OK so what happens if they overdid it and in 8 seasons we realise that having 20 SB and low OD will be fine because that will stop anything? What happens if it turns out that the benefits of JR and SB are not enough or cost too much for the levels you need to get to? We won't know for sure for many seasons, nobody knows.
So asking for more changes in those areas I think must be put off until we see a large number of people first taking advantage of changes already made
They are trying to address the problem by changing the cost of 2 skills and maybe more radically than they should have. They are effectively shooting blindly at a target hoping that it works for a period (I hope so too). It is more efficient to take a look at what people do and balance
all the skills based on such analysis over time. A one-off reduction of the cost of 2 skills might a) be too effective or b) not enough effective. Without waiting many seasons we won't know for sure. This is exactly what happened with OD in the past (which we now agree to be greatly overpowered).
However, if you make the more common skills more expensive, you will reduce the number of teams who play and create cookie cutter builds, as such builds will gradually cost more and naturally become less salary efficient. LI being the cookie cutter at the moment would be hit the most in terms of salary increase. At some point you will reach a situation where the benefit/cost of training any skill is similar because you priced the skills the way the users implicitly believe they are worth. The more effective in the GE a skill is, the more you want it. The more you want that skill, the more you pay for it in salary. At that point I don't train OD anymore because it costs so much that in terms of salary you'd benefit more from adding other skills.
All that remains is free vs. cheap. Free still wins. Easier said than done though because of the way they scale the positions and how RB/JS work as sliders to determine which salary formula a player falls under and to make sure that players salaries don't go down with a skill increase.
This is why you need a basic statistical analysis to check what skills are used the most at which position. Instead of setting the skills and let users exploit that setting, you need to take what users use at each position on average and make
that the basic skill configuration. Currently the formula just picks the highest possible salary, nothing would change in that respect.
Clearly you'd need do some overall rebalancing by position to keep the relative cost similar to what it is now, but it's a fact that by design this has already been done. The developers decided that big men must have higher salary than guards, so the concept is already there and it was used for a deliberate and arbitrary choice when the parameters were set originally (and then modified based on subsequent decisions).
Asking for a complete formula redesign is probably too much, so if possible, I hope they find a way to up that IS cost somehow.
What's the difference between adding IS to the guards salary formula and adding all other (currently missing) skills too and setting them at very low levels? I think SB should be added too, just in case it becomes the next great skill to have and we realise we can't make it cost anything because it's not in the formula.
Last edited by Lemonshine at 12/2/2014 8:40:07 PM