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Suggestions > Training Freethrow in different ways

Training Freethrow in different ways

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10407.12 in reply to 10407.11
Date: 12/19/2007 11:44:50 PM
Overall Posts Rated:
137137
You don't have to jump, because there isn't a man with his hand in your face that you're trying to get above/around. But the montion and concept is almost exactly the same.

And some players do jump (a little bit) and that's what causes them to cross the foul line and cause a violation.


Steve

This Post:
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10407.13 in reply to 10407.7
Date: 12/20/2007 3:35:01 PM
Overall Posts Rated:
55
Or, if you're Bill Cartwright, you extend your arms fully, swing the ball all the way to the top of your reach, then "flip" the ball toward the basket.

Or, at least, that's how I remember his freethrow "style."

This Post:
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10407.14 in reply to 10407.11
Date: 12/20/2007 3:36:12 PM
Overall Posts Rated:
00
yeah you jump, but shooting itself is still the same (so what you do with your hands)

and nice job naming this player he seems cracked but I think it's a rare thing.

So please at least give some kind of improved FT-training (only guards or something like that)

This Post:
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10407.15 in reply to 10407.14
Date: 12/20/2007 4:46:51 PM
Overall Posts Rated:
744744
OK, suddenly I'm starting to agree with this idea. But I disagree that it should be only guards, or any positional requirement.

As you said, it is the same hand motion as a jump shot. So if it is implemented, it should be possible that any player/position are trained in jump shot have their FT ability trained as well, only very, very slightly. Perhaps so slowly that it isn't very notable at all; i.e. 8-10 weeks of jump shot for one level of FT. It wouldn't be much of an advantage in the short run, but as a player became a better shooter overall, he would slowly increase his FT shooting.

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This Post:
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10407.16 in reply to 10407.15
Date: 12/20/2007 5:16:22 PM
Overall Posts Rated:
303303
So if it is implemented, it should be possible that any player/position are trained in jump shot have their FT ability trained as well, only very, very slightly. Perhaps so slowly that it isn't very notable at all; i.e. 8-10 weeks of jump shot for one level of FT. It wouldn't be much of an advantage in the short run, but as a player became a better shooter overall, he would slowly increase his FT shooting.


This wouldn't bother me either.

I would oppose if FTs trained at the same rate they would if FT was the trained skill, but this sounds like a good compromise.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
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This Post:
00
10407.17 in reply to 10407.11
Date: 12/21/2007 6:19:13 AM
1986 Celtics
IV.21
Overall Posts Rated:
88
the real concern from a gameplay perspective is that adding FTs a secondary skill to just jump shot would make the game slightly biased towards guards. perhaps its true though that gaurds shoot better FTs.. then again this may because a good gaurd must shoot better FTs to be good because he is going to be handling the ball more and must be fouled more at the end of the game.

This Post:
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10407.18 in reply to 10407.17
Date: 12/21/2007 6:24:17 AM
Overall Posts Rated:
303303
Not only that, but guards (at least until the change to handling/driving) weren't an attractive training option since there are more skills to consider (and still more than inside guys).

Maybe a slight FT bump for JS training would be a bonus to mitigate that.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
00
10407.20 in reply to 10407.19
Date: 12/21/2007 6:28:23 AM
1986 Celtics
IV.21
Overall Posts Rated:
88
well one principle is that things should only be as complicated as they need to be to make the game enjoyable. Although increasing the number of parameters makes the game more flexible it doesn't necessarily make it more enjoyable for the user, especially the new user. It certainly would have been more straight forward to program the other way. Personally I'm kind of on the fence about the issue, there is definitely a debate to be had about it from a game design perspective.

This Post:
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10407.21 in reply to 10407.20
Date: 12/21/2007 7:06:36 AM
Overall Posts Rated:
744744
Although increasing the number of parameters makes the game more flexible it doesn't necessarily make it more enjoyable for the user, especially the new user.

As a new user, you're given a team full of players that are crap, with a smattering of talent thrown in. When you look at training options, you see that you cannot train only your forwards in inside skills without also training your center, you can't train your center in passing without training the remainder of the team, and you can only train SF/PF in jump shot and one-on-one for outside skills (just examples). A number of new teams notice where their strengths lie, and attempt to either improve those strengths or improve the team's weaknesses.

What happens to teams that start with a great PF and SG and want to train them into 2 great SFs? They must either move the PF to SF, or move the SG to C (for optimal training); OR they could play them both at SF and train them both really slowly in inside skills, while training them alongside a couple SGs in outside skills. I'd submit that this system doesn't necessarily make it enjoyable for the new user, particularly for users who don't much understand basketball (suggested reasoning behind "best position").

I love this game, and have nothing but the utmost respect for the amazing things you (and the rest for the development team) have done and are doing. But I'm having a really hard time formulating a long-term training strategy given the current system.

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
Keep your friend`s toast, and your enemy`s toaster.
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