Practicality Reasons:
- Only lets you shift your points around within special abilities, so no worries about screwing up math with attributes.
- The sim is constantly changing. This allows for some level of adjustment to those changes.
- Only once per season. So, its not going to be abused by changing every game.
- No one knows how SAs work and some SAs never became useful (Smooth Operator and Hands).
- Return Spec doesn't work at all. (Credit Arles with mentioning this in another thread).
- Some people spend in General SAs then move positions or learn a couple weeks later that in the 3-4 you only have one General and then kick themselves. Harsh when you learn that 3-4 bit in the middle of the season where the 3-4 came out instead of right away which would have prevented that mishap.
Realism Reasons:
- We can shift around equipment to randomly gain Speed/Agility/Strength/Vision/Tackling and anything else. The shoes actually do make you good, Nike wishes they could have done that.
- Picture the real life situation. Adrian Peterson walks into coach's office and he says "Stop Juking around, lower your shoulder and Power Thru people, we'll work on it in practice" whats the result? Juke goes down, Power Thru goes up. Players can change their skill sets in real life.
Economic Reasons:
- Charge Flex Points. Maybe the cost of player creation like boosts. Bort has to like the idea of making more cash while making us happier.
Experimental Reasons:
- Would certain builds work at Pro Level or just later levels when you have higher attributes that allow them to activate more? No one really knows because experimenting at high levels isn't done due to the fact that it could destroy a good build. You follow the cookie cutter cause that's the safe route. With this, a Level 40 could dedicate a season to something crazy, its risky but its not suicidal if it fails. Who knows what builds this could lead to, and if it would create a variety of successes. Not to mention, this is a Beta, people experimenting discovers problems which is the point of a Beta.
Proposed Controls:
Bort can consider these as ways to make this more balanced and appealing. These have been suggested by people in the thread:
- Change ONLY in the off season. Or before Day 0, basically. So Bort can release changes before we have to make switches.
- Limit SP change to something like 10 or so SPs moved around in any given off season to promote gradual changes. (With the limiting option the paying Flex thing may become iffy, but that's obviously debatable, just presenting options here).
- Limit SP change by only allowing up to +/- a certain amount in each SA value. Like +/- 3 maximum in any SA. (Same question about Flex cost as above though.)
Sufficient?
Further, we have this: http://goallineblitz.com/game/forum_thread.pl?thread_id=1870546&page=16 [ Post by Terrel Owens on the page. ]
- Only lets you shift your points around within special abilities, so no worries about screwing up math with attributes.
- The sim is constantly changing. This allows for some level of adjustment to those changes.
- Only once per season. So, its not going to be abused by changing every game.
- No one knows how SAs work and some SAs never became useful (Smooth Operator and Hands).
- Return Spec doesn't work at all. (Credit Arles with mentioning this in another thread).
- Some people spend in General SAs then move positions or learn a couple weeks later that in the 3-4 you only have one General and then kick themselves. Harsh when you learn that 3-4 bit in the middle of the season where the 3-4 came out instead of right away which would have prevented that mishap.
Realism Reasons:
- We can shift around equipment to randomly gain Speed/Agility/Strength/Vision/Tackling and anything else. The shoes actually do make you good, Nike wishes they could have done that.
- Picture the real life situation. Adrian Peterson walks into coach's office and he says "Stop Juking around, lower your shoulder and Power Thru people, we'll work on it in practice" whats the result? Juke goes down, Power Thru goes up. Players can change their skill sets in real life.
Economic Reasons:
- Charge Flex Points. Maybe the cost of player creation like boosts. Bort has to like the idea of making more cash while making us happier.
Experimental Reasons:
- Would certain builds work at Pro Level or just later levels when you have higher attributes that allow them to activate more? No one really knows because experimenting at high levels isn't done due to the fact that it could destroy a good build. You follow the cookie cutter cause that's the safe route. With this, a Level 40 could dedicate a season to something crazy, its risky but its not suicidal if it fails. Who knows what builds this could lead to, and if it would create a variety of successes. Not to mention, this is a Beta, people experimenting discovers problems which is the point of a Beta.
Proposed Controls:
Bort can consider these as ways to make this more balanced and appealing. These have been suggested by people in the thread:
- Change ONLY in the off season. Or before Day 0, basically. So Bort can release changes before we have to make switches.
- Limit SP change to something like 10 or so SPs moved around in any given off season to promote gradual changes. (With the limiting option the paying Flex thing may become iffy, but that's obviously debatable, just presenting options here).
- Limit SP change by only allowing up to +/- a certain amount in each SA value. Like +/- 3 maximum in any SA. (Same question about Flex cost as above though.)
Sufficient?
Further, we have this: http://goallineblitz.com/game/forum_thread.pl?thread_id=1870546&page=16 [ Post by Terrel Owens on the page. ]
Last edited Jan 17, 2009 16:28:04