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Suggestions > New "Talent" concept.

New "Talent" concept.

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This Post:
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204125.18 in reply to 204125.6
Date: 12/9/2011 4:39:14 AM
Overall Posts Rated:
8989
i really like these kind of ideas coming forwards. Quite a few points have been raised against the ideas here but i think there is a lot of concern about new players and how the transfer market will be affected and other such things, which i dont think is really founded on any logic or evidence - and when i look through it, it just boils down to established managers and teams not wanting to change and adapt to new ideas - whether these ideas are truly better or not!

I think more elements of randomness would be good. More hidden abilities /less transparent views of players skills until time/money has been spent to identify them / different rates of training etc - all good stuff in my opinion.

these hidden skills could be described or explained by personality or physical traits. whether they affect the speed of training, or provide a modifier to one or more skills in a game, or to your team as a whole, or in certain situations... the possibilities are endless and exciting with imagination.

some ideas to illustrate what i mean:
Ambidextrous - would mean a player gets some bonuses to his skills like passing and shooting around the basket.
Athletic - bonuses to rebounding
Flair - the fans love the player and buy more merchandise, may be susceptible to more turnovers/missed shots
Quick learner - small bonus to training speed (could be subdivided into certain skills)
Agile (feet) - lower % chance of travelling, bonus to defence, particularly ID
Agile (hands) - lower % chance of turnover, bonus to defence, particularly OD
Leader - when on the court bonus to teams skill checks in the game when the team is down by >10 points

From: CrazyEye

This Post:
00
204125.19 in reply to 204125.18
Date: 12/9/2011 4:54:32 AM
Overall Posts Rated:
959959
or a dude with high JS and JR is a good three point shooter

a dude with high handling and passing makes few to

a dude with high driving travels less

such thing like flair and leader might be implemented but please nothing which is also reflected in skills, also it should have disadvantages too. Cause when they got skill bonus without getting paid for, it is weird and making specialities necessary to some builds, besides starting skill won't help much too.

And it is not only fight against change at all, cause you shouldn't change just for the change in my eyes you should do it for improve. I don't like such argument, who just attack the other side.

Last edited by CrazyEye at 12/9/2011 4:56:48 AM

From: Kukoc

This Post:
00
204125.20 in reply to 204125.18
Date: 12/9/2011 5:50:13 AM
Overall Posts Rated:
13361336
The game is ment to be based on player skills. If you add specialitys to them and make more things hidden and random, you create a mess. Where noone understand what was the reason behind win/loss. The game is already pretty complicated to new users. Old users will always adapt to any change, but these changes do not make the game better. It just makes the game really random. It will become a scouting frenzy, where everyone is mostly in the dark (even about info on your own team).
Ofcourse the older users, who already are familiar with the system, might handle the scouting frenzy (as there is no other good BB-management game). But the new users, who already struggle at the start of their careers without some proper mentoring, will rather quit than start to calculate all the different little additions to training speed, game performance etc.
This change is not good for the game. It would basically destroy the fundamentals of the game.
Edit: I just googled around a bit. When I started playing BB, there was another basketball manager game. I read it's user manual and surprise surprise a lot of the things suggested in the suggestion boards are in that game. I will not say the name, but I'm sure everyone can google it. Go play that game! I remembered looking at one my friends teams and saw it's crap with all the "set tactics by quarter" etc things. Perhaps it suits your needs better. GL.

Last edited by Kukoc at 12/9/2011 5:52:00 AM

This Post:
00
204125.22 in reply to 204125.21
Date: 12/9/2011 8:18:11 AM
Overall Posts Rated:
13691369
Yeah, so why not leave it up to the manager to decide what he wants to know and how much he´ll pay for knowing it by making scouting points the key there?

Zwei Dinge sind unendlich, die Dummheit und das All...
From: Fluff

This Post:
00
204125.23 in reply to 204125.20
Date: 12/9/2011 8:39:41 AM
Overall Posts Rated:
8989
i dont think a mess would be created but i agree it would be harder to "understand" the mechanics of the game and how precisely the probabilities work and so forth.

I guess i am in the minority but i think it spoils it a bit when people set out to quantify everything and all the interrelationships. Sure, a guide to it all is great and necessary for new managers - but the more that is revealed and is predictable the more i think some of the "magic" is lost.

And ok if personality, or more physical traits are introduced it would change managers views of what a "perfect" PG/SG/SF/PF/C whatever might look like and there would be no consensus, and even if there were a techinically correct answer given the match engine then the managers dont need to know it - the fun is experimenting and having the discussions privately and on the forums.

i agree that changes that make things more obscure, or reveal new things about players would have to be introduced carefully.

i havent looked in a couple years but im only aware of one other bball sim game but this one doesnt have personality/physical traits or anything that the other user posted to start this thread off. However, the fundamental idea isnt original (football management pc games and no doubt other online games utilise traits and things) but i just tried to apply this in an original way to this game and get some feedback. I apologise if my idea has already been introduced on another online basketball game in a similar way. (I will google later when i have some more time!)

i dont think that these traits need to have a plus and a minus to them, but if it was necessary in the interests of balance or whatever else then of course this would work too

i must admit i dont really know what new users expect when they start managing their own team ... but i think every manager would be different. Perhaps some would be scared off by less transparency of potential, or the need to scout, or having these hidden traits, or whatever. But i think some would see it as something exciting to learn about over time and experiment with.
If i were a new manager again and i was just told by a mentor "the best way to achieve x is to do y or z" then i would have missed out on a lot of fun during my time here. I might not have stayed.
As it happens i learned things by forum research, asking questions of other England managers, experimentation and trial and error. Im still learning now and ive been playing, i dunno 2 years? i would be more excited if there were more unknowns for each of my players.

Im a bit disappointed that there havent been any responses that have been really enthusiastic and trying to turn any negatives that others come up with into positives, or suggesting some different traits/characteristics.

Its a really nice idea - at least to discuss and let our imaginations free for now! :)


From: Kukoc

This Post:
33
204125.25 in reply to 204125.24
Date: 12/16/2011 8:47:09 AM
Overall Posts Rated:
13361336
perennial allstar 2/48 (very few guys around salary 50k tops, maybe highest skill possible 14)
Seriously? Who needs those 18yo-s, when I can draft 21yo, 50k, U21 player. With this system there is no more of "you have to train that great draftee or sell him in order to benefit from drafting him". There is no incentitive for lower division teams to train at all, as higher division teams just draft the same players the lower divisions would train for a season/two/three.
Completely utter crap suggestion.

This Post:
00
204125.27 in reply to 204125.26
Date: 12/16/2011 11:23:34 AM
Overall Posts Rated:
13691369
As I stated in one of Pinis gazillion threads, I do think that different levels / rules for different leagues would not help in the overall gameplay sense. I do think that the option of drafting "20 / 21 year olds" is intriguing, but I don´t think you should be able to grad a player who will dominate your league / league level just by getting a lucky pick. The conclusion of the two thoughts (same rules for everyone, not too dominant players) makes your concept hard to swallow.

Won´t you agree that the current concept of Potential (and its´ distribution) is key to the overall problem?

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
11
204125.28 in reply to 204125.26
Date: 12/16/2011 11:31:47 AM
Overall Posts Rated:
587587
Its a manager game, not a player creator game. It has elements of player creation, but basically its metagaming and sacrificing your franchise to make the player. the player himself is a robot you build 1 point at a time...which has absolutely no realism to it at all...especially when you consider the whole minutes at X position requirement, anyway- nothing to do with the real game world of basketball.

Ever been to any of the "training is late" threads? Or especially the "no pops this week, there is a bug" threads? People love their weekly dose of precious pops. I don't think it is an aspect of the game that can be sacrificed for added realism.

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