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forum day - Game Shape.

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This Post:
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112396.17 in reply to 112396.15
Date: 9/22/2009 4:33:16 AM
AS Barroom Heroes
III.2
Overall Posts Rated:
10191019
Second Team:
Lone Pine Productions
I think that is a great idea, but I have two points. First is that a lot of teams have starters/ key players with very poor stamina. Your idea would make those players a real liability, which isn't a good thing.

Well, this is true in terms of handling their minutes, but nothing would chance from a performance point of view in the single match. Plus, IMO having a player with atrocious (or similar) stamina should be a real liability, because it would increase the value of that skill.

Second is that there shoud be a low limit as well for guys with high stamina. Say if they don't get at least 80 minutes their gameshape drops.

This would depend on how the system is implemented: you could argue that the lower limit would not have to be different from what it is now, because a player with high stamina could endure more minutes of playing time, but wouldn't necessarily need to play more minutes in order to have good form.

Overall I really like your idea. It would make stamina training a much more important factor, which would lower salaries in general, which is a good thing. I think it, or something similar, is very worthy of discussion.

Thanks.

This Post:
00
112396.18 in reply to 112396.12
Date: 9/22/2009 5:30:22 PM
Overall Posts Rated:
214214
Yeah, i always get my guys around the 50-75 mark but i thought 48-90 was the general range.

Aaaanyway, stamina has nothing to do with it apparently which was my original question :P

This Post:
00
112396.19 in reply to 112396.18
Date: 9/22/2009 8:30:43 PM
Overall Posts Rated:
224224
There was a study of this, showing that the the highest game shape increase occurs at ~60, though 50-70 is certainly about enough to keep GS from decreasing wit hsufficient probability. 48-90 seems a bit wide.

Someone more meticulous than me might have a link to a neat little graph of how GS ups were distributed.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
00
112396.20 in reply to 112396.17
Date: 9/22/2009 9:23:00 PM
Overall Posts Rated:
458458
My second point was that there should be (gameplay-wise not logical realism-wise) a tradeoff so that there is at least a bit of a negative to go along with the positives of superior stamina. Almost all aspects of this game have a cost and benefit so I was thinking that this should as well.

ps- valid?? stamina


Once I scored a basket that still makes me laugh.
This Post:
00
112396.21 in reply to 112396.20
Date: 9/23/2009 2:19:19 AM
AS Barroom Heroes
III.2
Overall Posts Rated:
10191019
Second Team:
Lone Pine Productions
My second point was that there should be (gameplay-wise not logical realism-wise) a tradeoff so that there is at least a bit of a negative to go along with the positives of superior stamina. Almost all aspects of this game have a cost and benefit so I was thinking that this should as well.

ps- valid?? stamina


Lol..sorry..in italian lvl.9 is "valid"..I can't remember exactly what it is in the english version, and I was too lazy to change my profile and look it up. ;)

As for the negative tradeoff, I don't know, I guess that should be a judgement call by the BB's..if they want to have stamina be similar to other skills in that the higher the better, then there doesn't necessarily have to be one, if noy, then yeah, you could have it be that you have to play a guy with high stamina a bit more for him to stay in form (which would still be fine with me, since it's better to be forced to play a guy with high stamina more than it is to play him less, and it still adds depth to the game shape aspect of the game).

This Post:
00
112396.22 in reply to 112396.16
Date: 9/23/2009 6:36:05 AM
Overall Posts Rated:
587587
but I also think that it would add a shade of realism to the game form system, and it would in part fix what is now (IMO) a problem with stamina: unlike other skills, too much stamina right now is a big problem for some players because it doesn't allow you to put them in the starting lineup for both league games, and that doesn't make too much sense, especially if those players are your best ones.

Agreed in principle, and I'd like to see stamina play a role in game shape.

On the other hand, high stamina level shouldn't be a free ticket to play your superstar(s) night in night out with them performing at the highest level. So, finding the right balance may be tricky.

This Post:
00
112396.23 in reply to 112396.22
Date: 9/23/2009 8:08:47 AM
AS Barroom Heroes
III.2
Overall Posts Rated:
10191019
Second Team:
Lone Pine Productions
but I also think that it would add a shade of realism to the game form system, and it would in part fix what is now (IMO) a problem with stamina: unlike other skills, too much stamina right now is a big problem for some players because it doesn't allow you to put them in the starting lineup for both league games, and that doesn't make too much sense, especially if those players are your best ones.

Agreed in principle, and I'd like to see stamina play a role in game shape.

On the other hand, high stamina level shouldn't be a free ticket to play your superstar(s) night in night out with them performing at the highest level. So, finding the right balance may be tricky.

That's why ideally the limit could be no more than 96 minutes (meaning two games out of three) for a player with maximum stamina possible. For a guy with very high stamina, that doesn't sound unreasonable.

This Post:
00
112396.24 in reply to 112396.21
Date: 9/23/2009 11:07:33 AM
Overall Posts Rated:
458458
At the moment the tradeoff for higher skills is higher salary. I don't think stamina plays a part in the salary calculation (I could be wrong) thus my thought that a different tradeoff might be needed. It is a pretty trivial point, but maybe a valid one...

Once I scored a basket that still makes me laugh.
This Post:
00
112396.26 in reply to 112396.25
Date: 9/23/2009 1:11:15 PM
Overall Posts Rated:
224224
It didn't -- for that matter of fact I am not sure whether it considered previous weeks, which definitely factors into the distribution. It's obviously not meant to be surgically precise, but as far as being a good guideline is concerned, I think it does an adequate job.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
00
112396.27 in reply to 112396.25
Date: 9/23/2009 6:49:43 PM
Overall Posts Rated:
3535
about that graph: I believe it didn't consider the current GS level, only relative change, but I have the impression that the current level makes a difference for the statistical distribution, with an underlying trend towards respectable. not sure about this though.

if it's the study I remember, made by an italian user, it was made after the first week of the season, with all players starting with respectable gs.

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