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Weekly Staff Salary

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This Post:
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71059.3 in reply to 71059.2
Date: 2/2/2009 10:35:44 AM
Overall Posts Rated:
303303
the staff salary will always increase.


Sort of.

It does cap out, but at an outrageous number that would probably not be beneficial to anyone.

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This Post:
00
71059.4 in reply to 71059.3
Date: 3/12/2009 3:26:43 PM
Balls of Steel
IV.10
Overall Posts Rated:
123123
I just dont understand the reasoning for having staff salaries go up so high.

If I understood the reasoning, then I guess I could accept it. However to see my staff salaries go up 1K per week, and if I were to buy a new trainer with the same skills, it would take 700K or so, but would lower my staff wages by 10k a week.

I wish I had more info on this change..... :(

This Post:
00
71059.6 in reply to 71059.4
Date: 3/13/2009 4:28:50 AM
Overall Posts Rated:
587587
I just dont understand the reasoning for having staff salaries go up so high.

It's a mechanism that forces you to give this part of the game at least some thought.

This system actually is more forgiving than the old one, where you had to check your staff every week to make sure you see if someone drops their skill. And then hope there's decent staff to replace your staff member. Now you only need to worry about the finances in the long run and that's pretty easy to plan apart from the bidding system, which may take some more work/time.

As you pointed out in somewhat different words, simply going out and buying some guy makes no sense. You need to figure out the expected benefit you get from your staff and the overall cost (which includes the "signing bonus" and the wage difference to your current staff member).

I think the new system is pretty nice. The weekly raise thing is weird in comparison to real life, but it has a sensible explanation from the game point of view. You need to make longer-term plans, but there is no similar weekly micro management feeling that the old system had. I didn't like that.

You can also just forget about the staff system and go with level 1 guys. I believe the difference to higher level staff is surprisingly small, although I don't recommend that choice for anyone.

From: minde

This Post:
00
71059.8 in reply to 71059.7
Date: 5/4/2009 7:37:39 AM
No Good News
II.1
Overall Posts Rated:
398398
Second Team:
Backyard Brawlers
I think it depend on level, bacause the increase in percent is the same at same level..

From: Thijs

This Post:
88
71059.9 in reply to 71059.7
Date: 5/4/2009 7:39:51 AM
Overall Posts Rated:
9292
Salary increase:

All level 1's: 1%/week
All level 2's: 1,25%/week
All level 3's: 1,5%/week
All level 4's: 1,75%/week
All level 5's: 2%/week
All level 6's: 2,25%/week
All level 7's: 2,5%/week

From: Thijs

This Post:
00
71059.12 in reply to 71059.11
Date: 5/4/2009 7:45:28 AM
Overall Posts Rated:
9292
Glad to be able to do something back for you! :)

This Post:
00
71059.13 in reply to 71059.6
Date: 5/4/2009 3:00:12 PM
Overall Posts Rated:
00
I can't help but feel this system is the antithesis to reality. The system itself makes it practically impossible to hold a staff member for any real length of time. Staff member production, in reality, is based on the relationship a member has with a player. These relationships of course are forged over time and lead to people creating focused training regimes, warm up drills, and other fun stuff that just doesn't come over night. You can throw something together for everyone, but for it to be really effective for a player, and remember we're talking about "professional" players, the ideal situation is specialised training and health strategies.

Because it's next to impossible to hold the same staff member for too long unless you're willing to pay an ungodly amount of money on staff expenses, this rapport is never really developed.

The prices themselves might add thought to that aspect of the game, but it also makes this game difficult to play for people who might not have a great deal of time on their hands and can't "babysit" bids on staff.

The new system isn't without its charm, but the amount the prices increase week by week is a bit much. Especially because the game engine assumes that a trainer of equal level to another are also equal in their ability to train players, ignoring the idea that a trainer who has a deeper relationship with a player would know what this player responds to and learns from the most. That knowledge isn't really there for the other trainer and in all reality a newer staff member wouldn't be able to be as effective as a trainer with a rapport of a fictional team in question until this fictional second trainer would have time to figure out and adapt to the style of learning the players have.

That's just how I see it at least...

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