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Suggestions > athleticism attribute

athleticism attribute

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This Post:
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145086.10 in reply to 145086.9
Date: 5/28/2010 9:51:50 AM
Overall Posts Rated:
906906
And in every action the game engine works by comparing certain skills of player A to certain skills of player B.
If player A has an athleticism skill and player B doesn't, there's nothing to compare.

That's mainly why I think it's not gonna happen.

We have both said a lot of things that you are going to regret.
This Post:
00
145086.11 in reply to 145086.9
Date: 5/28/2010 9:53:52 AM
Overall Posts Rated:
522522
I cant see Buzzerbeater adding a new skill to only old players as that would cause unforseen effects to the transfer market.


I said that the new skills would only apply to new players (so those in the next draft for example). It would not apply to players already in the system. It is similar to how potential works, players already in existence got a particular cap (all the same). And new players got different potential - some lower and some higher.

In saying that, I don't want to see another skill added to players. I'm just saying that it is possible to do it in such a way as to not disrupt things too much.

This Post:
00
145086.12 in reply to 145086.11
Date: 5/28/2010 10:28:00 AM
Overall Posts Rated:
112112
I think adding something that effects ingame performance in the same manner that potential was added that does not effect ingame performance would have entirely different results.

From: Mannen

This Post:
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145086.13 in reply to 145086.12
Date: 5/29/2010 5:47:14 AM
Overall Posts Rated:
7575
Why dont call it crowd-pleasing attribute. With every action in the game there are a roll to see if the player will try a crowd pleasing action. If the player decide to take such a action like a 360, behind the back pass or some amazing ankle breaker the difficulty increases quite a bit. there are no in game advantage of doing this but having a lot of successful crowd-pleasing actions will sell more tickets and increase merchandise.

Apart from the players attribute the game situation greatly affect the chances for a crowd-pleasing action. The team that are fighting to get back in the game wont attempt any such actions, while leading by 30 will greatly increase this kind of actions.

Pros: Teams might not throw games as easily as they do now.

Cons: Dominant teams might get even greater advantages from other teams not puting up a fight.

/Mannen
From: aigidios

This Post:
00
145086.14 in reply to 145086.13
Date: 5/29/2010 7:24:06 AM
Overall Posts Rated:
4040
That sounds interresting. Something like level of exhibicionism. Actions done by these could be more liked for the eye of the crowd, but there would be stronger chance to fail... you know focusing on the attractivity of the game means these can end up with bad results.

This Post:
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145086.15 in reply to 145086.14
Date: 5/29/2010 7:26:46 AM
Overall Posts Rated:
4040
These could be connected with collored commentary...

From: CrazyEye

This Post:
00
145086.16 in reply to 145086.13
Date: 5/29/2010 11:20:57 AM
Overall Posts Rated:
959959
Why dont call it crowd-pleasing attribute. With every action in the game there are a roll to see if the player will try a crowd pleasing action. If the player decide to take such a action like a 360, behind the back pass or some amazing ankle breaker the difficulty increases quite a bit. there are no in game advantage of doing this but having a lot of successful crowd-pleasing actions will sell more tickets and increase merchandise.


really?

From: Mannen

This Post:
00
145086.17 in reply to 145086.16
Date: 5/29/2010 11:29:45 AM
Overall Posts Rated:
7575
Why dont call it crowd-pleasing attribute. With every action in the game there are a roll to see if the player will try a crowd pleasing action. If the player decide to take such a action like a 360, behind the back pass or some amazing ankle breaker the difficulty increases quite a bit. there are no in game (as in the simulation of the game) advantage of doing this but having a lot of successful crowd-pleasing actions will sell more tickets and increase merchandise.


So you will have a chance of making a few extra bucks, while risking the outcome of the game.

/Mannen
From: CrazyEye

This Post:
00
145086.18 in reply to 145086.17
Date: 5/29/2010 11:48:55 AM
Overall Posts Rated:
959959
in the end you need the extra bucks, to win the future games ;) But when all those starts as kids, this is possible to implement without lot change(maybe the give up games lock more like a globetrotter match) in the beginning at least for the older clubs.

From: Kukoc
This Post:
00
145086.19 in reply to 145086.18
Date: 5/29/2010 12:10:36 PM
Overall Posts Rated:
13361336
This suggestion adds nothing. Adding something for the sake of adding get's us nowhere. We have merchandise factors (PR lvl, NT players, drafted players). We have skills that can be linked to speed, leaping, strenght etc. Adding something that effects only new players would be really wrong.

From: aigidios

This Post:
00
145086.20 in reply to 145086.19
Date: 5/30/2010 5:03:37 AM
Overall Posts Rated:
4040
But basketball, more than other sports, is about creating attractivity for the crowd, isnt it?

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