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Allow us to sell crowd favorites

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From: Dormouse

This Post:
11
313789.15 in reply to 313789.14
Date: 3/8/2022 5:37:50 AM
Hortatus
IV.51
Overall Posts Rated:
13091309
My answer was to be understood as "I don't think they make a difference under any circumstances, do as you think".

But if we want to point out some things we could talk about the fact that the possibility of receiving the players in question was put in place precisely to help new players to be competitive from the beginning; and I guess the transfer of players was blocked also to prevent random creating an advantage for some new managers over other new managers.

But now it is not enough to give three valid players just because the managers do the homework (which by the way would be a help just to do it).

Also personally I don't know if this constant trying to help new managers to be competitive right away is so productive for the game.
Proposals to allow the arena to grow with less cost and time and other proposals in this sense seem to diminish the game.
I do not know about you, I in those games in which in a short time you grow a lot without even understanding the game mechanics they annoy me quickly and I abandon them just as soon.
Having said that I have new born users in my series who place purchases above $ 200,000 in the first week of play, I don't know how much money the tutorial gives and how much money you start with, but I remain of these opinions:
- does not affect in an important way;
- I don't think it's productive to make things easier and easier.

From: CoachP

This Post:
00
313789.16 in reply to 313789.15
Date: 3/8/2022 9:18:32 AM
Corntucky Mildcats
II.1
Overall Posts Rated:
129129
Second Team:
Winchester Crows
These are some really good points. And I agree with you on nearly all of them. Very well said.

Still, I cannot understand how giving a manager roster flexibility is making the gamer easier if the "hard" aspects of the game are stuff like the generating income, transfer market, tactics, training, and weekly load, etc.

I agree those are great challenges and they do make the game very rewarding, but "roster flexibility" should be a no brainer option. It's not a path to making the game "easier", it's making the game more accessible.

So I will just ask you all point blank: can you think of any other sports *simulation game where you are forced to build your team a certain way for the first few months. And again, "just fire them" isn't a valid argument to this. Firing a good player because you want to train Centers and don't want to lose 10k a week (a lot for new owners) isn't FUN or ENJOYABLE.

I am glad the user pop is still over 12k, but c'mon yall, playing in a division that's 60-80% bots is going to be a huge turnoff for a lot of players. And there's really only two ways to solve that issue.

1. Cull some leagues
2. Increase the user pop

Personally, I am a fan of #2 because that means more income for BB and maybe an app sometime before I die.

And I am not saying this is a direct path to making new managers competitive right away. So much more goes into it.

This would, however, give new owners a sense of agency, and that only INCREASES their chance of staying active.





This Post:
33
313789.17 in reply to 313789.16
Date: 3/8/2022 2:37:07 PM
Sindicato S.A.
II.1
Overall Posts Rated:
114114
I think this is a trick question, because at no point is BB really a simulation game that forces players to build their team a certain way. The new managers, even receiving the "star players" as a tutorial prize at the beginning of their careers, are still free to manage clubs the way they want, build squads, train players, etc. Those who didn't like the gift and don't want to keep these players in the squad, continue with complete freedom as they can fire the "star players" freely.
And it's obvious that this is a "valid" argument, even if you don't like it or don't agree with it.