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Fatal Injury

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This Post:
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204274.102 in reply to 204274.101
Date: 1/6/2012 5:32:22 PM
Overall Posts Rated:
105105
1) When your cousin player got injured it messed all things for him, and if it was times even worse (before a playoff / delegation game) it would have been even more frustrating.

So, if we will take your path we should argue that "let's eliminate all injuries (including in game, as it may do the same for a season when timed wrong)".

2) When you are bidding in an auction and left with no money and cannot over bid your competitor it is also frustrating, so let's give all users the same players.

3) And what is the most frustrating event that keeps happening in this game that in each game there is one team who loses... imagine that...

If this game had decided to eliminate any aspect that can make users "mad" as you say, this game would not been played buy anyone.
This is a BB-managing game.
Who plays it expect it to be as close to the real-thing as possible.

Like your cousin pays for putting all his money on a short roster (exactly like it is in the real game), the same will happen for a user like you who focuses on a single player for his success.
Even if it is just money loss, this is what a (real) team needs to be prepared for.

The outcome of this suggestion will be that some users will not save any money for a cloudy day (like your cousin did not save money nor use a larger roster for that cloudy day which came). Some of them will face that injury issue, and will need to deal with the outcome of their choice.
Others will not take a chance, and will act as expected - saving money for that unexpected event.
And when the time will come will have the needs to face it.

A game and a product is not developed for being sold to any person on the planet, but making the most it can produce.
A product dedicated to a smaller market may lead to larger profit.

From: yodabig

This Post:
00
204274.103 in reply to 204274.101
Date: 1/6/2012 7:20:41 PM
Overall Posts Rated:
14651465
You cannot rate posts by the same person more than once every 12 hours.


But a virtual +1 for you, totally agree.

From: Marot

This Post:
11
204274.105 in reply to 204274.100
Date: 1/7/2012 2:15:54 PM
Overall Posts Rated:
916916
Yes I know a team that was doing really well, had a NT player, made the finals of division II but when they lost the finals lost interest and quit the game. It happens for sure. If your favourite player died lots more would quit and I would bet it would put some off even starting.


For me it's also really boring having my best player/defender making lot of fouls every match.

''If there is a hidden skill that makes that player make lot of fouls, why not a hidden skill that makes that player have more injuries like it happen in real life?''

If you complain that want more realism on the game(when i read some suggestions) then this one is adding realism =)

Last edited by Marot at 1/7/2012 2:16:29 PM

From: yodabig

This Post:
00
204274.106 in reply to 204274.105
Date: 1/8/2012 3:40:52 PM
Overall Posts Rated:
14651465
''If there is a hidden skill that makes that player make lot of fouls, why not a hidden skill that makes that player have more injuries like it happen in real life?''


Unfortunately there is, it is the same hidden aggression stat. Have a look at a couple of aggressive players in close detail and you will notice that there are in fact four aspects to this. They commit more fouls, they draw more fouls, they injure more opponents and they get injured more.

The way the GE is currently coded all injuries come from fouls so it is obvious that players that commit more fouls and are fouled more injure and are injured more, but it seems that they also pump up the severity of the injury.

Lets imagine the first table like this.

According to some aggression is believed to be like stamina and so varies from 1 atrocious (the worst, what lucky fans have) to 9 proficient.

Each play chance of comitting a foul is 10% minus aggression.
Each foul has a chance of becoming an injury equal to 1% minus aggression divided by 10.
The seriousness of each injury is rolled from 1 (most serious out 5 weeks) to 100 (in game injury back next quarter) minus aggression + doctor level x 4.

If the GE is really doing something like this you can see that at every stage the hidden aggression stat is magnifying the chances of a foul, an injury and a serious injury.

I have had a couple of very aggressive players (Sherwin and Palencia) and I can tell you that they do injure a lot of other players but are also frequently injured themselves.