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Forum > Game Changes Discussion > Proposed Changes > Accelerated Player Development Details and Discussion Thread
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refguru
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Originally posted by CaptainUniverse
Why would there be one?


We are going to have our AEQ totally shifted. VAs are going to have to shift to help modify the new AEQ. Accelerated players may also change some VA strategy. There are some other obvious issues but there is a start for now.
 
tautology
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Originally posted by refguru


It is a waste of time and money as it is now and with the 2 added seasons, it seems like a good deal and one I am interested in. Someone ran the numbers in a private forum and it appears that since those 2 seasons of plateau were added:

new pricing model =
100 FP players cost 10.2% more
200 FP 1% less
300 FP players are 5.3% less

Not exactly a big loss for GLB. Big price hike on the 100 FP players.



This is really not true.


The actual cost of a player is much less, regardless of position.


Under the old system, a maximized player cost 39 boosts + Custom gear

season 0 end of offseason age 0
season 1 end of offseason age 39
season 2 end of offseason age 79
season 3 end of offseason age 119
season 4 day 0 age 119
season 5 day 0 age 159
season 6 day 0 age 199
season 7 day 0 age 239
season 8 day 0 age 279
season 9 day 0 age 319
season 10 day 0 age 359
season 11 day 0 age 399
season 12 day 0 age 439



Under the new system a player will cost 30 boosts + custom gear + new custom addition.

season 0 end of offseason age 0
season 1 end of offseason age 39
season 2 end of offseason age 79
season 3 end of offseason age 119
season 4 day 0 age 119
season 5 day 0 age 159
season 6 day 0 age 199
season 7 day 0 age 239
season 8 day 0 age 279
extra boosts at end


So every player costs less to build from level 1 to plateau.

A 100 flex player will cost 9 boosts x 100 per boost less, modified by the extra custom gear = 700 flex savings (you can modify for the non-refundable nature of the new custom gear if you like...a whopping 60 flex)

200 flex player costs 1600 flex less

300 flex player costs 2500 less flex


And you get an extra 2 seasons of plateau!


The difference is that the boosts at the end and the extra custom gear compress your expenditures into a slightly shorter time...but then you get 2 extra seasons of playing for free at the end.

If you factor in the refundable nature of flex boosting, then the 9 boosts for o-line still costs 270 flex after refunds...greater than the 200 flex cost of the new Custom gear additions.


But a player's fully burdened cost from birth to retirement is certainly less, any way you cut it.





Edited by tautology on Jul 19, 2011 14:41:37
Edited by tautology on Jul 19, 2011 14:41:10
Edited by tautology on Jul 19, 2011 14:18:26
Edited by tautology on Jul 19, 2011 14:12:55
Edited by tautology on Jul 19, 2011 14:12:39
 
Team Nucleus
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Outstanding detail tautology
 
Catch22
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Updated the first page with several things.

1 - conversion numbers for player ages
2 - increased retirement return for younger players who wish to retire and start over
3 - XP breakdown by level for new system
 
Team Nucleus
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More great updates
 
ufshowboat
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Originally posted by Catch22
Player conversion:

Existing players will be converted to a new age equivalent. Whatever your age is in the current system will be compared to an equivalent age based on what estimated XP values between the two systems. For example, a 350 day old player in the old system would become a 205 day old player in the new system. A 120 day old player in the old system would become a 72 day old player in the new system. To keep things simple, easy to understand and somewhat standard we are using the following conversion factors. Ages will be rounded up to the nearest whole number.

Day 0-19 .9
Day 20-29 .85
Day 30-39 .8
Day 40-79 .7
Day 80-119 .65
Day 120-159 .6
Day 160-199 .51
Day 200-239 .56
Day 240-279 .55
Day 280-399 .58
Day 400-440 .6
Day 441-560 (for players in plateau) subtract 160 days
Day 441-560 (for players not in plateau) no conversion
Day 561 no conversion

Increased Retirement Refund for young players:

We're giving young players the opportunity to retire their players for either a full refund (if the player is between 0-80 days of age) or an increased refund of 80% (if the player is between 81-120 days of age). You can only do this in the season 23 to season 24 offseason.


So you're saying that a day 40 dot will convert to day 40. GOT IT BOSS.
 
Catch22
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Originally posted by ufshowboat
So you're saying that a day 40 dot will convert to day 40. GOT IT BOSS.


To be fair, I did at one time say that.
 
ufshowboat
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Oh man I can't wait for the idiots to come out and argue that the sliding scale is destroying GLB and they CANNOT BELEIVE IT....... Its like christmas eve
Edited by ufshowboat on Jul 19, 2011 15:34:56
 
ufshowboat
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Originally posted by Catch22
Originally posted by ufshowboat

So you're saying that a day 40 dot will convert to day 40. GOT IT BOSS.


To be fair, I did at one time say that.


Right in the nuts man. NOT COOL.
 
Mike1709
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Looks like the stages at which the XP drops are positioned nicely so that people can boost early all the way through their career unless they boost from 1-4 which will throw these marks out a bit
 
Catch22
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Originally posted by mandyross
Dear Catch,

Will the rounded, whole-number training gains that we currently see be multiplied by 1.6, and then rounded again?

Or will the pre-rounded training gains (that we can't currently see) be multiplied by 1.6, and then rounded?

It would be great if this could be clarified and put into the post on the opening page, even up to a list of the training gains that we will be seeing from next season. It is important to know this now as the number of stars we enhance attributes today depends on whether the enhancement helps us increase the training value even just an additional 1% at high attribute values in the future.


Pre-rounded gains will be multiplied by 1.6 and then rounded.
 
mandyross
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Originally posted by Catch22
Pre-rounded gains will be multiplied by 1.6 and then rounded.


Thanks for the answer. Any chance of a list of the new training gains so we can plan ahead accordingly with the enhancements?
 
tautology
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Originally posted by Catch22
Player conversion:



Day 0-19 .9
Day 20-29 .85
Day 30-39 .8
Day 40-79 .7
Day 80-119 .65
Day 120-159 .6
Day 160-199 .51
Day 200-239 .56
Day 240-279 .55
Day 280-399 .58
Day 400-440 .6
Day 441-560 (for players in plateau) subtract 160 days
Day 441-560 (for players not in plateau) no conversion
Day 561 no conversion



okay...I'll have you know that my productivity at work is officially shot today


Catch22, can we assume that the conversion will occur at season rollover, or will it occur before rollover (i.e. day 43 or something)?


For inquiring minds, I ran the numbers for all players that have a x39 "born on" date.


Calculating purely based on the 1.6 training factor, all dots day 119 and up will achieve mildly higher "total training value" where TTV = [new number of training days remaining] *1.6 vs [old number of training days]

If the conversion occurs 3 days prior to day -8, then day 39 guys break even.

If the conversion occurs 8 days prior to day -8, then day 79 guys break even.


*note that a strict comparison of the "Total Training Value" figure is not an entirely perfect comparison...the rounding of decimals etc can have an influence.

But for the older and mid-range guys, it looks like there is probably enough buffer to make up for some lost decimals




I didn't evaluate any non x39 guys.




Edited by tautology on Jul 19, 2011 16:41:07
 
joemalaka
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Originally posted by Catch22
Player conversion:

For example, a 350 day old player in the old system would become a 205 day old player in the new system. A 120 day old player in the old system would become a 72 day old player in the new system.

Day 280-399 .58


Doesn't 350x.58 = 203? Is this because of a recent change and just the example wasn't updated?
Edited by joemalaka on Jul 19, 2011 16:55:38
 
ricksta1975
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Originally posted by Catch22
Updated the first page with several things.

1 - conversion numbers for player ages
2 - increased retirement return for younger players who wish to retire and start over
3 - XP breakdown by level for new system


Catch. While I was and still am pretty annoyed regarding the non allowance to refund AEQ bought after the original announcements (dispite telling us we could), I applaud your late changes to please the customers of this game.

 
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