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Too tough on stamina!

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9997.86 in reply to 9997.85
Date: 2/1/2008 2:24:31 PM
Overall Posts Rated:
4646
Unkel is my brave daughter 'sigh '. Well she is better than me in this game.
Yes, I got too many players just now, that's right. Did not know that all of them should come in respectable game shape all of a sudden. Planed to look at different tactics with different skilled players. Still the project can succeed, but two of the three drafted players where far better than expected. So you see, I have a problem - too many good players bought for little money in the team of a manager who likes to be non-profit in thinking and doing. (The training is going good, thanks! (4 to 8 pops a week))

Older than the rest ...
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9997.87 in reply to 9997.86
Date: 2/1/2008 2:54:50 PM
Overall Posts Rated:
196196
nice on the pop front... now imagine those pops being on the same 4 people each week!!

i know its easy to get sentimental with certain players and perhaps i am too ruthless! i also have a family member to contend with and if i can make 75k per week more than him each week and spend it wiser and out train... i hope that a gap might develop in the trophies won column......so the 5 strange faces staring at me with the lowest wages/skills just had to go......



This Post:
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9997.88 in reply to 9997.87
Date: 2/1/2008 4:24:43 PM
Overall Posts Rated:
4646
The pops are told about to make you envious
(rather 2 to 8 pops after looking up the results written down)

Well - I sort the training to fit with the once that played the most during the week.
That will anyway give training to a smaller part of the team. Many players is just an economical question. But having too few to choose from, makes it hard to be good in both Look Inside, Motion and Princeton and the defense will easily be foreseen meeting all the smart guys in II.2. So big roster is good! (Fired just two players btw!)

Edited by Morty (01/02/2008 16:27:05 CET)

Last edited by Milly at 2/1/2008 4:27:06 PM

Older than the rest ...
From: SharkBoy

To: RiP
This Post:
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9997.90 in reply to 9997.89
Date: 2/2/2008 3:19:22 AM
Overall Posts Rated:
00
actually to think about the stamina and apply it as real life is difficult already.

1. players with injury suffers greatly in stamina at the start because they just happen to eat and lay on the bed or not conditioning going on,

2. if the injury is healing and doctors allows drills, conditioning is already at hand.

3. too many minutes for a player brings fatigue, making him take added medicine such as pain killers or stuff just to play again.

4. less minutes makes one player rusty.

5. as we know in real life if you keep on playing your going to be able to play more minutes than before, unless your 35 years old and above. your body takes a toll.

so i would like to ask, if a player plays more than 50-70 minutes would his stamina increase? or would it just hold?

This Post:
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9997.91 in reply to 9997.90
Date: 2/2/2008 8:18:36 AM
Overall Posts Rated:
00
Right, having read the entire thread, I've come to the conclusion of many other BB players.

Feck stamina.

If everyone on here ignores stamina completely all our players will have the same relatively atrocious levels, and we can get back to the main point of on-line games like these, training and improving your team!!

.....Rather than taking 1 step forward and 2 steps back, something I've never been a fan of. If it's not logical AND / OR popular it just shouldn't be a game feature.

That's my 2 pence.

cheers

:)

This Post:
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9997.92 in reply to 9997.91
Date: 2/2/2008 12:56:23 PM
Overall Posts Rated:
11
i agree,

would it be best we treat stamina as

1. one that isnt part of training or to be trained, if we choose to still have it then it increases fast.

2. to be not part of training means, we should have a estimate of how much a player must play in order to maintain his present stamina level. if it lowers than that in lets say xx weeks then he experience a decrease in stamina,

3. if a player also logs in too many minutes for example we need a certain number of minutes for a player lets say in hw many weeks. meaning if for example we choose 25 minutes is the maintaning amount for xx number of weeks just to maintain stamina level. if he averages 70 minutes a game in x numbers of weeks after those week he experience increase/drop in stamina.

4. prior to number 3, for instance the number of x weeks needed to achieve just to level up stamina but once on those week he got over the required hours that automatically cancels or starts that player again at zero.

ok just wanna share

This Post:
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9997.93 in reply to 9997.92
Date: 2/2/2008 4:54:32 PM
Overall Posts Rated:
00
Quoted From BB-Charles

"So I'm going to have to simply say for now that this is something we are very actively thinking about and that changes of some sort will be forthcoming, but that at the same time, the end result is definitely going to include some mechanism to prevent teams from being too reliant on one over-trained player.

This is something we are working hard on, but we're going to try very hard to get it right this time, and that means not making changes before we have a good solution."

That's good enough for me for now, so I'll happily wait for a better system to be implemented. In the meantime I shall ignore stamina training.

I'm not sure how much of an input the development team would take from it's players, so feell that it may not be worth coming up with ideas. At the same time, nothing ventured, nothing gained!

"3. if a player also logs in too many minutes for example we need a certain number of minutes for a player lets say in hw many weeks. meaning if for example we choose 25 minutes is the maintaning amount for xx number of weeks just to maintain stamina level. if he averages 70 minutes a game in x numbers of weeks after those week he experience increase/drop in stamina. "

I do like this idea.

But like others have said, if a player drops stamina from not playing enough, similarly he should raise in stamina if he plays over a certain amount of minutes.

And, what is really annoying, and completely illogical, and in no way, shape or form mimicked in real life, is the fact that a player cannot get individual training to keep stamina up if they missed a game.

A coach in real life would tell a player to go swimming, get on the tread mill, anything to keep his fitness up, in addition to any other team training during the week.

The rule that was implememnted in Hattrick, eg the stamina drop, although I saw the reasoning behind it, was one of the worst changes they ever implemented, and jeez did they make a lot of bad changes.

If you want to slow down players training for an individual there is a simple solution, 1 that has been implemented very effectively in sokker.org ( A much much better spin off from Hattrick)

What is it you ask?

Make the player ratings harder to reach / train to as a player gets better.

So all other things being equal, it takes longer to train from stupendous to phenomenal, as it does to train from proficient to prominent.

Sokker has also made it a lot easier to train up really low skills. This feature encourages players to train these low skills, and also not focus solely on 1 main skill (eg Hattrick, where 1 skill monsters have ruled the game for x years)

End result, more balanced players, and as a player becomes too good at 1 skill, you switch, since training it now takes longer and it is less productive.

By implementing a drop in stamina, one is simply saying right, you get 14 training sessions a week, but you are only allowed to train something "interesting" for 10 of them.

Training is one of the highlights of these games, and being forced to train something that willl just go down again next week / season, and the season after, detracts from the enjoyment of the game.

A friendly suggestion and golden rule for on-line games. If the idea originated from hattrick, do not copy it :p



Edited by earthling9791 (2/2/2008 4:55:31 PM CET)

Last edited by earthling9791 at 2/2/2008 4:55:31 PM

This Post:
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9997.94 in reply to 9997.93
Date: 2/2/2008 9:34:44 PM
Overall Posts Rated:
11
the truth is, as much as we want it simple i think if you translate it into a game process or a code it becomes more and more complicated.

its not easy!

also if we are to change the stamina issue and form, the bb will be aware of making it effects really felt to us players as we play the game.

meaning if his form is out of tune, he will tend to miss more shots and probably get injured more often. so we have to be careful in over playing them

also if he has low stamina expects more changes and possibly more misses and fouls since he cant cope up to the level of play. is his your star and plays long stretches youll feel his ineffectiveness in th court.

i would still say training in stamina shouldnt be anymore included in training. for i know in playing and practice your getting condition already.

why not making it as one said, have a average of the minutes that should be to determine its increase or drop for like a number of weeks. because with 15 players there will be some that are left out cold in the bench.

just another thought!

This Post:
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9997.95 in reply to 9997.94
Date: 2/8/2008 5:52:25 AM
Overall Posts Rated:
11
How come i had 2 players who lost stamina when they played 77 and 75 minutes respectively. I thought if they play more than 48 minutes they were safe from a stamina problem.

You got to know when to hold em, know when to fold em, Know when to walk away and know when to run. You never count your money when youre sittin at the table. Therell be time enough for countin when the dealins done.
From: ZyZla

This Post:
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9997.96 in reply to 9997.95
Date: 2/8/2008 6:10:55 AM
Overall Posts Rated:
2222
thats not about stamina thats about practice (form) you are talking now... you must read again about all this... coz if your players play too much they got tired...

ZyZla - ZyZlūnas ZyZlavotas ~c(=
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