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New Potential Idea

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205894.1
Date: 01/05/2012 12:09:30
Overall Posts Rated:
297297
One thing that currently bothers me with this game is that I can take any player and basically mold him into any type of player that I like as long as I train him enough. This seems a little unrealistic because some people just have limitations on certain skills. Here is my proposal to fix that and add another interesting dynamic to the game.

Each skill should have its own potential. Now this potential should be a hidden stat but the overall potential would basically be an average of each sub-potential.

You could draft a 6'0" player with MVP potential but it could turn out that his JS potential is only proficient while everything else is much higher. This would be a tough player to max out on JS obviously.

I like the idea of being a little more randomness in a game like this rather than finding a fool proof formula for making the perfect team year after year.


I am sure that many would dislike this because drafting that MVP player only to find out at age 20 that it is hard to get his JS beyond 10 would be terrible. But if you mix this idea with another thread of mine with a new staff position of scout you could scout a players a little more indepth to get a sense of his limitations and different skills.


This Post:
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205894.2 in reply to 205894.1
Date: 01/05/2012 12:14:29
Overall Posts Rated:
959959
i think this would be at least more frustrating feature, if you train a dude over serveral seasons and then notice that he couldn't reach some basic requirement through his "naturlal" limit.

Also testing for every skill if he still can training would take a lot of time, till you find it out and give lot of frustrating fridays.

This Post:
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205894.3 in reply to 205894.2
Date: 01/05/2012 12:16:27
Overall Posts Rated:
297297
I agree with that completely. This would probably work best if the scouting of players was handled a bit differently. I am just a fan of getting away from formulaic ways of playing a game like this. Plus I think this would create a larger diversity of play types, especially a the U21 and NT levels.

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205894.4 in reply to 205894.3
Date: 01/05/2012 12:23:00
Overall Posts Rated:
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I like the idea behind the suggestion, but honestly I´d prefer it not solved via the Potential (=Cap) Frontier but by some individual "development speed" factors (scoutable). I don´t really like the link between size and the training speed all too much (although I see some kind of link between some skills and size, but overall I think it´s silly), having a rather unique set of "what he might learn quick" and "what he may not learn fast" skills would be interesting. Shouldnt have too much of an impact though, more like factors between .85 and 1.15.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
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205894.5 in reply to 205894.4
Date: 01/05/2012 12:28:57
Overall Posts Rated:
297297
Yeah I think that is a very good idea.

My main goal is to get away from the idea of being able to train every player with great potential to whatever you want without much limitation. With all of the stats being run it seems like training has become a giant formula. While a part of me likes that from a manager point of view, I also think it detracts from the essence of the game. A little randomness to that formula will offer more diversity in players.


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205894.6 in reply to 205894.5
Date: 01/05/2012 12:34:37
Overall Posts Rated:
959959
With all of the stats being run it seems like training has become a giant formula


putting x new variables in won't make it a smaller formular, and even today we don't had prototype player.

If you ask 100 player to contribute 100 skill points on a PG you would end up with 100 different players.

Also especially at the U21 you ooften have some weird specialist.

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205894.7 in reply to 205894.6
Date: 01/05/2012 12:38:15
Overall Posts Rated:
297297
You are correct the formula is no bigger but what I meant to say is that it is more difficult to predict. It could take a little time with training to determine which skills a player is more trainable in.

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205894.8 in reply to 205894.7
Date: 01/05/2012 12:44:12
Overall Posts Rated:
959959
yeah but it get a game of guessing, i often advise to do off position training early and when it fit to the team target. Maybe a team does so and push one season the guard with his center to get ahim good secondarys. Then train guard skill and see after another half season and 5 unsuccesful od trainings(which would be a quick way to find out), damn he can get OD 8 with his MVP potential, sky is the limit in the other skills but the player is basically worthless.
Now sell him fast, and another team will waste his time ...

This will only work if you know it in front, else it just get a gamble instead of a strategic game. But to be honest, as a new user Buzzerbeater is already complicated since you can run so many different strategies succesfull, and the begin can be frustrating and to learn this from the scratch i don't think many would want that. And that for few extra fun(at least for me it would be no extra fun^^)

Last edited by CrazyEye at 01/05/2012 12:47:26

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205894.9 in reply to 205894.8
Date: 01/05/2012 12:46:48
Overall Posts Rated:
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That´s the part with the "scoutable" thingy.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
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205894.10 in reply to 205894.8
Date: 01/05/2012 12:47:20
Overall Posts Rated:
297297
I agree with everything you say. This idea only works with more scouting options on players during the draft, on your own players and players on the TL. With scouting you could avoid this to some extent but managers that fail to scout properly could get burned on a player of this sort.

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205894.11 in reply to 205894.9
Date: 01/05/2012 12:48:17
Overall Posts Rated:
959959
That´s the part with the "scoutable" thingy.



scoutable would be bad, that most be public for the tl.

And i added a bit on the other post.