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Suggestions > Change how open shots are guarded

Change how open shots are guarded

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This Post:
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294069.1
Date: 5/3/2018 7:43:38 PM
Overall Posts Rated:
2929
This idea came up in another thread about how 3pt % in BB is rather low compared to today's game, and how effective ball movement to find the open 3 (PA + JR) should be able to overcome OD.

They say the ball moves faster than the player. Even for "open" shots here in BB, the shooter is still being resisted by the overall team defense, which doesn't always make sense with real basketball. Sometimes in real-life basketball, the defense completely loses an open shooter and the closeout isn't even attempted. The only factors for missing a shot would be the shooter's skill, mentality, stamina, and a hostile crowd.

I think there should be a distinction between the current "open" shots and "completely uncontested" shots, the latter which wouldn't be resisted by team defense at all. Perhaps "completely uncontested" shots could be processed by the game engine as if the shooter was guarded 1v1 by a player with 1 ID/OD/experience. It would also reward offensive flow more properly instead of letting the other team dodge the open 3, just because their players on the court naturally have some level of OD/ID on them.

Last edited by Hank the Bank at 5/3/2018 7:47:03 PM

This Post:
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294069.3 in reply to 294069.2
Date: 5/8/2018 7:56:39 PM
Overall Posts Rated:
120120
If you remember the ask a BB day thread, I asked once whether it is true that open shots are effectively guarded by team defense (rating). I didn't get an answer, but other folks have since come to believe that it is indeed so. In general, I agree with the direction of this suggestion.

However, the problem I see with your suggestion is that it would require rather extensive tinkering with the game engine. I'd suggest that they slash the defense by half, or even more (two thirds?).




So, I'll use D&D as an example here.

Your AC (armor class) is what it is, to protect against hits.

when you use cover:
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

and then all the stuff is based off of rolls with a 1d20 die.

so i went that route, because a 1d20 die, isn't that much different than a math algorithm.

There should be differences in the defense based on how open (how covered) you are.

This Post:
11
294069.4 in reply to 294069.1
Date: 6/7/2018 4:59:44 AM
Atelier
IV.13
Overall Posts Rated:
421421
I would say more the issue with 3pt% in BB is the impact that OD has on the game. I agree that fixing the open shots mechanism would help offensively having the game engine make sense, but I do think the issue with the defense still stands.

The way OD is implemented it effectively stops ball movement by preventing interior passes, is 1/2 of the way players get steals (with handling), and guards jump shots and three-pointers. Because the stat is so useful, it is almost required to be high to survive in high leagues, making 3 point shooting and outside offenses difficult to run there.

With ID, it is separate from SB and doesn't disrupt flow/passing, and doesn't guard 2 types of shots, making it significantly less valuable. Until OD gets nerfed the game will always feel bad for outside shooters I feel.

2x NBBA Champion: S55, S56. 3x USA Cup Champion: S54, S55, S56. WR for longest home streak ever at 11 in Season 47.