This thread is opened for pointing out what are the main three issues that causes this game not to grow beyond the ~50K users, although it has a very good engine, and is built with several cool and important features.
Here are mine;
1) Being a BB-agent is something easy (to those having time), and gives too much advantage to those users over the others.
Basically, one can just focus and be a good player here although it has nothing to do with BB-managing.
BB-agent - Is a user who focuses of making moeny out of buying and selling multiple players during the season. Deals that would have never happen on a real-team.
I've never saw a team buying players and selling them in few weeks at most with a huge diffefrence in value.
How could it be handled?
A) Selling players should have much greater affect on fan-base, even if they weren't key-players at that team.
B) Limiting the revenue on a player upon some calculation of that player's value.
C) Giving the users a TLH (Transfer List History) where they could find a much more reliable value for that type of players, and hence make a better desicions about a deal.
D) Allowing semi-automatic auction, where a user can set its first bid and max bid.
After this part of the auction, online users could put (also) online bids.
2) The game, as a team "climb the ladder", become much more "flat".
The training feature become almost useless.
The draft even useless than that.
And at some point even the tactics is not relevant to most games, as they are much weaker.
This causes, as a reaction, to a league of tankers, where only a few (4-5 at most) teams really trying to win the title, and the others just saving money.
There is no fun in that - playing a very few important games over a full season.
How could it be handled?
A) Tanking should be "punished" by the fan-base.
A team that its owners just being cheap, and tries to earn more money and not improving the team is affected dearly by fan-base in the "real-world".
B) Making the draft something that is worth a while to each league, while keeping the balance between them and weaker leagues.
This could be achieved by a guarded contract for first rounders, and by adjusting the level of draft players to the league they are drafting to.
To balance, their price will be higher for those teams than should be, and their training slower.
3) Lack of competitveness
Each season a team add more assets - money, players, arena size, etc.
This causes that the gap between teams with the same BB-managing levels would never be closed.
Examples of that:
A) Three of the biggest BB-nations (France, Spain and Italy), that their total size is one quarter of all BB community, had not a single team that joined the game later than season-four (checked at the end of season 17!!!).
B) Last season (for example) the standing at the German top division had been pretty much exactly upon order of joining the game.
Basically - on larger nation, it is expected that there was enough good BB-managers that joined at the start, and hence it is less possible to overcome them.
On smaller BB-nations there is much more chance that a good BB-manager is (much) better than those who had joined earlier, and hence could overcome this not BB-managing related gap.
On smaller BB-nation, it causes a much bigger problem, because the users are leaving much sooner, as they face this wall much earlier.
Solutions?
A) Adding Luxury-tax and Salary-cap.
B) Fan-base should be affected upon the strength of the opponent - winning a weaker team has small affect if at all, for example.
Fans will not come that much to see an expected win over a weaker team.
Last edited by Pini פיני at 4/10/2012 12:55:51 PM