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NEW - Top Priority is ?

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This Post:
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264729.78 in reply to 264729.74
Date: 11/9/2014 7:03:21 PM
Overall Posts Rated:
14901490
Next thing to fix: the dreadful minute management when your opponent walksover.
I think Sid Vicious collapsed better minute management under abolishing blanks/LCD.

I agree this should be done and not just for walkovers. If it should be 1st, 2nd or 5th I don't know.

Last edited by Lemonshine at 11/9/2014 7:03:43 PM

This Post:
00
264729.79 in reply to 264729.76
Date: 11/10/2014 12:33:51 AM
Overall Posts Rated:
370370
Thank you for considering my input. With regard to "I'm not sure introducing more randomness into the potential is the answer, though, since the randomness of the draft is already (to put it charitably) unpopular," some more thought is in order.

I am also against introducing randomness for randomness' sake, absolutely, just as you seem to be. In my view that penalizes skilled managers and therefore benefits the unskilled disproportionately by taking things in the direction of trivializing skilled management. However, an occasional diamond in the rough is NOT merely randomness for randomness sake. It would be a specific example of something you say would be desirable: "I think instead something that made lower potential players more valuable overall would be an appropriate direction..."

The greatest danger I see from making draftees too good (and training youths too good) is the way it would exacerbate the already too great overvaluing of youth and undervaluing of older players on the transfer market. Youth prices woukld go totally out of sight. That sort of imbalance might prove to be a bell that couldn't be unrung.

Thanks.

Last edited by Mike Franks at 11/14/2014 4:33:12 PM

This Post:
00
264729.80 in reply to 264729.79
Date: 11/10/2014 7:36:17 AM
Overall Posts Rated:
14901490
The greatest danger I see from making draftees too good (and trining youths too good) is the way it would exacerbate the already too great overvaluing of youth and undervaluing of older players on the transfer market.
You've repeated this statement at least 3 times in various posts. I would like to understand your reasoning. Maybe you can see something others (me included) can't see.

How do you transalate an increase in training speed into higher prices for trainees? In other words, how faster should the training speed increase be in order to get us to your dreaded "totally out of sight prices" scenario and why? Assume the proportion of trainees by potential remains the same.

Last edited by Lemonshine at 11/10/2014 7:37:04 AM

From: RecTo
This Post:
00
264729.81 in reply to 264729.80
Date: 11/10/2014 8:12:33 AM
Overall Posts Rated:
8383
Currently, I think the speed of training quite enjoyable.
The speed rate is good for young trainees and slow step by step with age.
At the end only a few players are always trained hard with decreasing speed.

With elastic effect, you can maintain a high level of pops longer than for other players.
For my experience, i did 11 Passing weeks on the past for 10 pops. What do you want to increase?
When you are training simple position you already have a pop every two weeks, that's quite fast no?

Don't you think that developpers can perhaps try to update / make some evolutions more important or enjoyable for this game?

From: tom3714
This Post:
00
264729.82 in reply to 264729.81
Date: 11/10/2014 8:28:38 AM
Overall Posts Rated:
239239
I think I saw something about gameshape training and so on.

Even though I had the opportunity to win multiple French championships (far from being as strong as Polish championship - it seems that it is the latest trend to say so -), I still manage to train my players. As far back as I remember, I have never used this GS training more than 2 times in a season (one during the regular season and one for the final).

Moreover, regarding the speed training, I would say it is fast enough as it is now.

This Post:
00
264729.83 in reply to 264729.81
Date: 11/10/2014 8:38:58 AM
Overall Posts Rated:
14901490
When you are training simple position you already have a pop every two weeks, that's quite fast no?
To me it is, sure. To someone who has to start from scratch and has the handicap of the arena siphoning most of his earnings, I doubt it. I'd be interested to know, though.

Don't you think that developpers can perhaps try to update / make some evolutions more important or enjoyable for this game?
I believe this is the reason the thread was started in the first place. Most people seem to want an app to draw in more users, is this your take as well?

Last edited by Lemonshine at 11/10/2014 12:27:18 PM

From: hene10
This Post:
00
264729.84 in reply to 264729.83
Date: 11/10/2014 3:59:41 PM
Christmas is coming...I wrote to Santa, if we just could have that app for Android and ios... Fingers crossed, let's hope...!



Last edited by hene10 at 11/10/2014 5:51:56 PM

From: jonte
This Post:
00
264729.85 in reply to 264729.1
Date: 11/13/2014 2:49:28 PM
Overall Posts Rated:
925925
i don't want to go into details of what various people before me wrote.

I really like the complexity of the game and i love speculating about how the GE works or what are the best builds suited for which tactic. but we should realize that BB is a verycomplex game (compared to others). in order to get new users or rather to keep the new users who register the game should be easy to approach.

especially if we think about an app this is an important factor: this game as it is, is too complex to be played as an app.

we surely don't want to make the game too easy, oversimplify it or something. but maybe we can think about what aspects of the game are complex where it makes sense and what things are just stupidly complicated (without need)

____

two things i think are two complicated or painful from the perspective of someone starting the game.

the most important of them, i think, is

#1 training.

1.1. Problem

in order to build a good player you need a lot of time and play him offposition. also your player only plays once a week. and on top. you can only train three players who will look kind of similar in the end.

a) time: if you are new to the game it takes you about a real life year to build a player that can help you succeed. i dont think that is too long. (but i really prefer manons idea that low skills train faster than high skills.)
b) offposition
imagine you start to play this game and want to build a stud. it is really demotivating that you have to play him for 1 or 2 seasons on the complete opposite position. I understand that you have to pay a price if you want to have a very good player. but this price is really lame. simulatorgames depend a lot on imagination and if i imagine my 20 year old superstar center playing PG every week, it is strange a bit.
c) the trainee only plays once a week: i think it would be better if your trainee could start normally in two league games. that way you can compare his stats to other players and really use him. i know you can do this now, but it is not nearly as effective as playing him (and two other) 48+ minutes once a week.
d) you train only one type of player: (again i try to reason from the prespective of someone beeing new to the game) i think it makes more sense and would be preferred if you are able to train guards and bigs at the same time. that way you can have your young talents forming the core of your team instead of just train three similar guys of which you sell one or two*.

1.2. Solution
from this short analysis lets make a very basic suggestion for training:

1. separate between guard and big training. you can train guards and bigmen at the same time at different things
2. offer the opportunity to train all skills at every position. Either at the same Training rate or with a small malus.**
3. but: you can train a maximum of three players. if they play 48+ minutes at C or PF they get bigmen training. if they play 48+ at a guard position they get guard training. BUT you can have two players play at bigmen position and one at a guard position for example and all of them will get training.

* i know there are ways to train C, PF, SF all at the same time. but lets simplify here, because if you are new you dont do this.
**i know this already exists kind of. but i think it should just separate between guards and bigmen and have a smaller malus. it would also be not as complicated if the trainingpositions are just seperated between guard and bigmenpositions.
maybe you can have guardskills (passing, pressure, handling, Range, JS) and bigmenskills (rebound, IS, SB, ID, JS for forwards) they train 100% at their original´position (guard/bigmen) and 90% at other positions. that way i think both options would be used..

Last edited by jonte at 11/14/2014 3:16:55 AM

From: jonte

This Post:
00
264729.86 in reply to 264729.85
Date: 11/13/2014 2:51:18 PM
Overall Posts Rated:
925925
just a short statement to the other posts.

#2 purchasing players/ autobid
you need a lot of time if you want to buy a new player that suits your team. it could be easier if you just use an autobid system. pro: this would make it easier for new users to buy players that make sense for them. it is frustrating if you have zero good players and have to spent weeks to build a good team. i am in this situation in utopia and even i'm not motivated. contra: spending time to make the bid on a good player is something that can give you an advantage as a new user over older users who only have money but aren't as motivated.

i will leave it at these two points. i think they are most important to fix/ simplify.

from the others i like:
Fix Micronations through combining them, continental league
Reducing the effectiveness of game shape training -> there are already very good suggestions.

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