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Forum > Goal Line Blitz > Man coverage is this game is idiotic
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lol .... did somebody say that it seems different this season ? .... lol ... it's always different ...

.... big T , just let your little guys grow up and one day they will be the man you wanted to be ....
 
Booboo Laaug
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What
 
Raiders12
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Originally posted by Plankton
It may seem like a cop out, but it is true. That dot probably has less than 40 Agility and Vision, but over 80 Speed. Low Agility + High Speed is like strapping a rocket to a school bus. Can go fast in a straight line, but cant turn or stop quickly at all. Then add in the likelihood to not pass the first vision check to see the cut, and that replay is what you get.

I agree with your premise tho. The solution is either to change the way players progress (i.e. no ALGs so that taking one attribute really high is not better in the end) to make building balanced the best way at all ages, or to make a sim for each age group that takes into consideration the established build strategies. However, neither change is going to be made, so cop out or not, it is what it is.


This is the truest thing said in this thread.

It is another glaring example of the problems with this game caused by the ALGs (which I have always been for getting rid of).

The SIM is built for well rounded dots (pun intended) to perform at their best. But with the ALGs, you just can't have a well rounded build at every level, so dots suck in the early seasons.

ALGs make player building more difficult and player performance at lower levels shitty at best, both of which are why this game never really took off and why so many new agents come in and quit quickly.

GLB chose early on to cater to the diehard few who wanted a better (questionable imo) game at the higher level leagues at the cost of making the early leagues fun and therefore being able to keep newer agents.

But, Plankton is right, they will never fix the SIM to react differently at different levels, nor will they ever do away with the ALGs to allow better player building at lower levels. So sadly it is what it is.
 
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Originally posted by Booboo Laaug
What


yes
 
bhall43
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Originally posted by Raiders12

GLB chose early on to cater to the diehard few who wanted a better (questionable imo) game at the higher level leagues at the cost of making the early leagues fun and therefore being able to keep newer agents.


They chose to cater to a finished build? shocking.
 
ManOgwaR
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Originally posted by bhall43
They chose to cater to a finished build? shocking.


no what is shocking is that it takes over a year and a half before you get that build and then 'value for money'
Edited by ManOgwaR on Apr 14, 2013 17:22:01
 
LordEvil
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Originally posted by CowboysAmerica
yeah maybe your dc should think about a mf'n deep hard zone instead of doubling the back ... that's the f'n ridiculous part .... f--- , how long you been here ?


Was thinking the same, it's a cat and mouse game, just like real football. I have been burned on the last play with a similar play but it's my fault for single coverage
http://goallineblitz.com/game/replay.pl?game_id=2326814&pbp_id=3101288
 
Gerr
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Originally posted by _OSIRIS_
Gerr is a horrible example because he plays a lot of zone, we are talking about man coverage. Zones are not a good idea anyways.


I play man-zone, meaning every player has single man coverage, then add some zones for support coverage.

Basically this is a bug that GLB wont admit to as they just blame it on low agility and/or low vision on the coverage person.

There is no full proof way to counter this at the lower levels, but there are a few things that can be done to help reduce how often it happens.
 
Torg
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Originally posted by bhall43
They chose to cater to a finished build? shocking.


it is shocking a very dumb business plan imo...since it takes a long time..and used to take a REALLY long time to finish a build you would think they would have made the progession playable along the way.. of course they have piles of my money so something must work
 
Torg
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Originally posted by ManOgwaR
no what is shocking is that it takes over a year and a half before you get that build and then 'value for money'


bingo
 
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Originally posted by ManOgwaR
no what is shocking is that it takes over a year and a half before you get that build and then 'value for money'


Originally posted by Torg
bingo


 
Catch22
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Originally posted by ManOgwaR
no what is shocking is that it takes over a year and a half before you get that build and then 'value for money'


It takes 392 days to get to a 280 day old player (7 seasons @ 40 day seasons with 16 day off season). That's one year and one month, not over a year and a half.

We've done what we can to try and make lower levels more "watchable" but bottom line is it's not possible to have playability be universal in this game without having a different sim code for each level. We thus focus on the one point in time in the game where the players will spend the most time of their playing career by far.
 
MadCow420
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Originally posted by Catch22
Originally posted by ManOgwaR

no what is shocking is that it takes over a year and a half before you get that build and then 'value for money'


It takes 392 days to get to a 280 day old player (7 seasons @ 40 day seasons with 16 day off season). That's one year and one month, not over a year and a half.

We've done what we can to try and make lower levels more "watchable" but bottom line is it's not possible to have playability be universal in this game without having a different sim code for each level. We thus focus on the one point in time in the game where the players will spend the most time of their playing career by far.


Catch being too PC here, Just tell him no one watches lower levels and lock the thread...


Hey Catch. Id like my level 1 dots to move and spin like my level 79 dots? why arent they as fun to watch?
 
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Originally posted by Catch22
It takes 392 days to get to a 280 day old player (7 seasons @ 40 day seasons with 16 day off season). That's one year and one month, not over a year and a half.

We've done what we can to try and make lower levels more "watchable" but bottom line is it's not possible to have playability be universal in this game without having a different sim code for each level. We thus focus on the one point in time in the game where the players will spend the most time of their playing career by far.


How much time would be involved to make 3 sim codes to create a better value for the user base? I think you should bring this up in your next meeting with the Bort and Co. please.

Code 1. Lower levels
Code 2. Mid Levels
Code 3. (current sim) Higher levels.

So really only 2 more sims would need to be coded.
 
bhall43
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Originally posted by Phantom Of The Opera

So really only 2 more sims would need to be coded.


 
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