BuzzerBeater Forums

Suggestions > Player Hiddens

Player Hiddens

Set priority
Show messages by
This Post:
00
258685.1
Date: 5/5/2014 8:27:10 PM
Overall Posts Rated:
55
so i think Players should have hidden abilities the only become available later in the game, hiddens will make a player play better or worse but only when a threshold is reached

example of a good hidden is
Blocker: this player will excel at blocking opponents shots and inside shot attempted by a player playing against him will have a reduced chance of going in even if the shot is not blocked, however the player wont have this ability until he has blocked a total of 100 shots during his career

example of a bad hidden
injury prone: every time this player gets injured he will have a minimally increased chance for other injuries throughout his career, a player can not be injury prone until he has accumulated a total of 15 weeks of injury throughout his career

the way im imagining this is that there will be a whole host of hiddens, some will be position specific while some will be general (example blocker would be a C/PF specific, while injury prone will be a general hidden) they should be divided in to categories based on height (i.e. 6,0 - 6,2 = point guard and general hiddens, 7ft and taller = center and general hiddens). Now im thinking every player should have at least 3 hiddens and no more then 7 total, and once the player meets the minimum requirement the hidden becomes visible, also hiddens that have not developed in a player can be visible to certain coaches in certain cases, for example every time you scout a draft player it will show you one hidden, also if you draft a player it will show you one hidden, also for every season that a player has been playing for you it will show you one hidden, the hiddens will only be visible to the owner, that has met the min requirement and will not show to the buyer if the owner is selling the player to a buyer

what do you guys think?

This Post:
00
258685.2 in reply to 258685.1
Date: 5/9/2014 4:25:20 AM
Overall Posts Rated:
766766
well, yes good idea sort of.

Firstly - the game already does have a few 'hidden abilities'. ironically, these are 'hidden' and so no one really 'knows' what they are.

Although, being 'Foul Prone' and 'Injury Prone' are already things that I believe exist in the game.

I think 'showing' the hidden skills, is kinda defeating the purpose though of a hidden trait....... A player who is high foul prone is usually pretty obvious, but a injury prone player not so much. I kindof like the fact that there are some things which are hidden, ... and hence, because they are hidden, i dont want them to become 'unhidden' . kinda ruins the fun!

I like where you are thinking in that, some only happen after a certain event, .... but, in real life, things aren't necessarily as rigid. Greg Oden was injury prone from day 1 of his NBA career. So im not entirely sure how this would all work. The Experience stat is an overall 'enhancer' of skills, which only happens after a certain amount of time, and events should be gradual, rather than strict in their definition. ie: Player gets gradually more injury prone. (which I think happens already with older guys?)

Overall i think hidden things should always remain hidden, otherwise they just become a stat like every other stat. And really, they should not be tied to an already existing stat - such as shotblocking - there is already a stat for that.

Here is the list of hidden traits that I believe already exist in the game.
- Injury prone
- Foul prone
- Gameshape variance (ie: Why are some guys so much harder to train in GS?)
- Foul-drawing - ability to draw fouls - Is not related to an existing stat.
- Aggression - but some people believe this is tied to the Foul prone - but maybe more related to number of 'hard fouls'.

so i like where you are thinking - maybe come up with a specific list of things which you think should be hidden.

Message deleted
This Post:
00
258685.4 in reply to 258685.2
Date: 5/9/2014 7:31:57 AM
Overall Posts Rated:
55
i understand why you want hiddens to stay hidden, id just like to counter that with at some point you know the hidden, in the real NBA we know that Ibaka blocks shots more then he should, we know rondo is better at defense then he should be we just tend to figure it out as the player plays, and im sure there coaches know more about why, so it is something that should be known the only reason it isnt is because this is a game and ppl dont have time to go back in the stats for 5 seasons and figure out hey this person is always fouling ppl, or this player is a good flopper i should up his free throws because there soo low, so that is why i think that the owner should know hiddens of his players after they have played long enough for him

This Post:
11
258685.5 in reply to 258685.4
Date: 5/9/2014 10:47:21 AM
Overall Posts Rated:
766766
yer i see what you mean. It could kind of like a little 'badge of honour' or something like that.

A bit like the achievements page.

"Player X is now SUPER DEFENDER" - Player X has stolen the ball more than 100 times this season, and has received a Super Defender Bonus.

something like that?

This Post:
00
258685.6 in reply to 258685.5
Date: 5/9/2014 1:11:21 PM
Overall Posts Rated:
55
close, but no, i think there should be an affect, lets say for instance you drafted and allstar potential player and he is 6,0 ft tall this will give you 3-7 guard and general skill hiddens, since you drafted the player it will show you one hidden right away, lets say it shows Gas tank then it will give a small description

this player has an unactivated hidden skill

Gas Tank: this player losses less stamina then normal

keep in mind you wont know exactly how to activate the skill but if it activates it will show that its activated, if you sell this player the new owner must have him on the roster for one season to see gas tank, but lets say you keep him and play him for one season, then a new hidden will reveal itself, lets use your example of stealing

this player has an unactivated hidden skill

Gas Tank: this player losses less stamina then normal

Pick pocket: this player has a slightly higher chance at success on steal atempts

and so every season a new hidden reveals itself, and when they dont you know that player is out of hiddens, now i said every player has 3-7 hiddens lets say by chance this allstar potential player had 4 hiddens which means you drafted him (1 hidden) and then played him for 4 seasons (3 more hidden revealed then nothing revealed in the last season because he was out of hiddens), lets say by then you maxed him and he looked like this

stats

Jump Shot 10 Jump Range 8
Perimeter Defense 12 Handling 12
Driving 9 Passing 12
Inside Shooting 6 Inside Defense 7
Rebound 8 Shot Blocking 6
Stamina 7 Free Throw 5
Experience

Activated hiddens

Gas Tank: this player losses less stamina then normal

Pick pocket: this player has a slightly higher chance at success on steal atempts

Iron Man: this player is less likely to be injured and if injured will recover faster then other players

this player has an unactivated hidden skill

Offensive Captain: this player will slightly increase offensive stats of all players on his team when he is on the court

now you have a player who you know has no bad hiddens, he is worth more then a normal allstar, but if you sell him the new manager cant see the hidden yet, he needs to spend some time with the player to see the hiddens

Last edited by Grave Skull at 5/9/2014 1:12:49 PM

This Post:
00
258685.7 in reply to 258685.6
Date: 5/9/2014 2:27:38 PM
Overall Posts Rated:
323323
But what happens if a manager has found out all of his players hiddens and sells him.
He will say on the players ads that he has certain hiddens.

This Post:
00
258685.8 in reply to 258685.7
Date: 5/9/2014 2:57:40 PM
Overall Posts Rated:
55
yes, and could also be lying about them to raise that players value, just like a real coach might to get the most value for his player

i mean how many ppl will be honest about the fact that their young hall of fame potential player that they want to sell came with these three hiddens

injury prone: increased chance of injury during games and will take longer to recover if injured

cracks under pressure: player will have lower stats if game is close or his team is losing in forth quarter

primadonna: player will cause a slight stat decrease to the entire team if he doesnt play at least 65 minutes each week or the team isnt ranked in the top 3 in their division

Last edited by Grave Skull at 5/9/2014 3:24:47 PM

This Post:
11
258685.9 in reply to 258685.6
Date: 5/10/2014 12:07:51 AM
Overall Posts Rated:
766766
ok yer good explanation.

its a neat idea. and i like how you are thinking. Personally though, its not for me.

but thats ok! we dont have to like the same ideas! So yer, no arguments from me, just not what i would be looking for from the game.

Thanks for taking the time to explain it.

This Post:
00
258685.10 in reply to 258685.9
Date: 5/10/2014 8:52:18 AM
Overall Posts Rated:
55
np, i understand, thanks for the reply