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Suggestions > Favorite BB Features

Favorite BB Features

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This Post:
00
308844.19 in reply to 308844.18
Date: 04/01/2021 08:57:28
Team Payabang
III.7
Overall Posts Rated:
216216
that shows how little I know about the game... and I find it entertaining... now you unveal it... lets see on the next ASG if I will still feel the same or it gotten spoiled xD

This Post:
11
308844.20 in reply to 308844.6
Date: 04/01/2021 10:14:13
NakamichiDragons
II.4
Overall Posts Rated:
18181818
Second Team:
Little Computer People
The training needs to remain "difficult". I've read a lot of suggestions to make it easier but in my opinion it would be awful. Having to manage training and results is the core of Buzzerbeater

+1
I have the same opinion. Training is one of the main points in BB. You have to plan, ajust and invest a lot of time. And thanks to this, you can build so many different kind of players. With easier training, BB would lose a lot of its challange and fun.


I totally agree ... and because of the easter-weekend I thought today is friday fortunately I realized before blaming on the engine or the server or both

founded in S3 IV.5 (34234) - returned in S28 IV.7 (34515)
This Post:
77
308844.21 in reply to 308844.18
Date: 04/02/2021 08:12:08
Franca Shoemakers Revival
II.3
Overall Posts Rated:
424424
Second Team:
Mito só o da Caverna
All Star could be more fun if it didn't mean that boring week with only one match and screwed training

Last edited by Bernspin at 04/02/2021 08:17:51

This Post:
66
308844.22 in reply to 308844.21
Date: 04/05/2021 09:08:53
Kira Kira Koseki
III.6
Overall Posts Rated:
773773
Second Team:
Yubi Yubi
The feature that kept me engaged in BB where other online managers failed is that the game engine and the results it generates actually makes sense. Whilst upsets happen more often nowadays compared to when I first started, they almost always have proper context behind them to explain why one team lost. You won't see much weaker teams inexplicably win games like I used to see on other manager games I tried (Trophy Manager was a particularly bad offender).

This means that the manager has more control over their own destiny, as opposed to it being left in the hands of the dice shooter.

This Post:
11
308844.23 in reply to 308844.1
Date: 04/06/2021 06:07:21
QQguest
I.1
Overall Posts Rated:
253253
Not to change:
- Slow pace. For me, the pace of one match per day is too fast.
- Not a pay-to-win game.
- The ban on multiple accounts. Keeping the game fair is important.
- The game engine is hard to completely studied. But I'm worried about the power of deep learning.

Good:
- Team ratings and matchup ratings for each match. It is convenient and better than only stats plus play-by-play. The latter is too "hard-core".

I don't know whether it should change or not:
- Training system. It is an important feature, but it is a double-edged sword. I'm enjoying the way how I manage my team. But if I can't find an acceptable way to manage the team, then maybe I will quit.


Last edited by little Guest at 04/06/2021 07:15:00

This Post:
11
308844.26 in reply to 308844.25
Date: 12/07/2021 05:13:26
BC "EDI"
II.2
Overall Posts Rated:
278278
Second Team:
Actually a great training facility
Damn you, I was expecting our necromancer and a 10 years old thread

From: Rizz

To: Dr J
This Post:
00
308844.27 in reply to 308844.1
Date: 03/28/2022 18:20:27
Overall Posts Rated:
00
Hi There,

Training for me!

From: Bigeasy

To: Dr J
This Post:
00
308844.28 in reply to 308844.27
Date: 03/28/2022 21:28:01
hornets247
IV.5
Overall Posts Rated:
190190
I'm probably in the minority here, but the patient tactics - and more specifically, the ability to shape your team's offensive distribution significantly different than the average "basic offenses" - is a huge plus for me.

While patient sometimes gets a bad name of how much the "reverse patient" was used to exploit one matchup, there are actually a quite wide range of options to use in this tactics, ranging from the reverse patient, to a normal outside oriented single core offense, to an inside oriented bigman core offense, to a two spear-headed dynamic offense, all depending on how the team is constructed. such limitless dynamics are really what makes the game engine wonderful.


and yes, this and the not-pay-to-win part :)

From: Redbear
This Post:
00
308844.29 in reply to 308844.23
Date: 03/30/2022 23:21:01
RB Warriors
II.1
Overall Posts Rated:
2020
I have some opinion on the training system...

Can the young players (18y-19y, not include 20y-24y) train even faster in training? Because the max. ability of one category is 9 (18y: 8)

For example, a 19y rookie have 7 jump shot and 6 jump range. ( An 'A' skilled rookie)
As we know, it generally takes 2 weeks to pop once in jump shot having lv. 5 trainee.
It would need ~26 weeks (nearly 2 seasons!) to raise his jump shot to legendary(20+).
Then his other qualities could not be trained when his skills grow fastest.

It also would be a tough time to train inside shot and defense of guards.
They usually have lower qualities in these categories, and need to take a whole season to train them to an acceptable range (e.g. I. shot 3->7; I. def: 4->8)
But it means I need to sacrifice the outside skills...

I think the training speed could be faster for the young players (18y-19y, not include 20y-24y), like adjusting 18-19y players pop once in their training categories in 1-1.5 weeks ( I don't know how much the youth trainer benefits, so if you know about how much the youth trainers help the training of 18-19y players, please teach me about that).

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