User Pass
Home Sign Up Contact Log In
Forum > Suggestions > revamp experience - no longer tie it to snaps played
Page:
 
TxSteve
Not A Mod
offline
Link
 
Now that we've got a minimum roster and a maximum roster - what is the point of tying experience to the number of snaps you play?

As just one example - i've got a case right now - level 21 capped team where my players average about level 19-ish

In our recent games - we've played teams who average ~25/26/27 - so - unfortunately we've been getting blown out - 220-0; 130-0 and 65-10 (or thereabouts) - so in those blow outs - I have to modify the energy settings and depth charts in the hopes that everyone gets snaps.

In our most recent game (65-10) - it was closer than I expected to be (which I was glad about) - but still - wouldn't you know - I get a PM complaining that a player didn't get max experience....it's not easy to get everyone max exp when you can't predict what will happen in the game -

Coming up next game - we face a super low level team - so we will blow them out - then we bounce back to probably the best team in our conference (similar level to mine - but superior talent and game planning) -

So - how much useless time will I be spending - modifying the depth chart to max exp everyone when we blow someone out - then having to go back and re-modify the depth chart in the hopes of maxing exp when we get blown out...

I can't even predict what my energy settings / depth chart will do in an "even" game - because it will be week 8 or 9 before I get one. So I'm sure I'll be hearing from whichever players pay the price for that.


So - the good/bad of modifying the current experience reward system so that everyone on a team gets max experience every game :

The Good:
- Removes the tedious and sometimes difficult task of modifying depth/subs to get everyone max experience depending on whether you are in an "even" game; or whether you get blown out / blow someone out

- Removes the most common problem between Owners/GMs and players "my guy didn't get max exp"

- Allows owners/GM's to spend more time focusing on the fun aspects of the game

- Allows players to continue developing their players - even if they happen to be a role player on a team

- Significantly hampers the pain involved with "rotting"

- Would probably reduce the number of super slow builders (some wouldn't see this as a positive - but I do)

- Solves the current issue of Punters / Kickers not getting enough plays when they blow some one out (or get blown out)


the BAD

I honestly can't think of anything bad - but hopefully some of you can help me fill this in.
Supplied by posters:

- Not realistic
- Too easy for farm teams to max exp for 55 guys




yes - i know TLDR
Edited by TxSteve on Jun 27, 2009 21:01:55
Edited by TxSteve on Jun 27, 2009 19:28:07
 
Link
 
how would xp be acrued then?, you can't just give a guy max xp for sitting on the bench. you could add official player roles, where starters get a certain percentage while bench players get a slightly lower percentage.
Edited by jared on Jun 27, 2009 19:27:58
 
TxSteve
Not A Mod
offline
Link
 
From level 29 or whatever - you would get your 100 per game

so just like now - there would be a 'set' exp you get per game - whether you get 2 snaps or 80 snaps -

i guess someone COULD make a case - "but my guy gets max experience every game because we go with a thinner roster - so by level 30 - i should be exactly 732 experience ahead of a guy who only got 32 plays a game" - but I just don't see the reason for it.



also forgot to add - it would solve the issue of punters/kickers complaining about not getting proper exp.



Edited by TxSteve on Jun 27, 2009 19:30:06
 
Link
 
I like the idea, and there is def more positives then negatives with it.
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by jared
how would xp be acrued then?, you can't just give a guy max xp for sitting on the bench. you could add official player roles, where starters get a certain percentage while bench players get a slightly lower percentage.


Why?

You've got a maximum roster of 55 players. Explain to me how it is bad for GLB if a guy who gets 10 snaps a game still gets max experience?

How is it exploitable?

How is it unfair to the other players?

 
Link
 
people have egos
 
shepster
offline
Link
 
more the quality of play instead of just snaps?
there is a bit already there maybe move it further that direction?
I got Punters they really should "look" for bad teams if they want to lvl as it stands now.
 
Link
 
and it's not like the lower percent has to be a huge decrease either, it could only be like 1-1.5%
 
Link
 
Originally posted by shepster
more the quality of play instead of just snaps?
there is a bit already there maybe move it further that direction?
I got Punters they really should "look" for bad teams if they want to lvl as it stands now.


tying xp gained ti production wouldn't be a bad idea either,
 
Jorge_L
offline
Link
 
Originally posted by jared
I like the idea, and there is def more positives then negatives with it.


 
TxSteve
Not A Mod
offline
Link
 
Originally posted by jared
people have egos


Couldn't agree more there -


it just seems like such a trivial thing to spend so much time trying to manage - especially in the current 'atmosphere' of GLB where there are a lot of leagues that aren't competitive.

of course - you'd still have people complaining that they only got 15 snaps - but it wouldn't mean anything - it wouldn't damage their player - and coaches / gm's / owners could be focused on the things that keep them spending money on this game - the fun things
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by jared
Originally posted by shepster

more the quality of play instead of just snaps?
there is a bit already there maybe move it further that direction?
I got Punters they really should "look" for bad teams if they want to lvl as it stands now.


tying xp gained ti production wouldn't be a bad idea either,


that has been on the NGTH list since season 1 - causes too many issues; rich get richer (ie good get better) etc etc
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by jared
and it's not like the lower percent has to be a huge decrease either, it could only be like 1-1.5%


what would the point of this be?

just to put one more point of contention between players and owners - between starters and back ups??

it just doesn't make any sense -

why keep the game SO focused on something that's not even close to fun??
 
Forbin
offline
Link
 
In the meantime, if you know you're going to lose regardless of tactics, set your AI to 5WR Shotgun "Streaks" every play, and on defense either run GL or create a horrible play in the DPC.

You'll maximize snaps that way. Casual teams can sort of do it also, just not nearly as well.
 
Guppy, Inc
offline
Link
 
Your situation I hope isnt the norm in GLB. Trying to keep your best players fresh and on the field in competitive games is a huge part of game strategy. i know many coaches that have no clue how to do it and then collapse in 4th quarters. I'd hate to see any part of the game change just because a few leagues are still out of balance.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.