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Suggestions > Make experience a more desirable pop

Make experience a more desirable pop

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This Post:
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179128.2 in reply to 179128.1
Date: 4/3/2011 6:53:25 AM
Overall Posts Rated:
4040
Ok, but which skills should pop? I think that choosing one by ourselves creates unrealistic advantage, because how do you tell to the player to valorize his experiences?

This is the way into not very good illusion about the game.

So it has to be done somehow according to his actual skills and might be good to get in there position where he played most of the time in past season.

For a Small Forward would then pop-up anything, for SG just shooting or passing and for PG just OD, HA, PA.

etc

This Post:
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179128.3 in reply to 179128.2
Date: 4/3/2011 7:03:26 AM
Overall Posts Rated:
135135
Maybe a random skill for the position he's played the most in his last 22 games or in one of the last 3 different trains your team used.

This Post:
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179128.4 in reply to 179128.3
Date: 4/3/2011 7:05:34 AM
Overall Posts Rated:
4040
nice

This Post:
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179128.5 in reply to 179128.3
Date: 4/3/2011 8:28:21 AM
Overall Posts Rated:
2525
And for existing players? Do we give them a pop for every level above atrocious?

This Post:
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179128.6 in reply to 179128.5
Date: 4/3/2011 8:30:34 AM
Overall Posts Rated:
135135
I don't think so, it would be too much impact in a split second.. I think it'd be better if it started with the pops from now on

This Post:
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179128.7 in reply to 179128.6
Date: 4/3/2011 8:36:15 AM
Overall Posts Rated:
2525
The BBs did mention more experienced players perform better within games with better decision making. How much a difference it makes, we will probably never know. If it does have a substantial impact on player performance, wouldn't think make experienced players a bit...too overpowered?

This Post:
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179128.8 in reply to 179128.7
Date: 4/3/2011 8:47:42 AM
Overall Posts Rated:
135135
Actually, as far as I could observe, a player with proficient experience has a 10 to 15% overall performance boost over a player with pitiful or awful experience, that isn't much if you think about cost/benefit unless you're looking at all-world players.

But the real deal here is to give training another variable to think about, the game is all about mysteries, there isn't much fun when the game is just about math and stats..

This Post:
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179128.9 in reply to 179128.8
Date: 4/3/2011 9:04:45 AM
Overall Posts Rated:
2525
This hinges on how much experience has an effect on performance.

That said, how did you get the 10-15% overall performance boost? I and some others have found it almost impossible to simulate the effect.

From: yodabig

This Post:
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179128.10 in reply to 179128.9
Date: 4/3/2011 9:17:19 AM
Overall Posts Rated:
14651465
I think this whole idea is horrible. Experience is good of itself and that has been said many times. However it is the hardest characteristic (besides aggression) to train so lets just leave it alone.

This Post:
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179128.11 in reply to 179128.9
Date: 4/3/2011 9:21:17 AM
Overall Posts Rated:
135135
That's what I got by observing similar players in the same team scheme and league with different experience.
Surely, that's not an exact thing, but it's the impression I've got after two and a half seasons observing this. After all, I figured out that buying more experienced players is usually too expensive to make it worthy.

This Post:
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179128.12 in reply to 179128.11
Date: 4/3/2011 9:43:41 AM
Overall Posts Rated:
2525
If experience did nothing, then this suggestion holds water. But it doesn't, experience itself has an effect on player performance. Adding on to experience by increasing player skills threatens to complete overpower the experience attribute.

Unless of course, you can prove that experience has a very small effect on performance.

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