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Suggestions > Skilldowns more predictable

Skilldowns more predictable

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This Post:
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205486.13 in reply to 205486.12
Date: 12/31/2011 8:58:29 AM
Overall Posts Rated:
105105
An old player is to face a major drop of skills. [This must be added also for injured players]


CrazyEye:
i never say make it slower, i just say make the decline constant. So the older player will decline with the same speed then before.


I've verified how many 30+ players you have, and found out you have 6 of those out of 13 palyers in your roster.
This is a fact.
What does it proves? I'll let other to understand for their own.

Not all players are being trained as fast as others and the same is true the other way around. Different players are getting worse with different speeds, and that speed is not constant.

This Post:
00
205486.14 in reply to 205486.13
Date: 12/31/2011 9:03:19 AM
Overall Posts Rated:
959959
An old player is to face a major drop of skills. [This must be added also for injured players]


CrazyEye:
i never say make it slower, i just say make the decline constant. So the older player will decline with the same speed then before.


I've verified how many 30+ players you have, and found out you have 6 of those out of 13 palyers in your roster.
This is a fact.
What does it proves? I'll let other to understand for their own.

Not all players are being trained as fast as others and the same is true the other way around. Different players are getting worse with different speeds, and that speed is not constant.


ok that say i like to plan more then to gamble ;) is that what it means? So i am egoistic to post that. I would say, i prefer this even when i had tons of 20 yo. But those double skill downs, was more like an urban lengend before don't know why now so many get reported(maybe since skilled player now reach the needed age?).
But it definately not means, that my old player should decline lslower in fact most of my player will decline slower with the current system, and in average i wouldn't gain anything.

Also when you have so much player who are older, random get more fairer so it would be ok to me even when i like to state that none of my player can get skill downs ;)

This Post:
00
205486.15 in reply to 205486.14
Date: 12/31/2011 12:29:29 PM
Overall Posts Rated:
55315531
I like randomness in skilldowns. But I think there should be a limit in both skill increase and skill decrease. This could be easily accomplished: just limit the effect of training to 1.0 (e.g. 8.5 to 9.5) so there will be no more double pops and do the same with skilldowns: max. skilldown is 1.0, so no more double or triple downs.

This Post:
00
205486.16 in reply to 205486.15
Date: 12/31/2011 1:07:05 PM
Overall Posts Rated:
105105
I like randomness in skilldowns. But I think there should be a limit in both skill increase and skill decrease. This could be easily accomplished: just limit the effect of training to 1.0 (e.g. 8.5 to 9.5) so there will be no more double pops and do the same with skilldowns: max. skilldown is 1.0, so no more double or triple downs.
I've taken a look at your roster in order of understanding your claim here.

I've found out that you posses SIX players that are 30+ YO (from a 12 players roster).

I've found out that you have a single player at your roster (which is one of the most minor player at your roster) that is 18-21 YO (where the real training can make TWO pops or more as you described).
And that single player had not been one that you had trained from draft time, but one that had been just recently purchased.

Now let each user think for himself why you wrote what you just did.

[Oh, and I've found another thing that I realy did not like, and will open another suggestion thread for it]

Last edited by Pini פיני at 12/31/2011 1:22:48 PM

This Post:
00
205486.17 in reply to 205486.16
Date: 12/31/2011 1:48:43 PM
Overall Posts Rated:
55315531
4 of these 6 players are players I have since day one of their career, I trained them and I will keep them forever as long as there is no option to retire them in a way in which I don't have to fire them. They even make my life more difficult because they're no longer good enough to play in div. II and cost me a lot of money. So your suspicion is quite far off. So I should be glad to see some tiple downs on them because it would make them cheaper more quickly.

Triple downs in 33 year old players will only lead to selling these players before they turn 33 and make them cheap and worthless.

This Post:
00
205486.18 in reply to 205486.17
Date: 1/1/2012 12:09:15 AM
Overall Posts Rated:
1111
If there is randomness in skill drops, then it would be nice if they had randomness in skill pops as well :D

An old player is to face a major drop of skills. [This must be added also for injured players]

Career threatening injuries would be fun. Buy a superstar and suddenly he gets hit by a flagrant foul in a game and he becomes deformed and has to end his career XD

This Post:
00
205486.19 in reply to 205486.18
Date: 1/1/2012 3:05:46 PM
Overall Posts Rated:
105105
If there is randomness in skill drops, then it would be nice if they had randomness in skill pops as well :D
I believe that there is randomness at that, although I don't remember multiple pops at the same skill for a single player.
Maybe that is what you've meant...

An old player is to face a major drop of skills. [This must be added also for injured players]

Career threatening injuries would be fun. Buy a superstar and suddenly he gets hit by a flagrant foul in a game and he becomes deformed and has to end his career XD
It sucks for the buyer, but that is real life.
Exactly like having a great free throw shooter that will miss a tie (or a winning) free-throw shot at the final second.
These are all part of the of a BB manager life.

This Post:
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205486.21 in reply to 205486.19
Date: 1/1/2012 3:25:40 PM
Overall Posts Rated:
13691369
Actually I´d love to see a change in how injuries work and you might be onto something there.

I´d prefer injuries beeing for no longer than 1 week concerning players not beeing able to play at all. So no player should sit and watch for more than 3 games BUT ... every injury has a "back at full strength" time, which means his skills are lower than normal.

P.E.:

Injury type 1 - out for game (might be cured by special ability of the coach) - no games missed - 3 weeks lower skills
Injury type 2 - out for game (...) - up to 1 week missed - 2 weeks lower skills
Injury type 3 - out for game (...) - no games missed - 1 week lower skills

and so on

And "lower skills" mean ...

Last week before full recovery - -10%
2 Weeks before - -20%
3 Weeks before - -33 %
4 Weeks before - -50%

And maybe "surgically repair necessary" injury, which decreases the skillset by 5% UNTIL you voluntarily sit a player out for 2 consecutive games (or until the off season), in which case he regenerates to 100%. (stackable)

All skills recover to full strength at the end of the full recovery period.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
22
205486.22 in reply to 205486.1
Date: 1/2/2012 5:48:31 AM
Overall Posts Rated:
587587
Maybe we could remove the random there*, and give player a weekly decline with the current average drops, instead of making skilldowns betwen close to nothing and 3 skills each week.

I don't like this idea, as it only seems to remove one strategic choice. With a constant decline in skills, you can just put your numbers on a piece of paper and think "this is what I need for the finals" and count back the number of weeks (after the community i.e. Josef Ka has done the actual work). Factor in the career extension specialty and you may even be better off with some luck.

You want that stabillity? There is a solution already: buy younger key players. Then all you need to worry about is injuries (and usual stuff like game shape management). The current system gives another possible choice. Get older, cheaper guys for a championship run (or whatever other reason) and risk the skill drops. Perhaps an experienced veteran will win you a title, perhaps you will see that time has gone past him and the young guns will outshoot the old man. Knowing the skill levels of your own players removes some of that mystery, but it is still pretty much what sports fans see all the time.

This Post:
00
205486.23 in reply to 205486.22
Date: 1/2/2012 7:02:55 AM
Overall Posts Rated:
959959
I don't like this idea, as it only seems to remove one strategic choice. With a constant decline in skills, you can just put your numbers on a piece of paper and think "this is what I need for the finals" and count back the number of weeks (after the community i.e. Josef Ka has done the actual work). Factor in the career extension specialty and you may even be better off with some luck.


ut is counting not something strategic, and depending on luck not an strategic decision?

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