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Suggestions > Skill change and mono player solution?

Skill change and mono player solution?

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This Post:
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237801.12 in reply to 237801.8
Date: 3/22/2013 4:07:07 PM
Overall Posts Rated:
9191
Salary, in my opinion, is not a good way to decide which players bring in more merchandise. Just look at Andrew Bynum. That guy has nearly $17M on his contract this year, but I don't think a lot of people are buying his jersey.

I believe many people did at the start of the season when most jerseys are sold.
I'd say it can be fine tuned by exceptional games, but game ratings are flawed depending on mins played.
And buzzer beaters are random and often occur during ridiculous circumstances.
What can regulate some extra merchandize is, if not salary itself, the salary growth. This will mean that it'll cost less for a team to keep a monster than for a new team to pay his salary. So people will wanna grow their own monsters, cause it's cheaper.
Because now it's either NT or bust, so it's a big risk to invest in training just to get unlucky and fall short, so many are discouraged.

From: tykit

This Post:
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237801.13 in reply to 237801.10
Date: 3/22/2013 9:16:17 PM
Overall Posts Rated:
106106
Even I'm not that old in the game, i do agree with what you have pointed about NT (U21) and monoskilled inaffordable monsters.
And you have pointed out the main issue IMO about all this : NT policy.
And I also agree with what was said about the freedom of managers to develop monoskilled monsters if they want, it is up to each one to stop at some level of each skill.
Why NT trainers developped a global monoskilled monster tactic ? It is easy and fast to develop this kind of players, and their efficiency in a game is excellent. (am i right ?)
Are most of managers able to keep this kind of expensive players ? Some B3 managers.
So why do managers follow the NT policies and train up monoskilled monsters ? Because of the extra revenue of having a NT player in the roster ? I don't know because i've never had a NT or U21 player in my roster, so please do tell how much does it change in merchandise revenues... If this is the case, maybe a small decrease in those extra revenues will balance the situation. Every manager will develop his trainees more like he wants instead of being "corrupted" by the appeal of the extra revenues of his NT trainee.
If there is no extra revenue issue, then it is all about each manager's choices.
Then, the situation of having retiring NT players is only a natural consequence of developping those monsters. IMO it is a sufficient reason for NTs to change their approach towards their players and the limit of their skills...

From: _wella_

This Post:
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237801.14 in reply to 237801.1
Date: 3/27/2013 8:19:16 AM
Vattjom Vatos
SBBL
Overall Posts Rated:
274274
Second Team:
Utopia Vatos
I believe in a golden middle way here to solve a few problems.
Why not:
* speed up training a little for low skills (up to Respectable)
* slow down training a little bit for high skills (Marvelous+, even slower at very high skills)
(a alternative way is to increase the "osmosis"-training a bit, making it a little slower to train the main skills)
* increase the salary more noticably when player have 18+ in skills.
* increase the importance of subskills (mainly handling, driving) in the Game Engine.

In my opinion a player with 18 IS,ID,RB but 2 in HA,PA,DV SHOULD be very easy to defend, since he hardly can bounce the ball once without losing it. Doubleteam a guy like that and he will force many TO:s... I don´t think the Game Engine punishes that enough, as it is now.

I don´t think that there sholud be a salary roof on player level. On team level there already are, kind of. Would you like to build a scoring machine with no D, then go a head. But if you would like to build a TEAM, you should and would aim for a more balanced skillset on your players, with certain skills higher ofcourse to match your selected tactics.