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Player Intangibles

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This Post:
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121676.10 in reply to 121676.9
Date: 12/12/2009 2:20:18 PM
Overall Posts Rated:
409409
We already have the "physical" atribute. If you ask me, there are plenty more also.

This Post:
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121676.11 in reply to 121676.8
Date: 12/13/2009 12:15:07 AM
Overall Posts Rated:
00
thanks, i tried to make it realistic by having only one special ability for a player. We could also try to only give those special abilities to about 10% of players or less.Yes, it could be difficult to implement this because some traits may overlap (like experience and basketball IQ). But it seems for me that player experience is a "catch all" skill for all those intangibles because as mentioned, it already takes into account decision-making and clutch ability. I was thinking that it would be better imo, if player experience was instead broken down into something like clutch ability and basketball IQ while also determining it as a special ability for a select few players.

@Zyzla: No, I actually play MMA Tycoon :) I got the idea there. In that game, along with skills like defensive grappling and clinchwork, there were also hidden attributes like having a "big heart" and "intelligence/ability to adjust".

This Post:
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121676.12 in reply to 121676.11
Date: 12/13/2009 4:57:04 AM
Overall Posts Rated:
4040
Hello there, such a thing could benefit some players and handicap some for further training, because if you could have speciality in the position which perfectly fits, you would get by training of this player much more than by training of the other.
The question is if is good decision to have here some even more valuable talents, which can afford in fact only rich clubs.

Last edited by aigidios at 12/13/2009 4:58:38 AM

This Post:
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121676.13 in reply to 121676.11
Date: 12/13/2009 6:01:14 AM
Overall Posts Rated:
959959
what juice means, that we had to merge a lot of things into "main" skills else it would be to complicated to play the game.

So rebounding and inside defence also includes things like "muscle", driving includes speed of a player outside defence reactions, spacing, antipation ... if we made a skill for everything which could be important for a player, we would have 50 or more skills and to be honest did you understand the engine with 9 variables? Would it be easier with 50?

This Post:
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121676.14 in reply to 121676.13
Date: 12/13/2009 7:47:51 AM
Overall Posts Rated:
00
oh, thanks. i got his point now.

This Post:
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121676.15 in reply to 121676.11
Date: 12/13/2009 9:06:15 AM
Overall Posts Rated:
55
i think that a skill such as leadership ability or heart would be great and it would turn the game more realistic...At least they can easily take the position of free throws or Shot Blocking that in real basketball dont actually create the personality of a player...
Or they could be as additional abilities...thats all..
well i think is great :)


This Post:
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121676.16 in reply to 121676.15
Date: 12/15/2009 2:22:56 AM
Overall Posts Rated:
137137
Isn't there a physicality or fouling hidden value though?

If so, why not a few more?

From: zyler
This Post:
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121676.17 in reply to 121676.16
Date: 12/17/2009 9:00:45 PM
Overall Posts Rated:
217217
i really like this idea and i think the list given in the first post of the abilities is perfect , i think only a very small amount of players should have an ability , say 3 players each draft (skill listed as a star on scout report) , if implemented give one player from every team a random ability , the abilities should be well balanced and only make a small difference to each game.
also i think the abilities should be shown as a star on the players page to all players with only the current owner of the player being able to see what the skill is. once player is placed on transfer list the skill would be displayed to all.