BuzzerBeater Forums

Suggestions > Couple of suggestions I have..

Couple of suggestions I have..

Set priority
Show messages by
This Post:
00
160866.1
Date: 10/13/2010 11:46:15 AM
Overall Posts Rated:
33
Now please be kind to me I am fairly new to this game lol so if one of the suggestions I have has already been said then sorry.


1. Have an option where players can only play a certain amount of minutes per game.

2. Have little "dot" figures in the court so we can visually see how bad a player was out of position or where he missed open pass ect. ect

3. Have more in depth tactics...IF you have a PG that is strictly only a PG have in depth tactics that says look for the pass dont shoot...or if your a C and hes offensive game sucks but hes a sick defender have a setting that says hes the 5th option in the offense and to have him worry about rebounds and defending more.

EDITED 4th. Have a "buyout" option for a player in the market. If you have a code for salaries you can put in a code that based on a players skill he has a buyout option..that way if an owner really wants that player instead of waiting 3 days
he can buy him out.

Well thats just 3 ideas I have...tell me what you think about them and if they have already been said I apologize.

Last edited by ReppinDaNorth21 at 10/13/2010 11:56:34 AM

This Post:
00
160866.2 in reply to 160866.1
Date: 10/13/2010 11:52:47 AM
Overall Posts Rated:
13361336
1. Managing minutes is one of the main challenges of this game. This will hopefully never happen.
2. I'm guessing they are working toward making games more "attractive".
3. The game engine already does all this and they have added more options to tactics we can test out.

This Post:
00
160866.3 in reply to 160866.2
Date: 10/13/2010 11:59:56 AM
Overall Posts Rated:
33
1. Managing minutes is challenging yes, but you get more creativity with being able to control that..there trying to be like real basketball and you can do that as a coach in real life.

2. Yes this would make a game more enjoyable to watch, but also would take up a lot of the sever.

3. Yeah I seen the options but being able to control it is better. No one really knows EVERYTHING in the code.

This Post:
00
160866.4 in reply to 160866.3
Date: 10/13/2010 12:17:16 PM
Overall Posts Rated:
13361336
1. This game is not ment to be easy. Assigning minutes makes this game easy.
3. Are you going to start asking for "make my SG shoot precisely at 8:45; 9:12; 10:11". We do not need different strategys for every quarter and different strategy per player. Let the game engine do what it is ment to do.

This Post:
00
160866.5 in reply to 160866.4
Date: 10/13/2010 1:23:20 PM
Overall Posts Rated:
33
When did I ever say this game was ment to be easy? Assigning minutes gives it another level and makes it harder.


and your taking the idea out of context so seriously if your just going to troll just leave.

This Post:
00
160866.6 in reply to 160866.5
Date: 10/13/2010 4:39:39 PM
Overall Posts Rated:
13361336
Assigning minutes gives it another level and makes it harder.
Could you explain please? How does it make the game harder.
Not taking critisism well are we?

This Post:
00
160866.7 in reply to 160866.6
Date: 10/13/2010 6:30:49 PM
Overall Posts Rated:
33
How does it make it easier?


If you put in an option that allows to adjust minutes played. You can have your "better players" out there in important times. Instead of the sim just taking players in and out. I rather have more control over what my team does then have the sim control it, but thats prolly because I play a football game like this thats a lot more in depth with plays and this is so bare.


And saying "whats next having a player shoot it at a certain time isnt criticism its you trying to act like a prick.

This Post:
00
160866.8 in reply to 160866.7
Date: 10/13/2010 7:40:31 PM
Overall Posts Rated:
522522
1. Managing minutes, as Kukoc said, will make the game too easy. In this game you need to get 48 minutes to get full training. If we are able to select how many minutes players can play then training becomes simple and there is no challenge. Getting 48 minutes for all 6 players so that you can get full training for everyone isn't easy to do. But if you can select how many minutes each player gets then it is almost impossible not to get full training for everyone (excluding injury).

2. I like the idea.

3. I like the idea but I don't see it happening for a long time, and I wouldn't want complicated options. Perhaps something simple like an option next to each player that says "More offensive", "neutral" or "More defensive" which determines where their focus lies. Other options such as "Play aggressively", "neutral" "Play passively" could also be interesting.

This Post:
00
160866.9 in reply to 160866.1
Date: 10/13/2010 8:32:59 PM
Overall Posts Rated:
345345
Having an option that allows you to control the minutes a player plays per game makes training and game shape handling way too easy.

I have an U21 NT and a full NT player, and a HOF 19 Year old SG, I'm still training them all. I need to keep their game shape in check whilst also winning games (usually..not this season) and ensuring they both get 48 minutes. I need that magic 60-70 minute range each week to keep their GS up and have then get 48 + minutes.

Having the option of setting minutes makes it way too easy for me to manage this. It takes the thought out of deciding who to play and whether to play them as a starter or backup. If I know I'm gonna blow a team off the park, I can play my other trainees as a starter and they'll get subbed after 26 minutes or so, if I know it's a tough game, I'll most likely play them off the bench, all this whilst the main trainee is playing his full minutes at PG.

I relegated a few seasons ago for training purposes cause I played this guy (10058043) at PG all season. I'm doing the same again this season. Do I wish training was easier? YES! Do I want it to be? No. Cause then I can win and train at the same time. You can't have both. (well you can.. sort of, if you train them in the right position =D)

It's challenging, but that's what makes the game fun. You can't have everything handed to you on a platter.

I don't agree with the buyout price either, the auction format works just fine.

From: Jadoo
This Post:
00
160866.10 in reply to 160866.9
Date: 10/14/2010 3:45:32 AM
Overall Posts Rated:
2626
I don't think he meant that lets say you set a player to play 30 mins will mean exactly 30 mins. There can be a "random" factor, if u set the player to play 30 mins he might get 35 or 25 depending on how the game is going. It will still be hard to control the minutes and i dont see it as a bad idea... I totally agree its a bad idea if you set him to play 30 and he actually plays 30 but as long as there is a random variable to the equation, im fine with.
I agree.
I agree with naker's simplistic tactics suggestion.
Instead of a buy-out clause, they can simply shorten the auction period from 3 days to 2 days since very feww feww fewww people bid before the last half an hour of the auction and those who bid early only do that to bookmark the player. So by decreasing the period of the auction, managers get more flexibility without changing the dynamics of the TL.

This Post:
00
160866.11 in reply to 160866.10
Date: 10/14/2010 5:33:36 AM
Overall Posts Rated:
406406
Minute management is completely irrational in this game - most of the time my best players dont even reach 10 minutes a game, tried different settings (let them play, dont let them play, coach decides, coach decides not...) and still dont have a clue how minutes are distributed. lol

Setting minutes would make my BB-life much easier.