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Training Suggestion

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This Post:
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107134.1
Date: 8/28/2009 10:57:21 AM
Overall Posts Rated:
6868
I have been playing this game for a season now and i have found a lot of information on tips and tactics of what to do and what not to do in the forum. I am pretty sure i have an understanding of most of the tactics but the one part of the game where i have a problem is training players and from alot of the discussions i have seen in the forum and from BB-Charles quote in this forum post (93604.596) Quote" As a game designer, I can tell you that our records show that most managers are training in an inefficient way in this regard. If managers are trying to build balanced players and finding it's not a viable strategy, that's the point at which which we would consider a rules change in order to make it possible. As long as managers as a whole are making a mistake by not training well-rounded players, we don't see this as someplace where a rules change is the right answer" End Quote"

As the argument is whether its better to put all your eggs in one basket and train up 2 or 3 players with specialised skills for a couple of seasons or train up teams with well balanced skills for their positions. My suggestion is what if we put a training percentage like this on the players stats so you know how far it is until the next pop

Jump Shot: mediocre 92% Jump Range: average ↑ 73%
Outside Def.: respectable 27% Handling: inept 47%
Driving: average 51% Passing: respectable 81%
Inside Shot: inept 28% Inside Def.: inept 17%
Rebounding: respectable 14% Shot Blocking: inept 31%
Stamina: average 50% Free Throw: atrocious 69%

As my understanding is that we have primary and secondary skills that pop and the primary skills pop alot quicker than secondary skills. So if I am training inside shot week after week after a few weeks we get a secondary skill like jump shot that pops. so if i like what charles is saying and for the people that want to build balanced players you would be able to see what percentage a skill is to popping. So being able to show the percentage on how close the skill is to poping, I would be able to work out how many more weeks jump shot would pop as a secondary skill to inside shot training or i can change my training to a skill that is closer to poping. I think a percentage on when a skill will pop, will give people a lot better opportunity to see how much the players skills are upgrading from week to week and would give people a lot more strategies to plan for in their training. If i was training inside shot for a few weeks and i can work out that i can change my training to jump shot for one week and work out that i was going to get a jump shot pop cause jump shot had such a high percentage, i would think players would change their players skills more often and we would end up with more well balanced players.

Please let me know what you think.

Remember i am still newish and made up numbers and percentages for the example.

Last edited by whitemaggot at 8/28/2009 10:58:21 AM

This Post:
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107134.2 in reply to 107134.1
Date: 8/28/2009 11:20:49 AM
Overall Posts Rated:
303303
This wont happen - skills are not meant to be known right down to the decimal point, it would turn the game into too much of a simple clash of numbers than it is now.

I'm going to steal from the Hattrick rules here, as I believe the same principle applies (if I disappear and never return, blame Charles and Mark for this):

In the Hattrick database, all team and player abilities are represented by exact numerical values. However, describing a player's skill at something as 37.567 would be pretty boring and not very realistic.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
00
107134.3 in reply to 107134.2
Date: 8/28/2009 11:46:39 AM
Overall Posts Rated:
6868
you missing the point,
its not ment to find out when the skill will pop down to the decimal point. its so people know when to change what skill they are training to make to best out of there training for training balanced players

Last edited by whitemaggot at 8/28/2009 11:47:40 AM

This Post:
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107134.4 in reply to 107134.3
Date: 8/28/2009 11:51:36 AM
Le Cotiche
III.1
Overall Posts Rated:
772772
you missing the point,
its not ment to find out when the skill will pop down to the decimal point. its so people know when to change what skill they are training to make to best out of there training for training balanced players


there's no need for that
it's not a single level that matters in training balanced players

This Post:
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107134.5 in reply to 107134.3
Date: 8/28/2009 12:02:03 PM
Overall Posts Rated:
303303
Right, but it's the same thing, and it's not happening.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
00
107134.6 in reply to 107134.4
Date: 8/28/2009 4:11:56 PM
Overall Posts Rated:
00
you missing the point,
its not ment to find out when the skill will pop down to the decimal point. its so people know when to change what skill they are training to make to best out of there training for training balanced players



there's no need for that
it's not a single level that matters in training balanced players


exactly... any level is like a 5%(1 of 20) of total possible achievement in a single ability, and an unbalanced player is someone having for example a 70%(marvelous) of the total in , e.g., inside defense and a 20%(inadequate) in rebounding..... and there is far more than a player with such characteristics(well maybe not so pushed, but at least some exceptional instead of marvelous with less than indequate)....

a good suggestion can be that drafted player should be a little more balanced themselves, because is often happening that the drafted players are themselves really unbalanced...