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Rare random factors

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This Post:
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130277.4 in reply to 130277.1
Date: 2/3/2010 8:02:01 AM
Overall Posts Rated:
959959
1. probadly the best suggestion from them, sometime who could be but must not.

2. but pros usually a pretty good in guessing the potential of a kid, and i believe we are in pro max 1 level inacurarcy could be but just would make it to complicated ;) And a lot of kids also here don't catch there potential because they aren't trained which correspondent with the lazyness in rl.

3. Every training you get a skill boost, and the training here is boosting, and you could train older player so there is the boost - free boost would be silly in my eyes.

4. not a fan of it, and probadly not compatible to the draft system(unique sign in the draft)



This Post:
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130277.5 in reply to 130277.3
Date: 2/3/2010 8:21:33 AM
Overall Posts Rated:
4040
I dont think that would not be bad to have here something in advance, but there should be always any reason why it happened. Cost a lot of time before you develop your team and get somewhere and if something good or bad happens, it should not be based just on luck, because the game could turn into frustrating roulette. Even if it would be rare thing, but more rare it would be, lesser point to implement it has. Also if it would ruin game, even unrealistic parts of it.


1. Skill drops after big injurys.


I can imagine this only if you have doctor worse than lvl3 and that thing would be temporary. Would not be fun to see your player age 28 that he will after injury sucks for the rest of his career. However if he could "recover" and get these skills back after 1 month, it could be taken as a mistake from your medical staff, but would not harm you so strongly.


2. Hidden potential


This is not acceptable. Potential works like that - lower potential player have, less wage he wants, even if have same skills like the one with better potential. You would need an ability to "read" his probably potential by his salary and that would be boring, because only nerds can do that.


3. Skill boost


I can imagine this thing only like something what could happen if you get a player which has any history, that means were in several clubs and is settlet in yours for quite longer time. Something like boost based on his previous experiences. Life is about suprises and sometimes should happen something unexpected. Maybe it would help to us, which are from lower zone, to have someone great finally :D.


And rare 16-17 draft sucks, because it would create an opportunity to have better skilled players for best teams without wage punishment. Also SF would be more easy to train.

This Post:
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130277.6 in reply to 130277.1
Date: 2/3/2010 11:46:04 AM
Overall Posts Rated:
409409
You always have to find a balance between reality and fun. That's the mix BB is trying to achieve. The more realistic possible and most enjoyable also.

1. Skill drops after big injurys.

Like somebody else said, if it is temporal it could make it interesting. Though, having an injury is something "unexpected" and it is also modulated by your doctor level so is a good point I think. You need to make a managerial choice (doctor level adn his salary) and also consider the randomess of the injury.

I don't really see how this feature can add value to the actual system.

2. Hidden potential

Totally unpredictable potentials would be a game killling. Something you planned and invest with a lot of effort and time suddenly becomes unsefull. That's not bearing with uncertanty, it's a bullet on your chest.

An alterbative could be a know range of potential. When he is 18 he may have, say, 3 potentials. You know you he is between 2 and 4 for example. Then, every season when he get's old, the range is reduced in one level. For example, you discover he is between 3 to 4. So, every player at the age of 20 would have a "predictable" potential. This will lead you to take some risk when buying and I think will produce some interesting effects on the market.

3. Skill boost

Interesting somehow. But it is a really complicated to implement. ¿How to decide wich are triggers for the blossom? ¿How much boost? To many undecid things, I prefer to work on some other features first.

4. Ricky Rubio's styles pros

This is something easy to implement and it could be really interesting. This would be very interesting because the strong incentive to train primary skill will be reduced (you can do it later with few lost on training speed) and it will help a lot to create more balanced players. Because, for me is clear that nobody will train a C of pure IS, ID and RB of high potential who was drafted at 16-17. You will have to pay it a salary of 800k every week to keep it.

This Post:
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130277.7 in reply to 130277.6
Date: 2/3/2010 1:24:03 PM
Overall Posts Rated:
406406
I like the skill drop idea, but only if its temporary and not permanent. Just imagine you train a player for a few seasons (=one "real" year) and some random event destroys some of your hard work - how humiliating and de-motivating would that be? If that happened to me I would instaquit this game.

Hidden potential - I dont think this would make sense, maybe if potential in the beginning would just be an estimate and then could raise or drop one or two levels, but completely hidden... I dont like this.

Skill boost - random and thus unfair

Ricky Rubio - I think rookies should become stronger in general (maybe the top-rookies salary range up to 10-15k), but 2 or 3 16 year old top-guns in the whole game? Whats the profit for everybody here?

This Post:
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130277.8 in reply to 130277.3
Date: 2/3/2010 8:56:41 PM
Overall Posts Rated:
237237
1. This is already taken care of via game shape. You have a player injured for that long and his GS will drop dramatically meaning it will probably take him 2+ weeks to get back in shape which is essentially a "skill drop" as he is not performing at his optimum

2. It will kill off the transfer market. It doesn't make logical sense why anyone would spend money on young guys without knowing his potential. Even the likes of Darko and Kwame brown was touted by scouts to have high potential when they were drafted. Not having any idea on the actual potential of the guy brings too much luck into a game

3.As already mentioned, you can still give them training minutes. No point giving them a skill boost on top of that. Also it is random and is thus unfair for others

4. this is probably the one I like the most. Reduce the starting age of guys to 17. Though this has to be made extremely rare like 1% of all draftees so you will have some drafts where there isn't any players of this age.

This Post:
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130277.12 in reply to 130277.11
Date: 2/4/2010 3:02:18 PM
Overall Posts Rated:
959959
it's a nod to the training system who works very explosiv, and will even look more silly if you get complete players - but hey training is fun ;)

This Post:
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130277.14 in reply to 130277.10
Date: 2/4/2010 4:04:50 PM
Overall Posts Rated:
4040
early-bloomer and late-bloomer lane would look like that
http://img684.imageshack.us/img684/4117/extraordinarycare...


You mean that speed of training would be on late-bloomers just faster? Means that you could train these players faster on late age than if they were youth? Or they would get better by themselves like your previous idea about skill boosting? I dont uderstand what do you mean.

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