User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Player Population, Decreasing Demand and the Future of GLB
Page:
 
foofighter24
jumpin da snark
offline
Link
 
No major improvements, No marketing, bad management.

That is the recipe on how to take a game that started with a bang and watch it plop into the toilet.
 
bhall43
offline
Link
 
Originally posted by foshizzel17
there are so many VETs of this game, that absolutely hate the administration of this game. when the new game comes out it will be filled with negativity and bitching about this game. i know the MOds/admins have been cracking down on some people in these forums, because they cannot have all the bullshit spill over and poison any new users in the new game.


ya all 20 vets that have deep hate for the game because they have some silly forum beef will just poison the shit out of the new game.
 
bhall43
offline
Link
 
Originally posted by CyberNinja
I guess what I'm saying is, the game would bring a bigger audience if you could build players faster and if there were more to do, I mean if you don't own a team it's pretty boring, if you have no money invested in the game, it's even worse. If you have ateam, you basically have to have an obsessive compulsive disorder to make your team great.


I could definitely see them quickening up the player building process, but not before their money is coming from more than just GLB itself. The faster that building process becomes, the less ideal player building becomes. It will be neat for a couple seasons and then just lose its luster. Outside the player building process this game has no major redeeming qualities anymore for anyone who is new.
 
fumblestruck
offline
Link
 
For me the cost of playing has always been an issue. I have never been able to make as many dots as I wanted. Base price of a fully boosted dot from inception to fully grown is in the neighborhood of $60. One player for the price of a shiny new console game of your choice? o.O Never made sense to me...

If it were say $150 - $200 to make a squad of 55 dots for the lifetime of them, I would be all over it. Currently I believe it would take about $4,000 to make a full squad - I'm not that flush with cash.

To Bane's point - I think its NGTH so it is what it is and I'll never buy flex again.
 
bhall43
offline
Link
 
Originally posted by fumblestruck
For me the cost of playing has always been an issue. I have never been able to make as many dots as I wanted. Base price of a fully boosted dot from inception to fully grown is in the neighborhood of $60. One player for the price of a shiny new console game of your choice? o.O Never made sense to me...

If it were say $150 - $200 to make a squad of 55 dots for the lifetime of them, I would be all over it. Currently I believe it would take about $4,000 to make a full squad - I'm not that flush with cash.

To Bane's point - I think its NGTH so it is what it is and I'll never buy flex again.


Ya but 2 years later you aren't going to return that console game for 75% value.
 
gbororats
Bugs Moderator
offline
Link
 
Originally posted by bhall43
Ya but 2 years later you aren't going to return that console game for 75% value.


a shiny nickle is more like it, in store credit too
 
bhall43
offline
Link
 
Not to mention the game was vastly better when there weren't a bunch of teams running around with 55 one agent players.
 
foofighter24
jumpin da snark
offline
Link
 
I don't have a big issue with the price as long as it provides value. I really enjoyed doing a whole PeeWee squad last season, and planned on doing one next season until...(see my siggy).

I would have done one this season had my team not been playing until the final game giving me no break and recognizing how long it takes to build and equip a whole roster.

I think GLB is pretty good in the pricing department, as there are many different price points at which one can play, including free.
 
AlBarsch
offline
Link
 
Originally posted by bhall43
Outside the player building process this game has no major redeeming qualities anymore for anyone who is new.


Hmmm, I would say that coordination is still the most challenging aspect to game and offers new players a chance to get into the nuts and bolts of GLB. It's not as difficult as made out to be - especially for a gamer with some basic computer skills. Yes, it takes as long to build a player as it does to get really familiar with Ai, yet there ARE more coordinators coming up through the pipeline.
 
Soulcrates
offline
Link
 
Hi!

I used to play this game a LOT!! I have referred dozens of friends to play and stopped playing over a year ago. I decided to check it out recently, because I'm having withdraws from NFL and NCAA football offseason. The NFL draft is coming up, so that helps, but still, I liked this game.

The reason I stopped playing was that my players dropped skill points too quickly as they aged. It made it so that once I finally had a player who was doing well in the higher leagues, he started to decline rapidly! By the time I was happy with a build, he had to be scrapped and start over. That is a DRAG!!

I'm sure there are hundreds of reasons for the downfall of the player base, but I definitely see the speed of player decline being one of them.

If players either did not decline, or declined at such a low pace that it was actually fun again, I'm sure people wouldn't just look at this game as a passing fad, but instead as an ongoing competitive game.

I'm sure many of you will just ignore the thoughts of people trying to help and claim they are merely, "whining," but for every "whiner" there are 100 people who just quit without a word. Think about that.
 
QB Eater
offline
Link
 
Originally posted by Soulcrates
Hi!

I used to play this game a LOT!! I have referred dozens of friends to play and stopped playing over a year ago. I decided to check it out recently, because I'm having withdraws from NFL and NCAA football offseason. The NFL draft is coming up, so that helps, but still, I liked this game.

The reason I stopped playing was that my players dropped skill points too quickly as they aged. It made it so that once I finally had a player who was doing well in the higher leagues, he started to decline rapidly! By the time I was happy with a build, he had to be scrapped and start over. That is a DRAG!!

I'm sure there are hundreds of reasons for the downfall of the player base, but I definitely see the speed of player decline being one of them.

If players either did not decline, or declined at such a low pace that it was actually fun again, I'm sure people wouldn't just look at this game as a passing fad, but instead as an ongoing competitive game.

I'm sure many of you will just ignore the thoughts of people trying to help and claim they are merely, "whining," but for every "whiner" there are 100 people who just quit without a word. Think about that.


You get five seasons at full build out. That's pretty good.
 
jdbolick
offline
Link
 
Originally posted by foshizzel17
new users in the new game.

lol
 
foofighter24
jumpin da snark
offline
Link
 
Marketing for new game:

1. E-mail blast to GLB users
2. DD making a single tweet about it
3. Lame Facebook contest that will lean on users to market the game
 
fogie55
offline
Link
 
Originally posted by Titus Pullo
I don't think the dot building portion of the game is too complicated, just too long and boring. You spend over a year growing your dot just to have the team it was on fold and discover that no one in the WL is interested in your dot. The WL teams already have a farm system in place for most of their team needs and the few needs they have they want filled with very specific builds.

So the last year ends up being a total waste since over the course of the last 7 seasons none of the leagues you were in were ever very competitive. Spending the year building a dot and then retiring him without reaching the WL would be fine if the seasons you did play were fun and competitive ones. I have a couple of prep league dots and the league they are in is a complete joke. Only 1 game out of 16 this season was decided by a TD. 12 of the 16 games had one team scoring over 100 points in massive blow outs. Once upon a time I use to actually get excited about the games and watch the pbp unfold because their was some actual drama involved in the out come. Now I already know who will win the game before it even starts and just skip to the box score to see what kind of stats my dots got.

What is too complicated now is the coordinating jobs. It just requires way too much time and effort. For those who have been doing it for the last year or more, it might not be so bad, but for a new player trying to start from scratch it just becomes a huge headache.



100% agreement with this. end goal (WL) very difficult to reach for most and the road to get there (because long term builds are unbalanced and because the sim is coded around WL play) is not enjoyable enough.

AIs need an overhaul/update. They still look and function like something from 1995.
 
gbororats
Bugs Moderator
offline
Link
 
Originally posted by QB Eater
You get five seasons at full build out. That's pretty good.


but it takes 7 seasons to get there, flip it

not to mention that you get stuck at level 73 for an entire season... what a waste, while the rest of the pro rejects sit at level 79.
Edited by gbororats on Mar 9, 2013 15:50:31
Edited by gbororats on Mar 9, 2013 15:49:39
 
Page:
 


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