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Training Diversity

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This Post:
11
319331.115 in reply to 319331.1
Date: 5/29/2023 11:27:17 AM
QQguest
II.3
Overall Posts Rated:
279279
Both plan A and plan B are very attractive for me, but they have at least two problems.

1. It's too easy to train 2~3 players "perfectly" at the same time.
As a team manager, it is more challenging to train 2~3 players "perfectly" simultaneously than to train a single player "perfectly".
The achievement motivation theory suggests that when players reach a state of perfection, they may experience a lack of challenge and achievement, which can potentially lead to a decline in their interest in the game.
Therefore, for those who aim to train multiple players "perfectly" at the same time rather than just an individual player to perfection, if it is too easy, then their interest will decline more quickly.

2. Having the ability to train different kinds of players (for example, inside and outside players) at the same time provide some advantage over only being able to train players of the same kind.
It can provide the team with greater diversity and flexibility.
Generally, a balanced team tends to be stronger than an unbalanced team.
Therefore, we can expect that training different kinds of players simultaneously will become the mainstream, similar to the look inside tactic in the past.
There is a theory that suggests when strategic diversity decreases, players may feel that the game becomes monotonous and lacks variation, leading to a decline in their interest in the game.
Hence, if we can train different kinds of players simultaneously, then it does not necessarily guarantee an increase in training strategy diversity; instead, it may lead to a decline of interest in the game.

I have briefly tried another fast-paced basketball management game where training was not restricted by playing positions but rather by playing time. Each player could have different training settings, but there were additional fixed parameters for each player that influenced the training speed of different skills.
For me, the training of this (another fast-paced) game was a bit monotonous and lacking depth. Perhaps games with different pacing have their own suitable game design.

To avoid these problems, here are my solutions.

Plan C: Add an option to select random or specific skill for cross-training and gym.
- When selecting specific skill options, the total amount should be significantly lower than the total amount of random option.
- We can use a table similar to the skills table in tactics page and add an additional column for drop-down menus. The default value is random.
- It can slightly improve players and make them more perfect. The issue of problem 1 is minor.
- The effect of cross-training is minor. It doesn't have the issue of problem 2.
- The cross-training was introduced in S17 and was designed to penalize particularly one-dimensional players. It would not violate the original design purpose.

Plan D: Add the option "X and Y" to two-position training.
- The position of X and Y training should be different.
- Each player is limited to one training only. How to count the minutes can be discussed.
- The training speed is, for example, 90% of two-position training's speed.
- We can add a "X and Y" option in the first drop-down menu, and add two additional drop-down menu to choose X and Y training.
- It is similar to one-position training. It doesn't have the issue of problem 1.
- The speed is, for example, 90% of original's speed. It doesn't have the issue of problem 2.
- Two-position training may train at most 6 players. It may affect the supply and demand of players in the market.
- It is the solution with the most BB training style.
- Whether we should increase the speed of two-position training is another issue.

Last edited by little Guest at 5/29/2023 12:15:20 PM

This Post:
11
319331.117 in reply to 319331.87
Date: 6/2/2023 5:25:33 PM
Overall Posts Rated:
8585
A former B3 champion just commented on how he agrees with this idea, a lot of great managers, ex B3 champions, veterans of the game are voicing their opinions here, and on discord as well, while I value your input a lot because I respect immensely what you achieved with Srbija, I have to point out that your view is totally wrong.

Before this thread was even started a lot of experienced managers voiced their opinions on discord, a discussion was done around this topic with atleast 1000 replies.

But I do agree that things should not be rushed out as they normally seem to be, and I'd love if Alonso took more time and care into bringing ideas and formulating them in a way not to get so much pushback from the community.

Regarding this topic tunjevina I would like to know, do you like this idea?

This Post:
00
319331.118 in reply to 319331.114
Date: 6/2/2023 5:38:18 PM
Wavy Gates
II.1
Overall Posts Rated:
6565
Second Team:
Dribbling Souls
I’m just not understanding your thinking, are you expecting devs to implement changes that are only helpful and not expect any cons? No matter what they implement there will always be a con. It’s hard to correlate RL basketball with bb due to the game engine, I get people want the same realism. But it’s not going to happen too many tweaks and changes will have to be put in place. The human element imo will never be matched with a computer

This Post:
44
319331.119 in reply to 319331.116
Date: 6/3/2023 5:23:56 AM
NakamichiDragons
III.7
Overall Posts Rated:
19991999
Second Team:
Little Computer People
… - being able to train until 3 different profiles at the same time. Much more fun and currently it's almost impossible (it's impossible from my point of view) to train a real homegrown team able to be champion in D.I. Maybe with this change it will become possible.

To tell you the truth, it is almost impossible to prompte to D.I in bigger nations.

So, i voted for Plan B … maybe the extra-training can be exclusively for Homegrown-players 🤷‍♂️

founded in S3 IV.5 (34234) - returned in S28 IV.7 (34515)
This Post:
00
319331.120 in reply to 319331.118
Date: 6/3/2023 6:03:29 AM
Tunjevina
II.1
Overall Posts Rated:
560560
Second Team:
Krompir
I’m just not understanding your thinking, are you expecting devs to implement changes that are only helpful and not expect any cons?

Well, that was always the norm in bb, so yes. There were many good changes in bb that didn't have any cons, or the cons were only short-term.

Gdp-implementation:
It's what saved bb back in the days when everyone was playing LI & m2m. It had some short-term cons, as managers had to adapt their teams a bit, but no mid-term, or long-term cons.

GS goes down upon buying a player:
Again, miniscule short-term cons, and no mid/long term cons.

% of sale price fee reduction:
Some short-term cons, and no mid/long term cons.

That's how it always should be. Short-term cons are to be expected with any change, but there shouldn't be any mid/long-term cons. If there are, than whatever change caused it, wasn't implemented properly.

This Post:
11
319331.122 in reply to 319331.121
Date: 6/3/2023 1:17:41 PM
NakamichiDragons
III.7
Overall Posts Rated:
19991999
Second Team:
Little Computer People
"...maybe the extra-training can be exclusively for Homegrown-players 🤷‍♂️"

I like this...

Homegrown players can get the option to have their own personal training although it will still count towards the maximum a team can train in a given week.

Yeah … with the Homies in da hood 😂

founded in S3 IV.5 (34234) - returned in S28 IV.7 (34515)
This Post:
22
319331.124 in reply to 319331.123
Date: 6/4/2023 12:59:53 PM
Franca Shoemakers Revival
II.3
Overall Posts Rated:
561561
Second Team:
Mito só o da Caverna
Implementing this training feature for homegrown players only can be fun, having in mind that it would boost the draft and at the same time destroy the market for youngsters.

From: Emr2020
This Post:
11
319331.125 in reply to 319331.1
Date: 6/4/2023 10:08:15 PM
Ann Arbor Wolverines
III.10
Overall Posts Rated:
22
Second Team:
Clayton Bears
I am late to this topic so I’m not sure if anyone will still monitor the replies, but some mentioned earlier on that they would like to hear from homegrown managers so I figured that I’d provide a basketball perspective (not just Buzzerbeater). As someone that is attempting to compete through the homegrown route, I find this conversation thoroughly intriguing. I still haven't reached the peak of a mature homegrown team as I have one player that I transferred in 5+ seasons ago (they will be transferring out in the next couple of seasons) and the majority of my team’s “core” is between the ages of 20-25. I think Plan A would be a welcome sight but I understand why some users are concerned with change. Let me explain my stance below.

I have read through many forums in my time playing BB and there is often an argument that the game ought to be more realistic. I believe that implementing either of these plans would be a large step towards doing so. In real life professional leagues, we do not see teams load up on 3 young players at one position because there are simply not enough resources and, more importantly, playing time to go between these players for them to develop and reach their potential. Instead, we see teams try to pair young players together that will ultimately hit their prime ages around the same time. For instance, in this year’s NBA Finals we are seeing Nikola Jokic (28, C) and Jamal Murray (26, G). The Nuggets did what many teams do, try to find pieces that fit together and are in the same age range. The way that the game is currently set up, it would be nearly impossible to replicate what teams do in real life if they attempted to draft and develop guards, forwards, and centers at the same time while allowing them to train what is necessary for their particular positions.

My main concern is that users that are quick to shut down these ideas are casting the homegrown route aside and it will never be viable in terms of trying to win championships at the highest level of this game. If everyone is truly in favor of diversity in this game, then there should be more acceptance of a variety of paths that can followed to reach that goal. Even with the implementation of either of these plans, there will be teams that want to "win-now" and do not want to exercise the patience required to train players for 10-15 seasons in order to go the homegrown route. I do not believe that the transfer list will dry up at all for this exact reason. Most teams would continue to operate as they have been until training and following a homegrown model prove to have success on a bigger stage. It would be great to see a Buzzerbeater environment where we have teams winning while using the draft, the transfer list, or a combination of both as we see the different philosophies implemented in real life. At the moment the first option hasn’t produced profound results.

I am not even certain that either of these plans are the best options available. I am certainly not the type of person that would be able to devise a better plan. However, I believe that introducing different ways to win in this game would make it better and more competitive. We are all trying to grow the game of Buzzerbeater and that should be in every player’s best interest. Additionally, I believe that any new system could be picked up by all users and it wouldn’t be too complicated as long as it is explained correctly and players are properly educated on whichever system is in effect. This game is already not the “easiest” simulation game out there and players have been able to adapt to new features and changes to the game.

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