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Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
Originally posted by MV Thunder
1) Players created before the archetypes were implemented will be allowed a one time archetype selection. This is optional and you will only have until the end of the pre-season to do so. When you select the archetype, you will start getting the ALG's and SA bonuses/penalties and will be allowed to select the bonus SA.
Will this cost any flex to convert old players over 2: Will I get the same level player back or do I have to start over from Lv 1 again and grow him. Can I see an ex of how this will look or something of how it will setup.I think I would like to see how it looks to me before I go on,no insult intended but testers will have a much better head start on the what nots and what does work.They make players and own teams also.
Why only 200 flex point special teamers? Honestly, because if we allowed the players that were only 100 flex those would be the only ones ever made. Most positions are 200 flex anyway, so this allows for most players to get that archetype.
So no love for OT,G,C but K/P will loophole this then???
Yes because power backs all of the sudden become elusive backs halfway through their career and 300 pound run stuffing DE's all of a sudden become speed rushers. This will force people to be more focused on the types of builds they want. And there's nothing saying you can't choose a particular archetype and build your player differently within that archetype, you just need to be aware of how the gains/penalties/bonuses for that archetype work.
Will some sort of better understanding ever be released to how much a team will receive in gains/penalties/bonuses
SA's are still going to exist for every position - none of those are changing. You just need to be careful if you are going to select an archetype that you don't pick one where you have 10 invested in a SA that is getting a penalty.
Will we have understanding to know the penalty at some point or just guessing
Have these builds and redesigns been thought out for borts revamp of S14 sim or will it be revamped again plus the players also together in S15
Way too many questions at once, 99.9% of which have already been answered multiple times. I'll answer what I can w/o wanting to jab a fork in my eye.
1. No cost to convert an existing player to the new ALG's
2. You aren't recreating an existing player, just applying an archetype to him. His current attributes and past growth won't be touched, it'll just change his future ALGs (along w/ allowing the whole bonus SA and bonus/penalty to certain SAs).
3. The SA penalties won't be specifically defined, but it'll be somewhat minor. Won't trash the SA or make it unusable.
1) Players created before the archetypes were implemented will be allowed a one time archetype selection. This is optional and you will only have until the end of the pre-season to do so. When you select the archetype, you will start getting the ALG's and SA bonuses/penalties and will be allowed to select the bonus SA.
Will this cost any flex to convert old players over 2: Will I get the same level player back or do I have to start over from Lv 1 again and grow him. Can I see an ex of how this will look or something of how it will setup.I think I would like to see how it looks to me before I go on,no insult intended but testers will have a much better head start on the what nots and what does work.They make players and own teams also.
Why only 200 flex point special teamers? Honestly, because if we allowed the players that were only 100 flex those would be the only ones ever made. Most positions are 200 flex anyway, so this allows for most players to get that archetype.
So no love for OT,G,C but K/P will loophole this then???
Yes because power backs all of the sudden become elusive backs halfway through their career and 300 pound run stuffing DE's all of a sudden become speed rushers. This will force people to be more focused on the types of builds they want. And there's nothing saying you can't choose a particular archetype and build your player differently within that archetype, you just need to be aware of how the gains/penalties/bonuses for that archetype work.
Will some sort of better understanding ever be released to how much a team will receive in gains/penalties/bonuses
SA's are still going to exist for every position - none of those are changing. You just need to be careful if you are going to select an archetype that you don't pick one where you have 10 invested in a SA that is getting a penalty.
Will we have understanding to know the penalty at some point or just guessing
Have these builds and redesigns been thought out for borts revamp of S14 sim or will it be revamped again plus the players also together in S15
Way too many questions at once, 99.9% of which have already been answered multiple times. I'll answer what I can w/o wanting to jab a fork in my eye.

1. No cost to convert an existing player to the new ALG's
2. You aren't recreating an existing player, just applying an archetype to him. His current attributes and past growth won't be touched, it'll just change his future ALGs (along w/ allowing the whole bonus SA and bonus/penalty to certain SAs).
3. The SA penalties won't be specifically defined, but it'll be somewhat minor. Won't trash the SA or make it unusable.
Originally posted by Catch22
Originally posted by ImTheScientist
WR Power
6'0" - 6'6", 205-235 Lbs
Major Agility Carrying Catching Strength (+.5)
Minor Confidence Speed Stamina Vision (+.25)
Bonus SA's - None
Penalty SA's - None
Imo Spin or a breaking tackle SA should be a Power WR's bonus.
Bonus SA: Spin
Spin is an elusive ability, not a power ability. So ummm no.
it may be listed in the elusive tree now, but it activates more with power HB's, WR's, KR
Originally posted by ImTheScientist
WR Power
6'0" - 6'6", 205-235 Lbs
Major Agility Carrying Catching Strength (+.5)
Minor Confidence Speed Stamina Vision (+.25)
Bonus SA's - None
Penalty SA's - None
Imo Spin or a breaking tackle SA should be a Power WR's bonus.
Bonus SA: Spin
Spin is an elusive ability, not a power ability. So ummm no.
it may be listed in the elusive tree now, but it activates more with power HB's, WR's, KR
Catch22
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Originally posted by Octowned
Any thought to spreading the influence of casual style leagues, but using archtype based AIs?
Basically make the AI simpler... Pre-set packages called long pass, medium pass, short run, etc., the obvious stuff, then use basic settings to work the AI from there, with the understanding that the AI will use your packages as the backbone.
The playbook selections could be used by selecting RB: (drop down for archtypes on your team). So this medium-styled OC system would allow specialized play calling, etc., without the burden of massive AI structures. Sounds like a much more user friendly but still flexible environment.
I think cookie-cutter shelled AIs are the way to go. Allow quarter or down specific basic %s, a few basic package selections, and incorporate archtypes smartly.
On the defensive side, allow customization of defensive plays and packages, and keep the "tag the archtype" concept, but again force plays into specific packages.
Sounds genius to me.
One of my projects is to create an intermediate league, something that is between casual and the current regular leagues - it's a lot like what you outlined above.
Any thought to spreading the influence of casual style leagues, but using archtype based AIs?
Basically make the AI simpler... Pre-set packages called long pass, medium pass, short run, etc., the obvious stuff, then use basic settings to work the AI from there, with the understanding that the AI will use your packages as the backbone.
The playbook selections could be used by selecting RB: (drop down for archtypes on your team). So this medium-styled OC system would allow specialized play calling, etc., without the burden of massive AI structures. Sounds like a much more user friendly but still flexible environment.
I think cookie-cutter shelled AIs are the way to go. Allow quarter or down specific basic %s, a few basic package selections, and incorporate archtypes smartly.
On the defensive side, allow customization of defensive plays and packages, and keep the "tag the archtype" concept, but again force plays into specific packages.
Sounds genius to me.
One of my projects is to create an intermediate league, something that is between casual and the current regular leagues - it's a lot like what you outlined above.
Dpride59
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Originally posted by Anarcho
This. The reasons have been carefully laid out in this thread. No offense or anything, but it seems like some people are confusing not seeing the advantage with not WANTING to see the advantage.
Yeah. lol. WAH WAH WAH. I want a DE with .67 gains, and I want them in STR/agility/speed. I Am the only one to think of this, and I want it NOW!!!
This. The reasons have been carefully laid out in this thread. No offense or anything, but it seems like some people are confusing not seeing the advantage with not WANTING to see the advantage.
Yeah. lol. WAH WAH WAH. I want a DE with .67 gains, and I want them in STR/agility/speed. I Am the only one to think of this, and I want it NOW!!!
Originally posted by chief c
Well, I gotta admit. I've been reading this post off and on for over an hour now
and you guys have explained it about as well as Obama explained nationalizing health care
Originally posted by Kirghiz
Think of the archetypes as being the focus of the build, not the entire build.
Well, I gotta admit. I've been reading this post off and on for over an hour now
and you guys have explained it about as well as Obama explained nationalizing health care

Originally posted by Kirghiz
Think of the archetypes as being the focus of the build, not the entire build.
TerryDK
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I didn't see this in all these pages (and it may be between pages 21-41 cause I jumped them), but anyway; here I go:
Are team sizes going to increase due to all these extra 'situation' players (in other words, have to carry 3/4-QB's, 4-HB's, 3-FB's, 3/4-TE's, etc)? If team gets larger, will there be any allowances w/team funds?
How will this make AI planning any easier? We already tag the QB. HB, FB, TE postions? Now we have more situation positions to cover for. How will this effect the plays? Will the offense finally get custom play-making ability to deal with these new positions?
Are team sizes going to increase due to all these extra 'situation' players (in other words, have to carry 3/4-QB's, 4-HB's, 3-FB's, 3/4-TE's, etc)? If team gets larger, will there be any allowances w/team funds?
How will this make AI planning any easier? We already tag the QB. HB, FB, TE postions? Now we have more situation positions to cover for. How will this effect the plays? Will the offense finally get custom play-making ability to deal with these new positions?
footballisgod
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Originally posted by durettug
To add to this point, it also allows different builds not to be "penalized" by owners who are looking for a specific build.
Personally, I think this archtype helps with the team creation more than it hurts it. I am looking forward to the new changes next season...when do we get the free 300 Flex Points?
Read the OP. You get them next preseason to be only used during next preseason and to only be used to create players. And it is non-refundable, so when those players retire, you don't get those 300 FPs back.
To add to this point, it also allows different builds not to be "penalized" by owners who are looking for a specific build.
Personally, I think this archtype helps with the team creation more than it hurts it. I am looking forward to the new changes next season...when do we get the free 300 Flex Points?
Read the OP. You get them next preseason to be only used during next preseason and to only be used to create players. And it is non-refundable, so when those players retire, you don't get those 300 FPs back.
FBGProfessor
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Originally posted by jdros13
ok, I'm going to build a HB. I want my 4 majors to be speed, agility, strength, carrying. What do you want?
Maybe I want to build a Marshall Faulk type of back so I have speed, ability, carrying and CATCHING and then I select an tree that is a mixture of agility type running AND receiving types of SAs.
Plus, the problem with your question is that it points out the real issue: there are not enough abilities to allow for much diversity. If everyone wants Agility to be a major that tells you that maybe Agility is overpowered in general and maybe there should be something else like acceleration that would be separate from agility and speed.
ok, I'm going to build a HB. I want my 4 majors to be speed, agility, strength, carrying. What do you want?
Maybe I want to build a Marshall Faulk type of back so I have speed, ability, carrying and CATCHING and then I select an tree that is a mixture of agility type running AND receiving types of SAs.
Plus, the problem with your question is that it points out the real issue: there are not enough abilities to allow for much diversity. If everyone wants Agility to be a major that tells you that maybe Agility is overpowered in general and maybe there should be something else like acceleration that would be separate from agility and speed.
Anarcho
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Originally posted by reddogrw
it may be listed in the elusive tree now, but it activates more with power HB's, WR's, KR
This. I love you Catch, but please don't cite an improper label as justification for the SA not being implemented in the archetypes properly.
it may be listed in the elusive tree now, but it activates more with power HB's, WR's, KR
This. I love you Catch, but please don't cite an improper label as justification for the SA not being implemented in the archetypes properly.
Catch22
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Originally posted by chief c
Well, I gotta admit. I've been reading this post off and on for over an hour now
and you guys have explained it about as well as Obama explained nationalizing health care
What would you like explained? The OP covers most of it in depth but I'll be more than glad to explain something you don't understand to you.
Well, I gotta admit. I've been reading this post off and on for over an hour now
and you guys have explained it about as well as Obama explained nationalizing health care

What would you like explained? The OP covers most of it in depth but I'll be more than glad to explain something you don't understand to you.
Deathblade
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Originally posted by TerryDK
I didn't see this in all these pages (and it may be between pages 21-41 cause I jumped them), but anyway; here I go:
Are team sizes going to increase due to all these extra 'situation' players (in other words, have to carry 3/4-QB's, 4-HB's, 3-FB's, 3/4-TE's, etc)? If team gets larger, will there be any allowances w/team funds?
How will this make AI planning any easier? We already tag the QB. HB, FB, TE postions? Now we have more situation positions to cover for. How will this effect the plays? Will the offense finally get custom play-making ability to deal with these new positions?
Why would team sizes increase?
It's no different than it is now, except for ALGs are less awkward.
I didn't see this in all these pages (and it may be between pages 21-41 cause I jumped them), but anyway; here I go:
Are team sizes going to increase due to all these extra 'situation' players (in other words, have to carry 3/4-QB's, 4-HB's, 3-FB's, 3/4-TE's, etc)? If team gets larger, will there be any allowances w/team funds?
How will this make AI planning any easier? We already tag the QB. HB, FB, TE postions? Now we have more situation positions to cover for. How will this effect the plays? Will the offense finally get custom play-making ability to deal with these new positions?
Why would team sizes increase?
It's no different than it is now, except for ALGs are less awkward.
Originally posted by Anarcho
This. The reasons have been carefully laid out in this thread. No offense or anything, but it seems like some people are confusing not seeing the advantage with not WANTING to see the advantage.
Seems like it.
I'm just looking at it like "Ok I want to win at all costs. What should I do?" If the grain works, I'm going with it. In an ideal world, people would pick varied majors/minors, but then again in an ideal world people wouldn't gut.
This. The reasons have been carefully laid out in this thread. No offense or anything, but it seems like some people are confusing not seeing the advantage with not WANTING to see the advantage.
Seems like it.
I'm just looking at it like "Ok I want to win at all costs. What should I do?" If the grain works, I'm going with it. In an ideal world, people would pick varied majors/minors, but then again in an ideal world people wouldn't gut.
howery09
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Originally posted by Catch22
Originally posted by Octowned
Any thought to spreading the influence of casual style leagues, but using archtype based AIs?
Basically make the AI simpler... Pre-set packages called long pass, medium pass, short run, etc., the obvious stuff, then use basic settings to work the AI from there, with the understanding that the AI will use your packages as the backbone.
The playbook selections could be used by selecting RB: (drop down for archtypes on your team). So this medium-styled OC system would allow specialized play calling, etc., without the burden of massive AI structures. Sounds like a much more user friendly but still flexible environment.
I think cookie-cutter shelled AIs are the way to go. Allow quarter or down specific basic %s, a few basic package selections, and incorporate archtypes smartly.
On the defensive side, allow customization of defensive plays and packages, and keep the "tag the archtype" concept, but again force plays into specific packages.
Sounds genius to me.
One of my projects is to create an intermediate league, something that is between casual and the current regular leagues - it's a lot like what you outlined above.
that would be awesome
Catch-22 for the short time you have been an ADMIN you have done an amazing job thank you
Originally posted by Octowned
Any thought to spreading the influence of casual style leagues, but using archtype based AIs?
Basically make the AI simpler... Pre-set packages called long pass, medium pass, short run, etc., the obvious stuff, then use basic settings to work the AI from there, with the understanding that the AI will use your packages as the backbone.
The playbook selections could be used by selecting RB: (drop down for archtypes on your team). So this medium-styled OC system would allow specialized play calling, etc., without the burden of massive AI structures. Sounds like a much more user friendly but still flexible environment.
I think cookie-cutter shelled AIs are the way to go. Allow quarter or down specific basic %s, a few basic package selections, and incorporate archtypes smartly.
On the defensive side, allow customization of defensive plays and packages, and keep the "tag the archtype" concept, but again force plays into specific packages.
Sounds genius to me.
One of my projects is to create an intermediate league, something that is between casual and the current regular leagues - it's a lot like what you outlined above.
that would be awesome
Catch-22 for the short time you have been an ADMIN you have done an amazing job thank you

Originally posted by Catch22
What would you like explained? The OP covers most of it in depth but I'll be more than glad to explain something you don't understand to you.
For the people that don't get it
Originally posted by Kirghiz
Think of the archetypes as being the focus of the build, not the entire build.
Add to OP imo.
What would you like explained? The OP covers most of it in depth but I'll be more than glad to explain something you don't understand to you.
For the people that don't get it
Originally posted by Kirghiz
Think of the archetypes as being the focus of the build, not the entire build.
Add to OP imo.
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