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Catch22
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Originally posted by Octowned
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?


I'm not the one coding it so I can't really give you a definite answer but the way it's supposed to work is to look at the final SA score and add/deduct the bonus/penalty based on whatever that score is.
 
Deathblade
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Originally posted by SunshineMan89
2. Why is there more variation for FBs than WRs?


FBs have 2 roles...WRs have 1
 
Shalubis
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Originally posted by shadofax29
I may have missed it in the 56+ pages but...... "why no Combo O-Lineman"? You have Combo Dline.....


Answer was along the lines of: "couldn't find an o-line combo that wasn't over powered."
 
cubsluver22
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Originally posted by Catch22
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.



Players will be better but teams as a whole won't!!!
 
shadofax29
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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.


< = Less than.....
 
Occido
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Originally posted by Deathblade
FBs have 2 roles...WRs have 1


Maybe WR's do in your offense, but in mine they have many.
 
Deathblade
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Originally posted by cubsluver22
Players will be better but teams as a whole won't!!!


wat
 
Seric
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Originally posted by Catch22
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).


Ignore me. I just realized I misread the symbol. I understand it now that I actually read the symbol correctly. This probably means it is time for bed. Good idea. I'll read more into it tomorrow or some time in the near future..
 
InRomoWeTrust
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Originally posted by Shalubis
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.


Correct, converting players won't be limited based on their current weight. The listed heights/weights are really only applicable to new player creation under the new system. The older players aren't going to be punished.
 
shadofax29
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Originally posted by Shalubis
Answer was along the lines of: "couldn't find an o-line combo that wasn't over powered."


thanks
 
PLAYMAKERS
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Originally posted by notgoing2argue
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.


you're dumb
 
Octowned
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Originally posted by Catch22
I'm not the one coding it so I can't really give you a definite answer but the way it's supposed to work is to look at the final SA score and add/deduct the bonus/penalty based on whatever that score is.


Right, so including equipment basically? Sounds to me like "pre deduction" then. You have 14, it takes it to 18, then the formula works as if your base was 18 (so it plugs in some value between 12-16 into the formulas using that SA).

No clarification needed, thanks
 
Deathblade
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Originally posted by CGR1
Maybe WR's do in your offense, but in mine they have many.


I bet.

The WR Sweep and flea flicker are crazy
 
Seric
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Originally posted by shadofax29
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.


< = Less than.....


yeah I just realized that LOL
 
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Originally posted by Mat McBriar
the power WR is the power WR archetype. There is no balanced archetype. If you want to build a 'balanced' WR, just do it through one of the archetypes.


thanks mat
 
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