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Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
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Octowned
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If archtype specific SAs are added, will they be excluded from the AEQ store?

Speaking of the AEQ store, when will "Hands" be added back to the options of rollable SAs? I've asked this for like 6 seasons now, lol
 
Catch22
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Originally posted by cubsluver22
Catch22:

This whole idea is gonna further split the gap between the good and the bad. Sure I can plan this whole deal out to a tee and have my team ready. What's gonna happen though is the competition is gonna get even worse than it already is. This whole idea sounds good upfront but the underlying fact is its gonna involve team staff to work/plan that much harder. The game is turning into a job for players like me who enjoy owning a team. Great Staff is already hard to find for most and I'm sure this will further worsen that.

The exploits of this new system will be sought after and found. Then support will spend all their time on nerfing them instead of working on things that truly need to be fixed with the sim.

Sorry guys but it just seems to me that were getting to a point where 1 little problem is being turned into an over-compensated bigger problem every time we turn around. I spend close to 20k flex a season and its getting to where I don't wanna spend any!


I actually think it'll narrow the gap not make it wider. Now people that build crappy players will have ALG's that make sense for their position for the most part which isn't the case now. The worst players will be better ones under this system.

 
Seric
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Ok this seems to have been looked over.

Originally posted by Catch22
2) If your player is <120 days old as of the first day after rollover to the new season, you will be able to retire your player for a higher return than the normal 70%. These rates are as follows:
1-40 days old 90% return of CE/boost FP investment. For example, you created a WR (300 FP), equipped them with complete CE (900 FP), and boosted them 3 times (900 FP), you would receive 1,920 flex in return instead of 1,560.
41-80 days old 85% return of CE/boost FP investment. For example, you created a WR (300 FP), equipped them with complete CE (900 FP), and boosted them 3 times (900 FP), you would receive 1,830 flex in return instead of 1,560.
81-120 days old 80% return of CE/boost FP investment. For example, you created a WR (300 FP), equipped them with complete CE (900 FP), and boosted them 3 times (900 FP), you would receive 1,740 flex in return instead of 1,560.


Could you give me a little more information on how this works? You say if your player is <120 days old as of the first day after the rollover into the new season, you get more back. Then yough have 1-40 days old, 41-80 days old, 81-120 days old. All of which are lower the 120 not higher than. Also as you get older, you get less back. I'd think it would make more sense to have it the other way as there is more invested in the older players vs the newer players. By the way this looks, 11 of my players won't be able to do this, 4 of them will be at 119 days old, 1 will be at 107 days old, and the rest will be either just under 100 or lower. So I'd only be able to use this for 14 of my players by my understanding.

I probably have this wrong so let me know.
 
caspian44
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Originally posted by Daudy
See where it's a bit more flexible now?


A light bulb is starting to flicker above my head

Good explanation Daudy

 
Catch22
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Originally posted by Octowned
If archtype specific SAs are added, will they be excluded from the AEQ store?

Speaking of the AEQ store, when will "Hands" be added back to the options of rollable SAs? I've asked this for like 6 seasons now, lol


Yea, they would be excluded from AEQ.
 
Octowned
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Originally posted by Catch22
That's the general premise behind it, yes.


If SAs over 10 count as "fractions", is the bonus applied BEFORE that fraction, or after?

What I mean is, the sim takes your SA value and plugs it into a formula. When you take an SA to 15, it uses, for example, 13 in that formula. Whereas at 10, it just uses 10.

If these +20% take 10 to 12, does the formula use 12 (as if 12 were your base), or plug 12 into the formula? As if you actually had 14 or something like that.

I'm pretty sure I nailed my understanding of how SAs over 10 work, and maybe this hasn't been thought of yet - basically the question is - does the bonus apply before or after that "over 10 check" is performed?
 
Saris
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Originally posted by Catch22
Originally posted by Saris

Also any thoughts on Archetype specific VA's? This might fix some issues such as the previously mentioned combo HB's being better at power than Power HB's are.


There will be an archetype specific SA (see OP). Going to start discussion on that tomorrow in Suggestions.


If you removed the VA's with the current roll mods such as Bruiser/YAC/QuickFeet/CI etc.

And replaced them with archetype specific VA's (just using HB's as an example here) such as:

Bruiser: 3% per level to break tackl per level (Power only)
Quick Feet: +3% per level to fake scores (Elusive Only)
Combo Back: +2% per level to Break tackle and and fake scores (combo only)

It would really go a long way towards establishing roles, since ultimately the % mods will define the builds.
 
blazzinken
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Originally posted by rjdriver



The problem I have is for the players that are say 250-300 days old and just now hitting their build tiers, they will be penalized by body type which has never been an issue. E.g. I have a lvl 53 DT who is 6'6 308, and I have built him as a pass rushing DT so now he will be lumped with the Strength DTs and punished for his build??? How is that a good idea or what am I missing?


What it really comes down to is this...

Do you want the game better or not.

Sure your guys that are 300 days old are not as good as these guys will...but so is everyone else's. No matter how you look at it, there is going to have to be some sacrifices to make this game better.
 
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I find it odd that a player 6'6"+ 300+lbs can be the strongest AND fastest. Sure, their weight will slow them down a bit, but it seems silly to have DTs and DEs faster than everyone else on the defense.

Anyway, is Big Sack going to be made into something decent? As a bonus SA it's pretty terrible, because it's a terrible SA to start with. How about making a Big Sack actually do something a regular sack can't. For example, when you get a big sack and cause a FFum, then the ball rolls away from the QB about 5-10 yards or so. Why not have fumbles where the ball ends up further away from the fumbler rather than just falling at his feet so his closest blocker can land on it. Give the D a better chance to get it by making it a race to the ball. Would make for a more exciting replay to see the ball knocked loose and do something.
Edited by notgoing2argue on Feb 8, 2010 23:17:08
 
Shalubis
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Originally posted by rjdriver



The problem I have is for the players that are say 250-300 days old and just now hitting their build tiers, they will be penalized by body type which has never been an issue. E.g. I have a lvl 53 DT who is 6'6 308, and I have built him as a pass rushing DT so now he will be lumped with the Strength DTs and punished for his build??? How is that a good idea or what am I missing?


Pretty sure current players will be unaffected by ht/wt limits.
 
shadofax29
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I may have missed it in the 56+ pages but...... "why no Combo O-Lineman"? You have Combo Dline.....
 
norse79
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Originally posted by Octowned
Except when the DC lines them up against


TE Blocker
6'2" - 6'8", 250-280 Lbs
Major Agility Blocking Strength Vision (+.5)
Minor Catching Confidence Speed Stamina (+.25)
Bonus SA's - Get Low, Pancake
Penalty SA's - Route Run, Quick Cut


what an insane set. That catching will gain +10 over career, and just a little bit of training with vision in the build plan will make the build somewhat un-taggable in the sense that they'd be able to run honest routes and at least catch a ball in blown over committed coverage.

This may have become the easiest position to build and dominate at.


Agreed... this build could be exploited as pretty solid receiver.
 
Octowned
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Originally posted by norse79
Agreed... this build could be exploited as pretty solid receiver.


Especially if DCs tag based on archtype instead of players on the roster
 
SunshineMan89
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Problems I see (apologies if they've already been mentioned):

1. HB Combo>HB Power as a powerback. Having speed is a major is a big deal.

2. Why is there more variation for FBs than WRs?

3. Who exactly is going to make the "Pass Blocking" archetype of O-linemen?

4. Every well-built DB in the game is now going to be phenomenally good.

5. Why is CD a penalty SA for zone coverage safeties?

All that said, this looks awesome!
 
Catch22
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Originally posted by Seric
Could you give me a little more information on how this works? You say if your player is <120 days old as of the first day after the rollover into the new season, you get more back. Then yough have 1-40 days old, 41-80 days old, 81-120 days old. All of which are lower the 120 not higher than. Also as you get older, you get less back. I'd think it would make more sense to have it the other way as there is more invested in the older players vs the newer players. By the way this looks, 11 of my players won't be able to do this, 4 of them will be at 119 days old, 1 will be at 107 days old, and the rest will be either just under 100 or lower. So I'd only be able to use this for 14 of my players by my understanding.

I probably have this wrong so let me know.


I'm not sure what your question is. We're giving more to younger players because they are the ones most directly impacted by the change. The older you are the more of a level gap there is and the less of an impact you are experiencing. We could have not returned anything but thought with the massive overhaul that we'd at least try and do a little something for people that had built a player in the last three seasons and decided they wanted to start over (which you completely don't have to do, it's just an option).
 
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