anyway... how much FP for STOP player?
 
Link
 
great addition I'm really looking forward to this
 
Octowned
offline
Link
 
Originally posted by Catch22
Believe me, I would be. It's not as easy as people make it out to be.


You're telling me. I've struggled with a good idea for quite some time, but if I knew it would be listened to (lol suggestions forum), I'll try a bit harder. I'm sure it could be done, but the problem is any solution will require basically a hijack and re-start of the entire current system.

Anyway, enough of that, that isn't what this topic is about
 
footballisgod
offline
Link
 
Do you think the builds are diversified enough that no one will be vastly more powerful than the rest just based off archetype? That is the goal, but have you guys projected builds out and built different players to see how they would end up?
 
Daudy
offline
Link
 
Originally posted by BansheeTime
Spin would be much more effective for a powerback than Juke would, imo. If powerbacks are building for Juke, than they're probably not great powerbacks, anyway.


While this is true (which as I said, Spin could be penalised due to OP reasons), you forget Agility is still a major for every kind of HB EXCEPT the combo HB but INCLUDING the Power HB. So the chances of Juke firing could be higher for the average powerback built using this archetype than people think. I'm sure other factors such as Vision and Speed (which are minors for powerbacks but majors for Elusive, Scat and Combo) form to be parts of Juke, but from the SA Description agility seems to be the main thing for it.

So no, I don't think it would be unreasonable to see a couple of Jukes if you build using the Powerback Achetype depending on how you build. I'd probably consider building a combo HB using the Powerback Archetype with them being able to keep a normal faking ability but hugely increased tackle breaking ability (with the exception of Spin) and a reduction in acceleration (not top speed, but acceleration). Hell, I'd even consider strapping on some Quick Feet on a Powerback just so it improves his faking ability while somewhat counteracting his penalty for Spin. It would help negate the negative effect of Spin not firing, but won't replace the lost bonus for breaking tackles due to the penalty... but he's a powerback - he won't freaking need that additional bonus (as part of the SA).

If that's working as intended, then that's fine. If not, then OMGWTFFREAKOUTEVERYBODY
Edited by Daudy on Feb 8, 2010 22:26:07
 
StinkCheese
offline
Link
 
Originally posted by drake262 DTD
Not the first cherry I've popped


i came
 
Page:
 


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