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BB Global (English) > Training system discussion (yes, again)

Training system discussion (yes, again)

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This Post:
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277274.1
Date: 2/18/2016 7:12:22 AM
Overall Posts Rated:
14901490
So the Transfer List is at peak levels in 15 seasons and the quality of available talent has significantly decreased over time. Adjustments have been made to FA, salary floors, large bank accounts. These are all good changes that were asked for. these changes however, will take time to have an impact on prices and player quality and variety.


As the focus has been placed on training by the devs time and time again, I hope that something will be done in this department in the next offseason. So far the ideas that have been put out have been the following:

> Increase the number of higher level coaches (level 5, 6, 7) so that the acquisition price will reduce and potentially reduce their starting salary. This is the super low cost option, it requires minimal changes to the code

> Boost the training for younger trainees. Some suggested an all around increase in speed or a targeted speed increase for skills which are below a threshold (7 or 8). Still fairly low cost, but it needs more complex coding than the following option

> Boost the overall training speed at all ages (but moderate amounts of course). For example make it so that training with a level 4 trainer will equal to the current level 7 trainer speed. This is low cost and requires minimal compiling efforts

> Change the training system altogether, mostly so that the speed remains the same, but you increase effectiveness by having fewer or no issues in getting 100% training on trainees (and by 100% I mean 3 or 6 fully trained players every week). The proposal here have been many and different in nature and range from changes to specific points to complete overhaul of the systemt, so please feel free to repeat them here below so that we can collect all the options


All in all we can see that the quality of the players is deteriorating. This is obviously also due to the fact that fewer high potential players are available because the userbase is smaller. It's only reasonable to expect that high potential players are the most likely to survive and be trained, so when you go from 50k users to 20k you have to account that the high potential players are gonna be fewer and fewer. This would not be a problem in itself if we hadn't seen several players with great builds or high total TSP and if we weren't used to a game where high level multiskilled players are available. Doing something about the quality of the draft might also be a good idea.

Last edited by Lemonshine at 2/18/2016 7:13:29 AM

This Post:
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277274.3 in reply to 277274.2
Date: 2/18/2016 9:10:50 AM
Overall Posts Rated:
14901490
The second, I believe, was from Manon

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277274.5 in reply to 277274.1
Date: 2/18/2016 10:23:55 AM
Overall Posts Rated:
32293229
I can't say I disagree with any of those. (Well, I could, but I'd be lying).

I think a reconfiguration of the amounts of training given for certain regimens would likely be in order as well. I think for example that 1v1 adds significantly more skill to twice as many players as single position outside shooting is in some way responsible for the distinct inside flavor of the ecosystem, especially since 1v1 for forwards also boosts IS. Just about everything boosts handling, while only outside shooting and jump shot affect JR. The OD/ID crossover is nice, but an OD/SB crossover option instead would be nice.

I'd have to put more thought into that to propose actual amounts for change, but it's certainly something I'd endorse discussion of and action on, even if I don't know that it's something likely to make it into the pipeline anytime soon. It may be easier than an actual significant adjustment to the game engine, though.

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277274.6 in reply to 277274.5
Date: 2/18/2016 11:12:00 AM
Overall Posts Rated:
301301
In addition i would like to have a more tangible positive effect of using players i trained.
The salary exception means diddly to me (i have 350k but do not plan spending 1,1 million on my roster...ever).
What i would like is some monetary advantage like 10% of the salary increase you trained is deducted from the player salary as long as he plays for your team, so if i get a player with 10k, train to 100k salary the salary taken from my bank account is just 91k, not the 100k he is listed with.

This would reward training independent of current player market prices (which it should) and is also realistic as a lot of real players are known to pass on some salary to play for the club they are fond of.

Last edited by Robard at 2/18/2016 11:13:09 AM

This Post:
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277274.7 in reply to 277274.6
Date: 2/18/2016 1:20:32 PM
Overall Posts Rated:
14901490
Well in Hattrick the players coming from your academy do have a significant boost in ability (I don't remember if it's like +0.5 or 1.0 in skills).

In Buzzerbeater +0.5 in all skills (without the extra salary of course) would be +5 TSP. That's significant, especially for trainees.

This Post:
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277274.10 in reply to 277274.8
Date: 2/19/2016 8:51:56 AM
Overall Posts Rated:
4343
Very good topic as I always train players and probably enjoy that part of this game the most.


I think this is what the vast majority of users would claim.
I cannot think how it is enjoyable to play with rosters averaging 34+ years old, mirrored in Utopia top league. I simply don't think it is.

To add on the matter, I still think an extra something on homegrown players would make the difference within the giving importance to training topic. A granted 18yo allstar on new users falls short in my opinion.

This Post:
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277274.11 in reply to 277274.10
Date: 2/20/2016 4:30:04 PM
Neverwinter
CGBBL
Overall Posts Rated:
621621
I'm against the idea of giving boost to homegrown players, it would be too much for BB players, as someone stated already.

Some other kind of reward would be nice. Maybe cut down their salary a bit, or restructure the merchandise to gain more from homegrown players?