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Nbrs are falling - Buzzerbeater whats wrong & how can it be fixed?

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This Post:
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251069.206 in reply to 251069.204
Date: 12/13/2013 3:12:49 PM
Overall Posts Rated:
536536
I like your post, but maybe all the suggestions should be individual topics? I dont think too many people will go grinding through thisone since it's just too much, so that way it's easier to find out how people feel about each post. Like:

Should BB fix tanking and how...?
Should BB... etc.

Or would it be possible to have polls for this?


Thank you

I will give an opportunity for more ideas and then might set up a poll.

Perhaps GM-Perpete might be able to get some feedback to each idea from the owners of the game

There is a Suggestions forum:
(http://www.buzzerbeater.com/community/forum/read.aspx?fol...)


The title of this thread was
Nbrs are falling- Buzzerbeater whats wrong & how can it be fixed


I will post a summary of ideas from this thread in the suggestions thread, but I believe its no benefit to just whinge about problems in this thread without engaging the readers to discuss the pros and cons of possible solutions.

The fact that the possible solutions are discussed in this same thread as what the problems that might be are listed, to me allows the ideas to be better discussed in the context of what the perceived problems are.

Does anyone know what the financials are for Buzzerbeater the business?

How much does supporter bring in?
How much is received in advertising?
What are the expenses?
How much is owing?


Does anyone know the answers to these questions?





Last edited by Sid Vicious at 12/13/2013 3:14:02 PM

This Post:
33
251069.208 in reply to 251069.171
Date: 12/14/2013 11:59:37 AM
Overall Posts Rated:
345345
I have been following this post for a while and would like to add a little bit. This game needs a better start up message and tutorial or something to help people get started. If I did not spend a long time going through the guide on the forum I would of quit quickly. Two things kept me in the game. The first was Beanerz who sent me a welcome and mentored me early on. The second was an 18 year old MVP that I was given to start. Training him into an ok player and learning as I went was what made this game fun for me. If I had gotten all scrubs I may not have been as interested. Simply put I think a mentoring system or improved tutorial to start; plus a decent potential player would help a bit with user retention.



I also agree to this one. When I got started, it took about a season and a half of going through the forums literally everyday to understand stuff about how the game works. It's hard, especially teams in countries with low numbers of users

This Post:
00
251069.209 in reply to 251069.142
Date: 12/15/2013 6:12:58 AM
Headless Thompson Gunners
Naismith
Overall Posts Rated:
708708
Second Team:
Canada Purple Haze BC
So I suggest that the game evolves a little bit backwards to the state it used to be in, where the training of players, "strategy" is a more obviously a better choice than the buying in of "geriatrics strategy"


Best part of the game IMO
Should be worth more as you say

This Post:
00
251069.210 in reply to 251069.209
Date: 12/15/2013 6:33:40 AM
Overall Posts Rated:
536536
So I suggest that the game evolves a little bit backwards to the state it used to be in, where the training of players, "strategy" is a more obviously a better choice than the buying in of "geriatrics strategy"


Best part of the game IMO
Should be worth more as you say


If Managers are "involved" in the process of training players, I believe are more likely to develop an attachment to them and their team as opposed to Managers who just buy and sell players.

Plus its more enjoyable

This Post:
00
251069.211 in reply to 251069.209
Date: 12/15/2013 8:15:42 AM
Overall Posts Rated:
329329
You know why that is, right? Since it's the most fun part of this game managers will always train more than necessary. Because of this, and NT hopefuls, buying your team is the easiest road to success.

Last edited by ______ (NZ National Team) at 12/15/2013 8:16:26 AM

This Post:
00
251069.212 in reply to 251069.211
Date: 12/15/2013 11:39:47 AM
CWA FURY
II.4
Overall Posts Rated:
3333
Interesting to read that training was quicker when the game first started and that most of the players in the game are long term and not more recent joining......I'd love to see some stats on % drop out of players from BB when training was faster v now when slower.....the most exciting day of the week is Friday to see if my trainees popped! When I first started I trained 1 on 1 team and every week saw like 7 pops was really exciting! Unfortunately I realised that to produce good players I had to train just 3 players and see only 1 or 2 pops a week! Much less rewarding short term.....

This Post:
00
251069.214 in reply to 251069.213
Date: 12/15/2013 12:46:31 PM
Overall Posts Rated:
536536
Does anyone know what the financials are for Buzzerbeater the business?

How much does supporter bring in?
How much is received in advertising?
What are the expenses?
How much is owing?



Notice that no one has any thoughts on my previous post (above)

Would be really interesting to know the ins and outs of the financials of the game


This Post:
00
251069.216 in reply to 251069.215
Date: 12/15/2013 12:53:33 PM
Overall Posts Rated:
536536
You can post it over and over, if nobody here know the numbers, you will not have an answer on that subject.



True but we could all have fun speculating

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