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What's the point ?

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151250.5 in reply to 151250.4
Date: 7/10/2010 11:50:59 AM
Overall Posts Rated:
1212
I agree with Gatineau Raptors, it just doesnt make sense.

You people say its to help keep the staff market active, if so then maybe the existing staff could have a raise of maybe every quarter of a season instead of every week.

This Post:
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151250.6 in reply to 151250.3
Date: 7/10/2010 12:07:45 PM
Overall Posts Rated:
959959
Why should we ?

A yearly raise or (a raise) after a contract ends, ok. If I could sign staff member for 1, 3, 5 or 7 seasons, I would do it, but a weekly raise ?




unless you have an increase of salary in your contract, and you should be active in managing yyour finaces befor you go bankcrupt and are still active and when you are finacially down you had to sell players.

This Post:
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151250.7 in reply to 151250.5
Date: 7/10/2010 12:11:17 PM
Overall Posts Rated:
959959
I agree with Gatineau Raptors, it just doesnt make sense.

You people say its to help keep the staff market active, if so then maybe the existing staff could have a raise of maybe every quarter of a season instead of every week.



i believe a weekly raise is easier to calculate with(because it is slower and you have a fix date where your staff salary get increased), even if the difference is very asmall because it is just a change betwenn a ~2% raise weekly and a bit more then 6% in three weeks.

This Post:
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151250.9 in reply to 151250.8
Date: 7/10/2010 7:45:50 PM
Overall Posts Rated:
103103
The real reason, as stated by the game designers, is that it's a game design choice to force staff turnover. As people have been saying all through this thread.

At the end of the day, BuzzerBeater *isn't* real life. There's some compromises you have to make with "realism" so that you have a playable game. This is one of the choices that have been made to keep money flowing out of the game (via staff severence & signing bonuses) to make sure that the money supply in the game isn't just echoing around the transfer market causing large speculative bubbles in player valuations.

From: iwen
This Post:
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151250.10 in reply to 151250.9
Date: 7/10/2010 8:58:16 PM
Overall Posts Rated:
345345
Like all good online games, there needs to be a money sink to keep inflation down. Staff turnover and rising contracts is one way of doing this.

I don't agree with using real money either. I despise games that give advantages to those who pay real money. No management skill involved, only the size of your wallet.

This Post:
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151250.12 in reply to 151250.11
Date: 7/10/2010 9:30:15 PM
Overall Posts Rated:
103103
Every arena in the game will tell you how much they're selling tickets for, just click on a team, click on arena on that team's main page, and you'll see ticket prices (current) and attendance history for the arena. Obviously, you don't have a good way to know if their current ticket prices are representative of what they were in the previous ticket-price-adjustment period, but you can at least have 3-4 games to see what attendance they got on what win/loss pattern and what ticket prices.

From: iwen

This Post:
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151250.13 in reply to 151250.11
Date: 7/10/2010 9:31:01 PM
Overall Posts Rated:
345345
Lucky for you, your star will cap out soon so you can move on to training some guards.

Your team has no balance. Get a second scoring option like a guard and I think you'll do a lot better.

Regarding your arena, it looks fine compared to the rest of your league.

May I ask, what are your staff salaries? What level do you employ?

This Post:
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151250.14 in reply to 151250.11
Date: 7/10/2010 9:58:48 PM
Overall Posts Rated:
959959
BuzzerBeater is an online basketball simulation game (from the website itself)..


- players train incredibly fast
- most players just visit training to keep their level
- arena are build really fast
- you could increase your arena without, rebuilding it(where you got the place for it)

this would be the first thing which come to my mind, if we talk about unrealism and first them i get to the point:

- my staff get increased salary faster then me
- a year takes just 14 weeks
- there are thousands of people paying for third class basketball in every country

I believe you don't have to focus on the simulation only, but also on the game must of this points here make the game funny in my eyes.

Ok i won't miss it when the staff salary don't change but in this case you hire the staff one time, and forget this option for the rest of the career so you need reason to interact there or you better delete the whole function. Befor it, the staff droped in quality after random times which is maybe realistic for a coach(who may loose authority in a given team), but not for a doc or a PR who tend to get better with experience and for the PR with an etablished network in the region.

Maybe the increase is higher then normal, but with a normal increase you could forget about the function because you already use your staff for 1-2 seasons with this dramatic increase(and the money you had to pay then when firing them would be higher in reality).

My star will probably make 100 000$ a week next season, guess I'll have to sell him, get another player, devellop him for 2 seasons, sell him, over and over while getting beat in the playoffs because I can't keep my players.


ypur star probadly deserve that much money, so why should you get this effort for free - and before you argue that this is a simulation James get a lot more money then Jared Jordan.

guess I'll have to sell him, get another player, devellop him for 2 seasons, sell him, over and over while getting beat in the playoffs because I can't keep my players.


So etablish your team as a oppurtunity to reach the next level, and try to improve your team that way which is probadly also the same then in reality.
And you have to answer the question, why your opposition beats you everytime in the PO when they have the same problems then you, if you solve then as good as they do or better you will promote soon.

PS: About your arena, keep on going buying VIP launges, you could earn a lot of money through then.

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