BuzzerBeater Forums

BB Global (English) > Experience

Experience

Set priority
Show messages by
This Post:
00
14914.20 in reply to 14914.19
Date: 2/6/2008 7:29:28 PM
Overall Posts Rated:
11
My PG (835757) has average experience at the age of 19! But never took the experience thing serious bcause he played horrible last year =P

This Post:
00
14914.21 in reply to 14914.20
Date: 2/6/2008 10:00:02 PM
Overall Posts Rated:
196196
if the formula is such a secret and the effect appears to be negligble why are we all concerning ourselves so much? if it really did effect the game engine surely somebody by now wouldve noticed and commented....

This Post:
00
14914.22 in reply to 14914.21
Date: 2/6/2008 10:30:17 PM
Overall Posts Rated:
44
I have two PF, and one consistenly outperforms the other, even though I'd expect them to be about the same. But one has awful experience and the other atrocious.

This Post:
00
14914.23 in reply to 14914.22
Date: 2/7/2008 12:23:26 AM
Overall Posts Rated:
137137
Actually, I think experience effect players performance quite a bit. It just doesn't rise very quickly.

Steve
Bruins

This Post:
00
14914.24 in reply to 14914.22
Date: 2/7/2008 12:27:11 AM
Overall Posts Rated:
744744
I have two PF, and one consistenly outperforms the other, even though I'd expect them to be about the same. But one has awful experience and the other atrocious.

Outperforms in production or in star rating (or both)?

And I had to dig for it, but I found this tidbit on experience from BB-Forrest:
. . . experience means more than just minutes logged.. it means minutes logged in key situations, having the ability to make key decisions.. etc.. . . .

. . . in terms of how it affects the GE, abstractly i'd say experience helps players make better decisions and more accurately assess what is going on.

the whole post is here: (3709.2)

I've had five or six experience pops on my players, but not to my top players. So perhaps a player needs to struggle in a game or two in order for his experience to increase.

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
Keep your friend`s toast, and your enemy`s toaster.
This Post:
00
14914.25 in reply to 14914.23
Date: 2/7/2008 4:30:31 AM
Overall Posts Rated:
196196
ill get my coat and leave quietly then!!

i'd still be confident to assume that at this early stage of the game the differences are minor..

Maybe when we have some level 15 players with atroc experience we will see them crack under pressure whilst level 10 with average exp have the ability to make the gulf in quality between them not appear as big....

From: Iordanou

This Post:
00
14914.26 in reply to 14914.14
Date: 2/7/2008 5:49:12 AM
Overall Posts Rated:
22
from the rules:

The central part of the game engine is how the half court offense/defense works. The general idea is that a team gets a series of opportunities to score. What kind, and what the quality of those opportunities are is a function of the offense they are running, the matchups between the offensive players and their defenders. A player must decide whether the opportunity presented is good enough to take a shot… this of course changes as a function of amongst other things… the shot clock, the players experience, the score of the game, the history of the quality of shots the team has seen recently, the offense the team is running, and whether that rookie shooting guard of yours thinks he knows better than the coach does how good he is at making jump shots.


The only thing we know is that experience improves very very slow, and some players just start with better experience. Seems like experience is like when some players are referred to as having a good "basketball mind". Some just get it and it's not all that easy to teach.



Isn't this all just about offensive flow?

See:

What kind, and what the quality of those opportunities are is a function of the offense they are running, the matchups between the offensive players and their defenders. A player must decide whether the opportunity presented is good enough to take a shot…

that's the logic and the rules continue:

this of course changes as a function of amongst other things… the shot clock, the players experience

...that means huge volume of key chances could get a high experience?

what do you think?

edit: Experience will affect the opportunity to take a shot, but it seems that the opportunity can get the level of experience higher

I see logic on this

Edited by Iordanou (2/7/2008 6:09:21 AM CET)

Last edited by Iordanou at 2/7/2008 6:09:16 AM

From: Aric
This Post:
00
14914.27 in reply to 14914.26
Date: 3/7/2008 5:45:07 AM
Overall Posts Rated:
2626
up:)

becouse exp is a very important thing, maybe someone got any new information about this.:)

This Post:
00
14914.28 in reply to 14914.27
Date: 3/7/2008 7:04:09 AM
Overall Posts Rated:
44
Maybe it works the same as in the hattrick experience engine.

With chances on gaining more or less experience depending on match situations

This Post:
00
14914.29 in reply to 14914.28
Date: 3/7/2008 7:38:12 AM
Overall Posts Rated:
2626
in HT we got clear rules about exp, here we got nothing, except that what users says.:( that is very buuuu....:)


This Post:
00
14914.30 in reply to 14914.26
Date: 4/8/2008 5:29:20 PM
Overall Posts Rated:
5050
from the rules:


The central part of the game engine is how the half court offense/defense works. The general idea is that a team gets a series of opportunities to score. What kind, and what the quality of those opportunities are is a function of the offense they are running, the matchups between the offensive players and their defenders. A player must decide whether the opportunity presented is good enough to take a shot… this of course changes as a function of amongst other things… the shot clock, the players experience, the score of the game, the history of the quality of shots the team has seen recently, the offense the team is running, and whether that rookie shooting guard of yours thinks he knows better than the coach does how good he is at making jump shots.


The only thing we know is that experience improves very very slow, and some players just start with better experience. Seems like experience is like when some players are referred to as having a good "basketball mind". Some just get it and it's not all that easy to teach.





Isn't this all just about offensive flow?

See:

What kind, and what the quality of those opportunities are is a function of the offense they are running, the matchups between the offensive players and their defenders. A player must decide whether the opportunity presented is good enough to take a shot…

that's the logic and the rules continue:

this of course changes as a function of amongst other things… the shot clock, the players experience

...that means huge volume of key chances could get a high experience?

what do you think?

edit: Experience will affect the opportunity to take a shot, but it seems that the opportunity can get the level of experience higher

I see logic on this



These two posts pretty much clear up any confusion as to how experience is boosted. At least it's plain as day to me.

In other words, because the odds of certain players playing during a specific key situation during a game or season, chances are very slim that a player gains tons of experience. This way it evens out the playing field so you are not seeing tons of Legendary Experience players but maybe one player with Legendary Experience. Otherwise there would be no challenge to this game.

Take two players in this non-existant situation:

PG-1 matchups typically consist of close games where situations arise that call for PG-1 to methodically move the ball around into scoring situations where every turnover is costly.

PG-2 matchups typically consist of your normal game where the better team is always ahead and pressure situations are few and far between.

Which of those two players, both rated exactly the same, would you think would more experience?

Which of those two players, both rated exactly the same, would you think would gain experience more quickly?

The point is that those opportunities are all different. They rely on a lot of factors where every factor affects another factor maybe 3, 4, 5 times. There are likely thousands, maybe even millions of different little scenerios that could play out. The forgotten fact though is that out of those thousands, even millions of scenerios, you're going to have more than a handful that play out more often than others and maybe only a handful that play out maybe once in a blue moon.

Last edited by kaygdanimal at 4/8/2008 5:30:16 PM

Advertisement