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Suggestions > Few none-changing-Game-Engine Suggestions

Few none-changing-Game-Engine Suggestions

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From: Jadoo
This Post:
44
156626.1
Date: 9/12/2010 5:05:52 AM
Overall Posts Rated:
2626
I'd like to list below my suggestion that will not change the game engine but make the game more appealing in terms of appearance specially to new managers.
1- Add an option to assign a Captain of the team and Co-Captain. Manager assigns Captains before the season and can change his selections in the All-Star break or in case he sold the Captain/Co-captain. Whether having an effect on merchandise can be determined by how good the captains perform.
2- Add a drop-down menu in the Stats page that allows you to check "Current Players" stats, "Past Players" stats that you sold during the season, and "All Players" stats combining all players that played for your team in the season.
3- Add a Team Stats with league averages to compare your numbers to the other teams. I know there are external websites that allows you to do it but it is insufficient and should be included in your main team. I dont know which team in real life doesnt have an access to its numbers and stats.
4- Add an option to check the Sub-levels of the players' skills. It will make your training planning more efficient and will give an indication on training effect like a bar under each skill when you click on the player.
5- Allow free training for all positions. For example, I dont have to play a Center as a PG to train his Passing or a PG playing a C to train Rebounding. It doesnt work that way in real life. Manager should be able to select the number of players he wants to train (1 player max effect, 2 players less than max and etc.. at a particular skill.)
6- Add Boundaries to the Box score and game stats. It is very condensed.
7- Add a new column on the Economy Sheet that automatically calculate the player's next-season salaries based on the training they receive. I doubt any team in real life operates without knowing how much they will pay next season.

Most of these suggestions dont alter the Game Engine of the game but make the game more appealing.
Marketing 101 says its not enough to attract new customers but also retain them. We see too many newbies quit shortly after joining in because they find the game slow and boring. With more options to navigate the website BB's will be able retain the new players until they get the hang of the game.
Comments are welcomed :)

From: Bballin

This Post:
00
156626.2 in reply to 156626.1
Date: 9/12/2010 5:28:19 AM
Overall Posts Rated:
968968
I like sugestion number 1 because it is something that could be implemented simply and is something that would make this game more realistic.

I also really like number 4 because it really would help with training.

I also like number 7 because it would help managers build their team for the next season during the offseason like it actually happens in the NBA.

However if you like at both sides of the argument/debate I think the BBs may have designed the game so that we don't know the sublevels and we don't know what next years salaries are(however with the salary calculator I think they might as well just implement your suggestion) on purpose.

I really do not like suggestion number 5 because the way it is designed makes the game more strategical and I think taking that away would make the game less appealing IMO.

These are just my opinions take from them what you wil : )




This Post:
00
156626.3 in reply to 156626.1
Date: 9/12/2010 5:47:49 AM
Overall Posts Rated:
522522
1. Don't really mind.
2. This has been suggested before and is a great idea that I hope is implemented soon.
3. I suppose this would be cool.
4. Definitely not. This would make training far too easy.
5. Don't really like this idea as I think it would also make training far too easy. Logically, it is hard to learn rebounding when playing as a guard. You will learn far more effectively in real life if you are playing as a center or power forward.
6. Doesn't really bother me.
7. I think this would be a good idea. Similar to how the economy page tells you what the staff salary will be next week.

This Post:
22
156626.4 in reply to 156626.3
Date: 9/12/2010 6:13:38 AM
Overall Posts Rated:
196196
How can you agree with no7 and not no4?
Essentially they are the same thing - just a different indicator.

This Post:
00
156626.5 in reply to 156626.3
Date: 9/12/2010 6:22:29 AM
Overall Posts Rated:
2626
I strongly am for num 4 ... not fond of num 5 because it would mean changing the game engine.
and i know few if not all have been mentioned before but if we can get a thread which compiles most of the suggestions we might get BB's attention...
I honestly dont want to change the game engine, but the game need make up and face lift .. little extra bottox wont hurt though ;)

This Post:
11
156626.6 in reply to 156626.4
Date: 9/12/2010 6:29:11 AM
Overall Posts Rated:
522522
I disagree. I think they are completely different.
If you can see the sublevels of the skills then you know which skills to train to get a pop up etc.
But being able to see the salary next season won't allow you to tell which skills have high sublevels. And considering there are already so many salary calculators around that guess the salary of a player reasonably accurately I don't think it hurts to have it included.

This Post:
00
156626.7 in reply to 156626.5
Date: 9/12/2010 6:30:19 AM
Overall Posts Rated:
522522
Number 4 makes the game too easy. Training needs to be more difficult than that.

This Post:
11
156626.8 in reply to 156626.6
Date: 9/12/2010 6:36:41 AM
Overall Posts Rated:
196196
I disagree. I think they are completely different.
If you can see the sublevels of the skills then you know which skills to train to get a pop up etc.
But being able to see the salary next season won't allow you to tell which skills have high sublevels. And considering there are already so many salary calculators around that guess the salary of a player reasonably accurately I don't think it hurts to have it included.


Ok so no7 is just a watered down version of no4 but its not rocket science to figure it out as secondaries train (bar the exception of DR/HD) at a fraction of the speed of primaries. Either way, if you have a salary indicator you can work out when a player is capped and thats I assume one of the things you'd want to prevent with the idea of no4?

Don't worry - you'll no doubt get someone agree with you and give you a one-ball. Just please don't try convince me that they are not correlated in anyway - thats just ignorance.

This Post:
00
156626.9 in reply to 156626.5
Date: 9/12/2010 6:39:07 AM
Overall Posts Rated:
587587
I strongly am for num 4 ...

It's not going to happen. Once you see all the magic behind the curtains, it will become too easy for everyone to make the best (and exactly the same) decisions. We would for example see the exact effect of coach level on a specific player etc. In a game like this, some things need to be unclear to keep them interesting, to maintain some sort of human element there.

not fond of num 5 because it would mean changing the game engine.

Man, it is your suggestion that you first said does not change the game engine. That was an hour ago! :-) Please don't take this the wrong way. I just found this really funny, for a moment I was thinking there was someone else with a similar name. On a more serious note, it's not a terrible mistake to throw some ideas out there for others to think about, but it's usually good to first go through the basics by yourself.

if we can get a thread which compiles most of the suggestions we might get BB's attention...

The BB's read every thread/post in this forum, so this is not really necessary.

This Post:
00
156626.10 in reply to 156626.9
Date: 9/12/2010 6:45:28 AM
Overall Posts Rated:
2626

not fond of num 5 because it would mean changing the game engine.

Man, it is your suggestion that you first said does not change the game engine. That was an hour ago! :-) Please don't take this the wrong way. On a more serious note, it's not a terrible mistake to throw some ideas out there for others to think about, but it's usually good to first go through the basics by yourself.

It is my suggestion but im not strongly attached to it .. sometimes u might agree strongly with something and mildly with something else .. its not contradiction nor not going through the basics ... its dropping an idea in this world , some people might pick it up others might drop it .. in ur case, just drop it :)
and plz share with us ur opinions about the other points even if it meant posting links to previous threads where these points were mentioned previously..

Last edited by Jadoo at 9/12/2010 6:46:06 AM

This Post:
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156626.11 in reply to 156626.8
Date: 9/12/2010 6:50:20 AM
Overall Posts Rated:
522522
Knowing the sublevels removes all suspense. Not just for knowing when a player is capped.
We already have relatively accurate salary calculators. Should we remove DMI because that can be used to work out sublevels as well? Having the salary for next season shown would be handy and allow people to prepare economically.