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Forum > Suggestions > New Advanced Equipment and Balancing it for Vet Player
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keepp
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I have not gone through every post and somebody might already have suggested this, but how about the ability for players to trade equipment?

like trading players between teams, the trades should be balanced.
higher class equipment can be traded for a lower class equipment + cash.
 
secondeye
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I think an item that has equal or greater chance to be worthless, while at the same time extremely beneficial would be worthwhile.

Something like +10%(min of +5) to a random attribute during a game (randomizes every new game, and you don't see what it is until after the game).. You might end up with a WR with a big boost to speed, agility, or catching.. or he might be the best punting, kicking or tackling WR in the league on that day. That's probably some work on the coding end, but it's at least something useful to all players, that you might actually want to use. (Granted some guys will benefit much more than others, namely anyone who utilizes 8 or 9 attributes regularly opposed to the positions who mainly only use 3-4)

I still haven't seen anything better than my standard +4 or +5 to the attribute of my choice.
Last edited Sep 20, 2008 04:02:15
 
secondeye
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Originally posted by keepp
I have not gone through every post and somebody might already have suggested this, but how about the ability for players to trade equipment?

like trading players between teams, the trades should be balanced.
higher class equipment can be traded for a lower class equipment + cash.


And yet another huge can of worms for exploits and stacking is opened. -1 big time for not thinking that one through too clearly.
 
secondeye
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Team or unit beneficial equipment is also a new consideration. It might have been mentioned, I haven't looked through all these suggestions... but something like a small +% to forcing fumbles for all LBs.. or +% to catching for all WRs.. +% blocking to all linemen.. on your team.
 
keepp
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Originally posted by secondeye
Originally posted by keepp

I have not gone through every post and somebody might already have suggested this, but how about the ability for players to trade equipment?

like trading players between teams, the trades should be balanced.
higher class equipment can be traded for a lower class equipment + cash.


And yet another huge can of worms for exploits and stacking is opened. -1 big time for not thinking that one through too clearly.


please explain.
 
secondeye
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And one more.. + something huge, -something huge.

+10 to speed, str, agility, etc.. -10 to stamina. (It'd probably have to be a stat everyone needs.. and everyone needs stamina outside of maybe P/K but that is easily fixed by not offering +P or +K types of that gear)
 
secondeye
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Originally posted by keepp
Originally posted by secondeye

Originally posted by keepp


I have not gone through every post and somebody might already have suggested this, but how about the ability for players to trade equipment?

like trading players between teams, the trades should be balanced.
higher class equipment can be traded for a lower class equipment + cash.


And yet another huge can of worms for exploits and stacking is opened. -1 big time for not thinking that one through too clearly.


please explain.


Well I didn't mean to sound as rude as I did.. but it's just not a good suggestion in my opinion. If you can trade equipment, you can stack all of your great gear on one player, or gift it before you retire, sell something that sells for 100k for 5k to make 95k for someone..etc.

The idea might be convenient and have its uses when used honestly, but it's far too easy for the typical scumbags who try to take advantage of everyone and everything to misuse and make a big headache for players, teams, and support.

If you make it balanced, that takes care of one aspect of that.. but what is balanced? Some items have no use for one player and great use for another.. so then you're just short-shrifting the randomess equation of not getting great items in your store. And if you have to balance it out, then it's just going to be done on a team by team basis to mix and match parts.. It's just not something that is going to be fair for everyone. It'll be a "who you know" thing. For example.. you no longer need the WR's Belt of Supreme Awesomeness.. because 7 punters, 3 kickers, 2 DTs, and a hackup RB have it.. you just now need 1 Punter, Kicker, DT, or RB belt of awesomeness..
Last edited Sep 20, 2008 04:13:23
 
keepp
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nothing is ever going to be fair. for instance, some have the ability to boost and some don't.

I have 10 players and some of them have the chance to buy adv. equip. that they have little use but another one of my players could benefit from. I don't see why this would be a problem.
 
calisk
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why not make advanced equipment better then standard equioment?

i mean it costs more, is harder to upgrade, and is purely based on luck if you get something worth working on from the shop....

anyway here are my suggestions for it.

allow twice as many upgrades on advanced equipment so you can do 2 upgrades at 8,16,24,32.

allow advanced equipment to be swapped between any characters on the same account, put a level restriction on the equipment of 20.

remove any stupid +1 stat equipments from the advanced shop cause their juat a waste.

make a basic advanced equipment give 2 bonuses.

add rarity to what spawns in the item shop common gives +2 bonuses, uncommon gives +3 bonuses, and rare gives +4 bonuses, this would allow for some fun when going to the shop to see what you get.

i still think advanced equipment should be much better then basic equipment, and has potential to be very fun, you hsould also be able to carry over the equipment after your character is retired.
 
HurricaneBear
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Originally posted by Bort
Originally posted by x21times20

it's not supposed to be easy to find some awesome upgrade as soon you open up the store for the first time, i think as long as there is some way for lvl 32+ players to upgrade equipment a couple levels without having to wait 2 seasons per piece that the current system is fine

really all that is needed is some kind of bonus token or attribute refund for selling normal equipment that will allow high-level players to put some of their money spent earlier on normal equipment into their new advanced stuff so that they aren't going to be retired before they can get their stuff upgraded to their character's level

i think somewhere around a 50% refund would be good because obviously allowing a level 32 player to just add +4 to advanced equipment right away would not be balanced at all, but if they can add +2 the equipment should be able to catch up to their player level in a reasonable amount of time


Hmm...what if you could "merge" like 50% of your existing item into an advanced? ex:

You have a basic shirt with +4 speed.
You buy a +2 speed, +1 SA advanced shirt.
You merge your basic into your advanced item, and now have a +4 speed, +1 SA item.

Could cost bonus tokens to keep it from being a loophole where you'd be able to upgrade all adv items super fast.

I guess that's kind of the "crafting" idea from earlier.


This is a great idea and I was actually looking through here to see if it was suggested. I think being able to combine items is a great idea as long as there is a way to keep it from being overpowered. This sounds pretty good right here.

I also think either the randomness of items should be toned down. But not completely, just to take away things like the Pancake skill being given to corners, or tackling skills given to O lineman etc. Stuff that isn't useable at all by that class. For example, i'd rather see a skill, even something like jump catch, or wrap up or even something simple like snarl on a piece of equip for my CB than get low or foundation. At least then it would be useable and allow people to mold there characters a bit more as well.

The other thing(probably already suggested) I would suggest is the ability to trade/sell advanced items to other players. This would add to the RPG feel of the game, and also allow players to customize there characters a bit more.
 
x21times20
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i think one of the main reasons the items are so random is to make sure that the best equipment truly is rare, if you decrease the randomness the chances that someone will be able to get powerful advanced equipment will skyrocket and i don't think it is the developer's intention that everyone will be able to get awesome advanced equipment better than what they already have within a week or two of the start of season 5
 
HurricaneBear
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Originally posted by x21times20
i think one of the main reasons the items are so random is to make sure that the best equipment truly is rare, if you decrease the randomness the chances that someone will be able to get powerful advanced equipment will skyrocket and i don't think it is the developer's intention that everyone will be able to get awesome advanced equipment better than what they already have within a week or two of the start of season 5


My point is to just take out the HORRIBLE items. I found 2 items that were useable, and even then they were worse than what I already had. That was with over 12 trips to the store before I got sick of seeing items I could never use. By all means, keep it random, or even add in more options to keep the same randomness level in, but take out the horrible items. I guess i didn't word that the best before. It's not about wanting to get the "best" items. It's about wanting to not get an item(or have your whole store be) items' that there is no way in hell you would ever use.

Why should a CB get an item with + pancake and + hold block? Or an offensive tackle get +tackling % and +shutdown coverage? That's my point, get rid of those combos that are just pointless that no one would use, or allow items to be traded so if you do get something good that you can't use, you aren't wasting training by going to the store.
Last edited Sep 20, 2008 08:29:44
 
puckvega
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First off, it seems a lot of people just aren't getting how the advanced equip is intended to work. It is not intended to replace your full set of normal equipment rather it is there so that players over time may have 1 or 2 pieces of equipment that are special.

If we work off that premise, the current setup is fine except for 4 aspects that that individually seem ok but when combined make it flawed. Addressing those 4 aspects would leave us with a system that works as Bort intended.

Item 1: Equipment selection
Item 2: Only 5 bonus tokens can be rolled over at end of season
Item 3: No ability to recoup bonus tokens
Item 4: 10 bonus token price for upgrade

Item 3 combined with Item 4 means players need to find a good to very good item to feel it is worth the very major investment in upgrading. Now, that dynamic combined with Item 1 means that players are forced to take a long time to find an item worthy of spending their bonus tokens on.

Item 4 alone makes the timescale for upgrading the equipment piece to a usable level is very long.

Item 2 combined with Item 4 forces a relatively short window on selecting equipment if the player wants to upgrade it at least once in the current season.

Proposed solutions:

Item 1: Equipment Selection - It needs to be easier to find a worthwhile item. This could be address either by leaving the current randomness of the items but increasing the number of items available at each refresh to somewhere between 5 and 10 or decreasing the randomness so there are fewer completely nonsensical items. This will shorten the window and lower the opportunity cost of finding a piece of equipment.

Item 2: I don't get why this limit is there. At the very least it should be increased to the maximum number of bonus tokens a player can acquire in one season but it should probably just be removed completely.

Item 3: Bonus tokens need to be recouped at a very high percentage if not 100% when selling back a piece of advanced equipment. This will make players more comfortable in investing in an ok piece of equipment while waiting for something special.

Item 4: Upgrade costs should be scaled to cost 4/6/8/10/12 tokens for the 8/16/24/32/40/48 and beyond upgrades. This would allow players both new and vet to enjoy the new equip on a slightly shorten timescale.

Also, there shouldn't be any advanced items generated that are not better than normal equipment. Having an advanced equipment item that is +1 to an attribute which is exactly the same as a normal equip piece makes no sense. The amount of bonuses on the items also should not be level dependent and should simply be a function of rarity and randomness. A level 30 player should get the same random rolls as a level 1 player. Cost is already a limiting barrier to lower level players acquiring really great high bonus items.

Anyway, that's my $1.50 on the system. These changes do not address the new vs vet player gap but I think the first step is fixing the overall system and these changes would make the system work as intended i.e. each player will end up having 1 or 2 advanced items.

Once the system is better a decision can be made on how to bring vet players up to the point they would have been at had this system been in place from the start which could be something like a one time payout of 3 shopping tokens and 5 bonus tokens per 40 days played.
 
GwennA
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Originally posted by Bort
Originally posted by x21times20

it's not supposed to be easy to find some awesome upgrade as soon you open up the store for the first time, i think as long as there is some way for lvl 32+ players to upgrade equipment a couple levels without having to wait 2 seasons per piece that the current system is fine

really all that is needed is some kind of bonus token or attribute refund for selling normal equipment that will allow high-level players to put some of their money spent earlier on normal equipment into their new advanced stuff so that they aren't going to be retired before they can get their stuff upgraded to their character's level

i think somewhere around a 50% refund would be good because obviously allowing a level 32 player to just add +4 to advanced equipment right away would not be balanced at all, but if they can add +2 the equipment should be able to catch up to their player level in a reasonable amount of time


Hmm...what if you could "merge" like 50% of your existing item into an advanced? ex:

You have a basic shirt with +4 speed.
You buy a +2 speed, +1 SA advanced shirt.
You merge your basic into your advanced item, and now have a +4 speed, +1 SA item.

Could cost bonus tokens to keep it from being a loophole where you'd be able to upgrade all adv items super fast.

I guess that's kind of the "crafting" idea from earlier.


I like this. Gives potential for some unique items with more personality while retaining some of the real benefit to having invested in the current equipment.

As long as the token cost wasn't exhorbitant, I could really get behind this type of system.

I /like/ the new equipment, in theory. I love more customization and options. The only issue was that it was too big a trade off for not enough return.
 
SCACE
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Originally posted by GwennA
Originally posted by Bort

Originally posted by x21times20


it's not supposed to be easy to find some awesome upgrade as soon you open up the store for the first time, i think as long as there is some way for lvl 32+ players to upgrade equipment a couple levels without having to wait 2 seasons per piece that the current system is fine

really all that is needed is some kind of bonus token or attribute refund for selling normal equipment that will allow high-level players to put some of their money spent earlier on normal equipment into their new advanced stuff so that they aren't going to be retired before they can get their stuff upgraded to their character's level

i think somewhere around a 50% refund would be good because obviously allowing a level 32 player to just add +4 to advanced equipment right away would not be balanced at all, but if they can add +2 the equipment should be able to catch up to their player level in a reasonable amount of time


Hmm...what if you could "merge" like 50% of your existing item into an advanced? ex:

You have a basic shirt with +4 speed.
You buy a +2 speed, +1 SA advanced shirt.
You merge your basic into your advanced item, and now have a +4 speed, +1 SA item.

Could cost bonus tokens to keep it from being a loophole where you'd be able to upgrade all adv items super fast.

I guess that's kind of the "crafting" idea from earlier.


I like this. Gives potential for some unique items with more personality while retaining some of the real benefit to having invested in the current equipment.

As long as the token cost wasn't exhorbitant, I could really get behind this type of system.

I /like/ the new equipment, in theory. I love more customization and options. The only issue was that it was too big a trade off for not enough return.


So under this system, the max we could have for an SA is +1, but if we merged multiple pieces together between current and advanced equipment, we could potentially have +4?

Also, once merged, is it still going to be 10 BT's to upgrade 1 piece, or will it be lower, or will BT's become a non-factor?
 
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