I think I can speak for most people on this site when I say that more dots is always a good thing. My suggestion is to develop a system whereby we get additional free players. This number could easily be modified, but lets say that for every two players you create using purchased flex or reward points, that gives you one additional free player.
Originally posted by The first person to comment on this
But wait, couldn't that be abused by people creating additional players but never boosting them?
Good thinking, that's very true. This is why my system would be tied to creating AND boosting players. For every two players you create, that allows you to create one additional free player. For every two (paid for) players you boost, that allows you one boost on your free player.
So in essence, someone can create two new dots, unlocking a new free player space. From there, they boost those dots. Once each of them is boosted 3 times, that allows them to boost this new free player 3 times.
Originally posted by The next person to comment
Well, couldn't someone create and boost two offensive linemen, in order to get a free QB or HB? That doesn't seem fair.
I'll make two points about this. First and foremost, free player rules would still apply. If there is low demand for your position, you cannot create a player of that position. In addition, the player would still need to pay for custom EQ.
Worst case scenario, we can tie the free player boosting to the spending on a paid player. If you create and boost two '200-flex' dots, that allows you to create and boost one free '200-flex' dot.
1) Will it improve the user experience with the game
More dots = more teams, more involvement, more caring.
2) Is there a business reason for implementing the suggestion
Yes. Players will have one of the best incentives they've ever had to create and boost new dots. The number of additional free players shouldn't matter, since new free players will be a direct result of additional spending by the player base.
3) Does the cost of devoting the coding time to implementing the suggestion make sense
I'm not too well versed on coding, so I can't say definitively, but I can't see why it wouldn't be.
4) Do the developers feel the suggestion works with their vision of the game
I would assume that the vision of GLB is a game that is going to stand the test of time, and continues to bring in new members and develop the player base. This suggestion would do exactly that.
TLDR - Create and boost players, get more free players.
Originally posted by The first person to comment on this
But wait, couldn't that be abused by people creating additional players but never boosting them?
Good thinking, that's very true. This is why my system would be tied to creating AND boosting players. For every two players you create, that allows you to create one additional free player. For every two (paid for) players you boost, that allows you one boost on your free player.
So in essence, someone can create two new dots, unlocking a new free player space. From there, they boost those dots. Once each of them is boosted 3 times, that allows them to boost this new free player 3 times.
Originally posted by The next person to comment
Well, couldn't someone create and boost two offensive linemen, in order to get a free QB or HB? That doesn't seem fair.
I'll make two points about this. First and foremost, free player rules would still apply. If there is low demand for your position, you cannot create a player of that position. In addition, the player would still need to pay for custom EQ.
Worst case scenario, we can tie the free player boosting to the spending on a paid player. If you create and boost two '200-flex' dots, that allows you to create and boost one free '200-flex' dot.
1) Will it improve the user experience with the game
More dots = more teams, more involvement, more caring.
2) Is there a business reason for implementing the suggestion
Yes. Players will have one of the best incentives they've ever had to create and boost new dots. The number of additional free players shouldn't matter, since new free players will be a direct result of additional spending by the player base.
3) Does the cost of devoting the coding time to implementing the suggestion make sense
I'm not too well versed on coding, so I can't say definitively, but I can't see why it wouldn't be.
4) Do the developers feel the suggestion works with their vision of the game
I would assume that the vision of GLB is a game that is going to stand the test of time, and continues to bring in new members and develop the player base. This suggestion would do exactly that.
TLDR - Create and boost players, get more free players.
Edited by OneGiantLeap on Aug 27, 2013 14:15:55































