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Make the best players actually desirable

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From: brian

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158188.163 in reply to 158188.160
Date: 10/22/2010 1:57:06 AM
Overall Posts Rated:
576576
Why'd you pick out those 2 quotes from Coco, but ignore this and not repsond:

Now onto the reason why the best performers should be available.

1) better integration between NT and club teams.
2) as a corollary to 1), much less pressure to create farm teams.
3) higher realism (see Brian's point).
4) actual incentive to make use of the higher potentials (no affordable player with HOF potential really needs to be HOF).
5) less incentive to play the horrible divine trick (buy a high potential players for a cup final)

What are the reasons they shouldn't be available?


I'd love to be convinced here. For real, I have no agenda as the current setup really isnt hurting me.

"Well, no ones gonna top that." - http://tinyurl.com/noigttt
This Post:
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158188.164 in reply to 158188.162
Date: 10/22/2010 1:58:25 AM
Overall Posts Rated:
576576
I think we're both taking notes from jbmcrock

"Well, no ones gonna top that." - http://tinyurl.com/noigttt
This Post:
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158188.165 in reply to 158188.164
Date: 10/22/2010 1:59:58 AM
Overall Posts Rated:
196196
I think we're both taking notes from jbmcrock :)


But his is a final explosion...we are building the base to do the same but still have some crumbs left afterwards!

From: Elmacca

This Post:
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158188.166 in reply to 158188.163
Date: 10/22/2010 3:49:52 AM
Overall Posts Rated:
387387
1. You can't retrospectively make the super high salaried players more desirable without causing more damage to the club game than the better integration is worth. From the main game's perspective, a lot of those players were trained dumb. Maybe those around 75% of the maximum salaries of the game will be made more desirable anyway - by the introduction of the Isolation tactic.
2. Farm teams will happen however marginal the benefits are. Some gamers will always adopt power game tactics within game worlds. Having the NT set-up as a sub-game within the main club-based game creates this conflict between the need to train at all costs and the need to train within costs - but it makes for a better gameworld than any other proposed solution, including the proposals here.
3. Poorer playability.
4. Don't agree, you can train Handling and Driving to 20+ levels without adding greatly to salary costs. Potential is measured against skill count, not salaries, so the higher potential players can be the most all-rounded and effective within the game engine. What they haven't been designed to be is merely better at the simple things.
5. Wishful thinking. Again, however marginal the benefits, some gamers will always adopt power game tactics within game worlds. The only way to prevent that is to agree within your community not to do it - and good luck with that!

From: Kukoc

This Post:
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158188.167 in reply to 158188.163
Date: 10/22/2010 6:42:04 AM
Overall Posts Rated:
13361336
I'm not going to repeat Elmacca here. But add something to his responce.
4. Higher potentials are ment to be used for all around players, they do not hit their cap that fast thus will not make training secondarys that hard to improve (when some potentials would be at their cap already). I don't think high potentials were ment to be used on training few skills to 20 -> 20+.
5. I guess it's not ment
buy a high potential players for a cup final
it's high salary players. How many of the manager have successfully done this. I've seen one manager trying this for promotion. Failed miserably, why -> those players are hard to move, paying salary even once will eat away your pressious funds. It's a big risk. If you win, then by all means the risk was worth it. If you lose, you will lose a lot. The tradeoff makes this kind of behaviour ok.

This Post:
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158188.168 in reply to 158188.167
Date: 10/22/2010 6:43:34 AM
Overall Posts Rated:
522522
Give me an example of a hypothetical well trained player. Unlimited skill points and unlimited potential.

This Post:
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158188.169 in reply to 158188.168
Date: 10/22/2010 6:58:59 AM
Overall Posts Rated:
13361336
Perhaps JS,OD,PA,IS,RB,ID at 14, everything else lagging 2 skill levels behind.

This Post:
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158188.170 in reply to 158188.169
Date: 10/22/2010 7:09:04 AM
Overall Posts Rated:
522522
Salary for that is about 200k I think. But why shouldn't we be able to train the skills you listed to 16 and have the other skills lagging 2 behind. Salary suddenly jumps to 525k approximately. The training is still smart and balanced and makes a great player, but no team could have them on their roster and not relegate.

This Post:
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158188.171 in reply to 158188.168
Date: 10/22/2010 7:24:32 AM
Overall Posts Rated:
387387
We can play this game all day.

Legend A
'PG'

JS 16
JR 12
OD 16
H 19
D 21
PA 13
IS 13
ID 14
R 5
SB 5
ST 6
FT 9
$170k, 132 skills on the Ka-ometer (Parrot scout tool) with a lvl 5 trainer. Training period: 11 seasons

I'd chuck him the ball on an isolation offense.

Training plan for: JS JR OD HA DR PA IS ID RB SB ST FT Age Height
Legend 7 7 7 7 7 7 7 7 3 3 5 7 18 188

Last edited by Elmacca at 10/22/2010 7:25:42 AM

This Post:
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158188.172 in reply to 158188.171
Date: 10/22/2010 7:39:59 AM
Overall Posts Rated:
522522
So why shouldn't we be able to add another 10 pops to that player? He would still be well trained and would be balanced and a great player. But the salary just becomes too high even though he is a better player, but now now team can use the player and not relegate.

This Post:
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158188.173 in reply to 158188.172
Date: 10/22/2010 7:56:42 AM
Overall Posts Rated:
387387
The training model won't actually let you.

Here's a possible 130-skilled $354k salary-muncher from the same starting skills/height/also trained for 11 seasons.

So, on the left, a $170k 132-skilled player. On the right, a $354k 130-skilled player.

JS 16 > 20
JR 12 > 14
OD 16 > 18
H 19 < 18
D 21 < 18
PA 13 > 18
IS 13 < 8
ID 14 < 9
R 5 < 4
SB 5 < 4
ST 6 < 5
FT 9 < 9

I fancy the 170k guy's chances one on one.


Last edited by Elmacca at 10/22/2010 8:02:01 AM

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