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Minor Suggestions (thread closed)

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3910.325 in reply to 3910.324
Date: 8/25/2008 3:40:55 PM
Overall Posts Rated:
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Frankly, I just don't see how adding more options will effect the game negatively. It can only enhance BuzzerBeater's gameplay. Those who'd still prefer to keep their team management to a minimum would still be able to set their tactics the way they'd normally do. The only difference is that those who have the desire to tweak additional details would be able to do so, as well.

This Post:
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3910.326 in reply to 3910.325
Date: 8/25/2008 3:46:55 PM
Overall Posts Rated:
3737
Here's a negative: What if introducing an additional layer of micromanagement conferred an advantage to those willing to spend that extra time doing the micromanagement, but those willing to do so were a minority? You'd kinda piss off the majority.

I think there's a balance to be struck between a deep game experience and one that's not too time-intensive. In my opinion, the equilibrium is pretty good right now.

Personally, I spend a lot of time on BB, as you might expect, and I absolutely do not want the extra detail you're proposing in setting tactics.

This Post:
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3910.327 in reply to 3910.326
Date: 8/25/2008 4:24:55 PM
Overall Posts Rated:
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That's a given. Those who spend more time studying the game and tweaking their strategy should have the advantage, which is already the case as the game currently stands. Implementing more options simply increases the depth, and subsequently the overall fun factor of the game due to a wider variety of tactical decisions, placing more emphasis on managing skills, rather than the basic limited array of logical choices. I guess I'm just not intellectually challenged enough by this game.

Last edited by Vos at 8/25/2008 4:26:42 PM

This Post:
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3910.328 in reply to 3910.327
Date: 8/25/2008 4:54:20 PM
Overall Posts Rated:
225225
That's a given. Those who spend more time studying the game and tweaking their strategy should have the advantage, which is already the case as the game currently stands. Implementing more options simply increases the depth, and subsequently the overall fun factor of the game due to a wider variety of tactical decisions, placing more emphasis on managing skills, rather than the basic limited array of logical choices. I guess I'm just not intellectually challenged enough by this game.

How exactly did you come to the conclusion that this game should be about micromanaging match tactics? There are plenty of other aspects of the game that are and should be equally important.

The tactical options are adequate. If you don't feel challenged enough, maybe you should pay some attention to the strategic decisions necessary to manage a successful team.

Last edited by GM-kozlodoev at 8/25/2008 4:54:58 PM

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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3910.329 in reply to 3910.328
Date: 8/26/2008 12:51:06 AM
Overall Posts Rated:
00
That's a given. Those who spend more time studying the game and tweaking their strategy should have the advantage, which is already the case as the game currently stands. Implementing more options simply increases the depth, and subsequently the overall fun factor of the game due to a wider variety of tactical decisions, placing more emphasis on managing skills, rather than the basic limited array of logical choices. I guess I'm just not intellectually challenged enough by this game.

How exactly did you come to the conclusion that this game should be about micromanaging match tactics? There are plenty of other aspects of the game that are and should be equally important.

The tactical options are adequate. If you don't feel challenged enough, maybe you should pay some attention to the strategic decisions necessary to manage a successful team.


Eh.. I don't know about that. 90% of the game is basically setting up your player rotation, matchups and tactics. The rest is a cakewalk.

This Post:
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3910.330 in reply to 3910.329
Date: 8/26/2008 12:54:04 AM
Overall Posts Rated:
225225
Eh.. I don't know about that. 90% of the game is basically setting up your player rotation, matchups and tactics. The rest is a cakewalk.

And rotation depends on what and how you train. And what and how you train dictates your team strength, sales income, and the maximum salaries you can afford to pay. Sure, this might be a cakewalk in DIV, but that really says little about the state of the game.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
From: CrazyEye

To: Vos
This Post:
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3910.331 in reply to 3910.327
Date: 8/26/2008 3:03:37 AM
Overall Posts Rated:
959959
but your proposal would make the lineup page probadly confusing(with 4 Lineups boxes) and this is especially against new users ... The positive effect ain't that big, maybe it becomes a bit easier to give your trainees their minutes(is that wished?), the blowout won't work anymore(what when the starting lineup is total different in the fourth?) and the tactical rea of the enemy getas more random then a fact of good scouting.

From: harley

This Post:
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3910.332 in reply to 3910.1
Date: 8/26/2008 4:26:30 AM
Overall Posts Rated:
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have you considered having a rookie of the year award.
also a reserves team that plays against other second teams so more players get matches and can try and push into a teams lineup

This Post:
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3910.333 in reply to 3910.332
Date: 8/26/2008 7:50:23 AM
Overall Posts Rated:
303303
also a reserves team that plays against other second teams so more players get matches and can try and push into a teams lineup


That's what scrimmages are for.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
From: Vos

This Post:
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3910.334 in reply to 3910.331
Date: 8/26/2008 2:43:26 PM
Overall Posts Rated:
00
but your proposal would make the lineup page probadly confusing(with 4 Lineups boxes) and this is especially against new users ... The positive effect ain't that big, maybe it becomes a bit easier to give your trainees their minutes(is that wished?), the blowout won't work anymore(what when the starting lineup is total different in the fourth?) and the tactical rea of the enemy getas more random then a fact of good scouting.


4 lineups boxes aren't necessary. All you need is a drop down menu specifying what quarter you're setting for, and all the rotation options will be different for each quarter selection.

From: CrazyEye

To: Vos
This Post:
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3910.335 in reply to 3910.334
Date: 8/26/2008 3:17:13 PM
Overall Posts Rated:
959959
would be probadly more complicated, without more tactical deep ...

For me it looks more random, then the actual system because it is nearly impossible to scout you opponent anymore ...

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