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Suggestions > Some chemistry please!

Some chemistry please!

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From: Hadron

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154256.8 in reply to 154256.6
Date: 8/15/2010 1:37:37 PM
Overall Posts Rated:
3333
I understand your point but I disagree. I think a small in-game effect wouldn't be such a terrible thing. New managers would get used to the idea pretty easily since it applies to real life, in fact they'd probably come into this game with that assumption. And they'll enjoy putting teams together and taking them to the next level all that much more.

This chemistry factor need not be a cumulative thing, it should provide diminishing returns, so getting close to peak chemistry should not take very long and additional time spent keeping the same team together would only provide marginally higher chemistry. I think its a workable thing and would really get players of the game more emotionally involved with their teams.

From: Kukoc

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154256.9 in reply to 154256.8
Date: 8/16/2010 12:36:09 PM
Overall Posts Rated:
13361336
It will create more unpredictable outcomes. Something you can not measure. We have experience, we have aggressivness and we have the fan survey for your teams recent sells/assignings. Adding something just for adding is not needed. I suggest you search the forums for those chemistry suggestions. I would rather see BB-s adding some jersey color stuff or fix some bugs instead of some unpredictable marginal effect.

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154256.10 in reply to 154256.1
Date: 8/16/2010 1:41:49 PM
Overall Posts Rated:
8080
I don't know if this has been suggested before but I would love it if some sort of team chemistry factor were introduced. Not necessarily some rating we can see as managers but just some sort of hidden variable that would reward teams for keeping players together over a long time. It would also discourage day trading and make team building fun and involving. Games would be a tad bit more unpredictable too. I think it would add a great new dimension to this game.

It is an interesting thought, but it has its flaws.

To build up "chemistry" in RL is certainly much more complicated than just letting the same players play together for a long time. Actually if you keep the same team without any shanges for several years the player will probably start to get lazy, loose inspiration, and chemistry will start to go down as players start to get tired of each other. Thus, just saying that having the same roster for a long enough time would increase chemistry is not correct.

Furthermore if focusing of the game this would benefit inactive teams rather than active teams, and I'm sure that inactivity is not good for the game longterm.

Therefore if chemistry would be introduced it should be more refined than waht you suggest. It should emulate real life effects while at the same benefitting the kind of usage that is likely to be benefitial for the game on longterm (i.e. the right "level and kind of activity" by users).

I'm not sure how to accomplish this though.

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154256.11 in reply to 154256.10
Date: 8/16/2010 2:48:36 PM
Overall Posts Rated:
4040
Perhaps it could be based on the results of the games. If these players together win or lose some tight games, their cooperation level can be increased. If they lose badly, is natural that they will fight with each other who did most mistakes. Easy winning strikes also can decrease that level, because they get lazy and lack the motivation.

So after several games you could see on players profile which player he prefer most and which he actually unlike. So at the beginning of the season these things could be reseted and after a while, some results, they can start to show things like that. Point is that you will not see everything, just most pronounced relationships.

Last edited by aigidios at 8/16/2010 2:49:37 PM

From: aigidios

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154256.13 in reply to 154256.12
Date: 8/16/2010 3:31:25 PM
Overall Posts Rated:
4040
I dont think that this is necessary. I like hidden character, so your player faul more. Current character aspects of the game create better dilema for you, because you have to find out what it is about first, if you can do that. But something like that in team chemistry would mean that there would be another aspect which eliminates value of the player (besides potential) and I think that we dont need another aspect like this.

From: Kukoc

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154256.15 in reply to 154256.14
Date: 8/16/2010 4:42:43 PM
Overall Posts Rated:
13361336
Comon people, please read the old suggestions. There has been a suggestion about different characters (even colors that would match etc.). With the characters you also create another thing that influences transfer price. Thus creating another "hidden" attribute that you might be unlucky with while drafting a player.
I'm glad BB-s have not gone into inserting something just for the sake of having it. Chemistry would seriously revamp the game and this is not certainly needed atm. Unless someone is able to suggest something that has not been suggested in the various chemistry suggestion threads, I think this thread will just die out.

This Post:
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154256.16 in reply to 154256.10
Date: 8/16/2010 5:42:55 PM
Overall Posts Rated:
3333
You're right, I was thinking about it in rather simplistic terms. There is no guarantee that chemistry will be built in keeping a poor group together, but on the other hand, if you are constantly buying and selling players you are not giving chemistry a chance at all. So, keeping players together would be a necessary if not sufficient condition.

Your point about inactivity also makes sense, that is certainly not ideal for an online game. Any chemistry factor would have to be rather complicated then. Personally though I just like the idea of my players 'growing as a team'. To me basketball is a game that feeds off of emotion a lot more than a sport like football. And strange things happen as a result. The Suns last season, for example. Or the Lakers' game 7 win over the Celtics. Intangible and irrational factors seem to play a significant role in the game, and I would love it if those factors were somehow brought into play. But implementing it and getting the balance right would obviously be tremendously difficult.

I like what some others have suggested about incorporating player personalities though - again, it might be tough to implement, but it would certainly add a lot to the game. Who knows, it might just be something we'd all enjoy if players appeared more humanized rather than a collection of bits.