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Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
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BlakeDawg
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Originally posted by Knick
Very neat Catch.

Still would like to be able to pick my own maj/min/SA's, but that's my single sour grape amongst the 1000 sweet ones


+1
 
pottsman
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Originally posted by Seric
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.


An older dot, over 120 days, will never really need to play against an Achetyped dot, because 120 days is a huge level gap. It's pretty rare that you can beat players 10 levels higher, which is about what 120 days works out to.
 
TerryDK
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Will we get Specialty Spots for each of these positions in the DC? Right now we have QB1 & QB2. With 4 new positions, how do you slot these new types of players?
 
footballisgod
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Originally posted by Mat McBriar
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.


This needs to be added to OP. It's being asked often enough.
 
Octowned
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Originally posted by Octowned
Especially if DCs tag based on archtype instead of players on the roster


This (regarding blocking TE turning into a receiving TE) just made me realize that having DCs tag based on archtype will be a MASSIVE FAIL. Building blocking FBs to run, power backs to catch, blocking TEs to run deep balls, etc., will totally exploit the tagging system, and quite easily at that. The ALGs aren't so unbalanced as to prevent these crossover builds from trying to trick the system.

Please keep that in mind
 
Occido
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Originally posted by Deathblade
I bet.

The WR Sweep and flea flicker are crazy


lol...point taken
 
punkaweedus
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Originally posted by Mavooo

I must be missing something because to me it looks like this will encourage mass cookie cutter builds.

Maybe a power back might want first step now if its considered a penalized SA every power back will build the same way with power thru and lower shoulder maxed out.


Maybe a strength based NT might wanna try having shed blocks as a SA, with this system its now penalized and NT
s will all max out break thru and wall because thats whats basically being encouraged.

Unless im missing something or dont understand, all I see happening is everyone being encouraged to build players the same way.

+1

Catch22 -- Please explain how this idea is going to create LESS cookie cutter builds. From what I've read in this thread, especially with the bonuses/penalties based on build type selected at player creation, it will actually force agents into selecting certain skills/attributes over others because of the penalties. Sure you COULD accept the penalty and dump points into that skill, but you'd be stupid do to so. This is especially the case with SAs. If I build an elusive HB and dump enough SPs to get 10 in Power Thru, I should have 10 in Power Thru... not be penalized to only 8. In fact it sounds like you're penalizing me for NOT having a cookie cutter elusive HB build.

IMO this player development change is limiting builds (because of attribute bonuses/penalties) rather than allowing user creativity to do whatever they want.

I will say that I do like the idea of allowing an additional SA outside of the two standard trees. This is huge for LBs especially, as the SA trees suck. I'd love to see Superior Vision as a standard SA for LBs.
 
Kircdrb
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a little off topic, but why are there differences in these players? why is one's effective level and value more when they're built exactly the same?

http://goallineblitz.com/game/player.pl?player_id=1939012


http://goallineblitz.com/game/player.pl?player_id=1955159
 
Daudy
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Originally posted by Catch22
So good I put it in the OP.


Oh man, this thread should have happened a few days ago so I could have linked that in my tester application ahahhaa! Oh well, glad I could help a few more people understand.
 
Deathblade
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Originally posted by TerryDK
Will we get Specialty Spots for each of these positions in the DC? Right now we have QB1 & QB2. With 4 new positions, how do you slot these new types of players?


You don't recruit them if you can't use them.

p simple imo
 
Catch22
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Originally posted by footballisgod
This needs to be added to OP. It's being asked often enough.


Yea, good point. Will add.
 
Seric
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Originally posted by pottsman
Originally posted by Seric

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.


An older dot, over 120 days, will never really need to play against an Achetyped dot, because 120 days is a huge level gap. It's pretty rare that you can beat players 10 levels higher, which is about what 120 days works out to.


Yeah I realized it after I posted it the second time. LOL I love math and when I misread a math symbol, it means time for bed.
 
digitalspirit
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Not sure how I feel about this. I agree with some that this will lead to more cookie cutter builds, and fear it will lead to more and more exploits & glitch monkeys. I also have never understood the need for bonus & penalty built into the player, just flat line everyone.

I'm not sure how this will improve the sim, unless one of the goals was to make it easier to make tweaks to the sim - adjustments are made to types as a opposed to attributes.
 
InRomoWeTrust
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Originally posted by TerryDK
Will we get Specialty Spots for each of these positions in the DC? Right now we have QB1 & QB2. With 4 new positions, how do you slot these new types of players?


Your team won't be carrying 1 player of each archetype, lol.

It's all "do I want x or y" type stuff as far as the team-end is concerned.
 
blazzinken
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Originally posted by SunshineMan89
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!


#3, I agree 100%....No one is going to make a pass blocking lineman besides maybe at LOT..and maybe at LG...but I doubt it.
 
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