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BB Global (English) > Mutual TIE request, Fair / Unfair?

Mutual TIE request, Fair / Unfair?

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16940.18 in reply to 16940.17
Date: 2/27/2008 11:46:58 AM
Overall Posts Rated:
6666
Of course it happens, and will continue to happen as long as the current enthusiasm system is in place. There is simply no negative to this as it stands, unless one participant Normals or CTs instead of holding up his end of the bargain.

Here is the line of thinking:

- CT'ing during the regular season is dumb, because you'll likely lose your next 1-2 games. Scratch CT as an option.

- Now our option is to either TIE or Normal. If I want to TIE, of course I want the other team to TIE as well. It will increase my chance of winning. He has incentive to TIE as well, because...

- If we DON'T mutual TIE, we are both just going to Normal. Right now, technically, a game with both teams TIE'ing or both teams Normal'ing should have the same anticipated result. Also, Normal'ing decreases our performance in the next game, while TIE'ing increases it.

Mutal TIE'ing is a no brainer, really - BUT THE FACT THAT IT IS A NO-BRAINER IS DUMB DUMB DUMB.


If BB would just institute brianjames's recommendation for enthusiasm, all of this would be gone. I can't find the link right now, but I'll try to summarize:

- Enthu starts at 10
- No more TIE's
- Only options are Normal and CT.
- CT lowers Enthu, but then it slowly rises on it's own until it is back to 10.
- The effects of CT remain the same in regards to game performance.

I personally hope that mutual TIE'ing becomes standard, because then maybe that will help BB realize how silly and pointless the whole TIE system is.

Friends Do not Let Friends Play 2-3 Zone
This Post:
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16940.19 in reply to 16940.17
Date: 2/27/2008 11:47:50 AM
Overall Posts Rated:
137137
Considering the number of anti-HT folks I've run across in BuzzerBeater, I'm surprised that this abomination from hattrick is being used so commonly.

Steve


This Post:
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16940.20 in reply to 16940.19
Date: 2/27/2008 12:08:50 PM
Overall Posts Rated:
6666
It has nothing to do with anti-HT or pro-HT. The main point is that it makes too much sense to do - but that can be changed as I showed above.

I just hope they don't take a kneejerk reaction and "Ban Mutual TIEs" (which is imposible to regulate as stated by someone above). They should instead adopt a new enthu system like brianjames idea or something similiar.

Friends Do not Let Friends Play 2-3 Zone
From: brian

This Post:
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16940.21 in reply to 16940.18
Date: 2/27/2008 12:55:18 PM
Overall Posts Rated:
576576
I can't find the link right now:


(12303.1)

"Well, no ones gonna top that." - http://tinyurl.com/noigttt
From: dhoff
This Post:
00
16940.22 in reply to 16940.18
Date: 2/27/2008 2:12:13 PM
Overall Posts Rated:
1919
If BB would just institute brianjames's recommendation for enthusiasm, all of this would be gone. I can't find the link right now, but I'll try to summarize:

- Enthu starts at 10
- No more TIE's
- Only options are Normal and CT.
- CT lowers Enthu, but then it slowly rises on it's own until it is back to 10.
- The effects of CT remain the same in regards to game performance.
I would love this. It makes so much sense that it hurts.

What does "take it easy" mean, anyway? I understand this to mean that we're telling the team to relax a bit, which should have some future effect of making them play better. But don't we already do this in the form of limiting a player's minutes so that his game shape improves (or stays good)?

This Post:
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16940.23 in reply to 16940.22
Date: 2/27/2008 2:47:36 PM
Overall Posts Rated:
225225
If BB would just institute brianjames's recommendation for enthusiasm, all of this would be gone. I can't find the link right now, but I'll try to summarize:

- Enthu starts at 10
- No more TIE's
- Only options are Normal and CT.
- CT lowers Enthu, but then it slowly rises on it's own until it is back to 10.
- The effects of CT remain the same in regards to game performance.
I would love this. It makes so much sense that it hurts.

What does "take it easy" mean, anyway? I understand this to mean that we're telling the team to relax a bit, which should have some future effect of making them play better. But don't we already do this in the form of limiting a player's minutes so that his game shape improves (or stays good)?

These are two different things limiting players minutes has to do with who is on the floor, TIE - with how those play.

The existence of TIE also makes it possible for weaker teams to surprise stronger ones by playing CT, and if the opponent was careless enough to TIE - upsetting them. As a whole, it is always better to have more tactical options than less, so for game play reasons the suggestion that you cite is completely unacceptable.

"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
16940.24 in reply to 16940.23
Date: 2/27/2008 2:53:16 PM
Overall Posts Rated:
303303
As a whole, it is always better to have more tactical options than less, so for game play reasons the suggestion that you cite is completely unacceptable.


Not only is it not unacceptable, it's a really good idea.


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
16940.26 in reply to 16940.24
Date: 2/27/2008 3:02:50 PM
Overall Posts Rated:
44
the only thing i can go on since i don't normally play dynasty sims is the real life equivalent. if an NBA team was found to be deliberately slacking then there would be nothing short of a congressional investigation (these days it almost seems as though i'm not exaggerating). i can understand in real life that coaches will pull their best players at the end of the season to save them for the playoffs, but never would they do that during the beginning or middle of the season. taking it easy is something that i have seen in the world of football like the world cup. a team that has already guaranteed itself a spot in the next round will not play for the win in order to let a weaker squad to advance. i guess what i'm trying to say is that i feel that TIE is a carryover from football, which has a different strategical approach. the suggestions in here have been very good and sensible. this is one change that needs to be made.

This Post:
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16940.27 in reply to 16940.25
Date: 2/27/2008 3:19:34 PM
Overall Posts Rated:
225225
As a whole, it is always better to have more tactical options than less, so for game play reasons the suggestion that you cite is completely unacceptable.


Not true. Two counterpoints:
1. An overly complex game won't get enough players because the learning curve is too high
2. Game play here is designed to at least resemble basketball. No such concept as TIE realistically exists in basketball. Thus, a basketball sim should not have it either.

1. Sure, I'll take it that 'the more tactics the better' is not universally true. There is a limt. I don't think this particular option qualifies as overly complicating the game, and I certainly don't agree it is better for game play to scrap it.

2. And yes, TIE does exist. Just ask the teams who go out and play the New York Knicks this season. If you apply this type of logic, then CT shouldn't exist either. If teams should choose to be able to pick up the intensity against a specific team (CT), how is it that they never choose to lower it to conserve strength (TIE)? I repeat, this happens all the time in real games. In an 82-game season teams tend to pace themselves when effort is concerned. That is why weak teams sometimes come up with surprising victories.

"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."
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