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Team Chemistry/Familiarity (thread closed)

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199501.24 in reply to 199501.18
Date: 10/28/2011 10:55:57 AM
Overall Posts Rated:
3535
To be honest I never expressed an opinion here on Team Chemistry (with which I tend more to agree than not).
I just made a joke on your previous feats
It came across as uncivil - it was just supposed to be ironic (and I don't feel the need to reply to your n-th point-by-point debating, because it really was just a joke).
It was surely Off Topic, but uncivil? Meh.
We all should be able to laugh now and then!

I bought Karaplis because I needed him, that's all.
It's not that a Team Chemistry feature would have prevented me from buying him, would it?
I would have bought him regardless, because I was completely unhappy with my former SF and I needed a new starter.

Like I've said, I can't have any hidden agenda because I agree in principle with this suggestion.
(Which goes to prove that you tend to see hidden agendas everywhere).


This Post:
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199501.25 in reply to 199501.23
Date: 10/28/2011 11:33:32 AM
Overall Posts Rated:
3535
I agree that chemistry issues are relevant.
But also that "personality" is an element that is key to chemistry, but that is not considered at all.

Hence, a new proposal:

Why not add a "personality" ability to players?

I understand it would be a huge change to the simulation, though. Definitely huge.

But here's some reasons:

1) In real life, teams do take into account personality/attitude during the transfer market. The sheer assessment of a player during a trade can vary a lot if he's a headcase or if he has the "team first" attitutde or if he's a born leader etc.

2) Of course personality affects on-court performance as well. The LeBrons of this world disappear in the 4th quarter. The Larry Birds give everything they have to win. This is an essential aspect of the real game; there is no trace of it in BB. Unless it is hidden. Is it?

3) If you want to add a Team Chemistry feature (which would be needed if properly conceived) you necessarily need the "personality" concept in BB.

PS Should I make a separate thread for this? Or maybe it has already been discussed?

Last edited by Stavrogin at 10/28/2011 11:34:21 AM

This Post:
00
199501.26 in reply to 199501.25
Date: 10/28/2011 11:57:00 AM
New York Chunks
II.2
Overall Posts Rated:
943943
You could start a new thread on personality if you want to suggest it, but I can tell you here that the likelihood of this actually getting created are significantly less than the likelihood that my wife will be okay with the idea of me taking another dozen wives and making her sleep outside on the terrace. Not that it hasn't stopped me from suggesting that, either (which explains my limp). I don't want to you discourage your suggestion. I definitely think it would give a lot of new depth to the game. It's just that the complexity involved just seems to go way beyond the scope of the BB simulation. Remember, it's also not realistic that we can see things like a numeric skill level for players' skill. Can you imagine knowing if a real player's JS was a 5 or 7? It's totally unrealistic player evaluation information, but that's just the nature of the game. If personality were a new component, I think we'd see no end of complaints about how this one more thing that we have to worry about with managing our teams and there would a ton of debate about how personality should be created and how it would work. We already get a ton of discussion about the hidden Aggressive attribute as it is. Personality would dwarf Aggressiveness in controversy. That's why I suggested what I suggested, since I think those two items, particularly the latter one, should be both feasible to implement without too much difficulty (easy for me to say!), and are not terribly controversial (and both very reasonable, if I can say so myself).

Don't ask what sort of Chunks they are, you probably don't want to know. Blowing Chunks since Season 4!
This Post:
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199501.27 in reply to 199501.26
Date: 10/28/2011 12:05:42 PM
Overall Posts Rated:
3535
Ahahah you did discourage me a lot

Yeah I can see how big an earthquake it would be to the simulation.
Too bad it wasn't thought of at the very beginning of the development (I think that at that early stage a good solution could have been found).


This Post:
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199501.28 in reply to 199501.22
Date: 10/28/2011 12:08:33 PM
Overall Posts Rated:
105105
Well this is a nice story that tried (too) hard not to relate to the facts that:

1) A player (and a key player more than others) will assist his new team much more when he will be part of the team for few weeks (AKA "team-chemistry").
You brang the example - how does Miami played at the begining of the season and how at the end of it [exluding their finals... :+) ]

2) The pre-camp is not for training and getting back to shape as independent parts (players).
It is about creating a "team-chemistry".

3) It is not normal that the MVP of a team will be bought seconds before playoff.
The affect of that should be even more negative to a team "team-chemistry" wise.

This Post:
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199501.29 in reply to 199501.28
Date: 10/28/2011 12:25:04 PM
Overall Posts Rated:
959959
You brang the example - how does Miami played at the begining of the season and how at the end of it [exluding their finals... :+) ]


bad streaks happen, for a short second you didn't believe that you can not echange key parts and still be succesful.

Detroit and NY both get better after teh melo deal, to bring an example with an push even over a longer period. At least i never saw a manager sayng we had to keep all player, and beware of fresh blood. Normally they say they want to keep a core, a in negoations with all players and then bring in new blood.

This Post:
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199501.30 in reply to 199501.23
Date: 10/28/2011 1:14:07 PM
Overall Posts Rated:
105105
There always different roads to implement things.

Yes, it would be best if it could take any characteristic a player has.
But, it will be good enough to have any affect of the "team-chemistry" at this game.

Currnet game just give to much power for auction.
It is not about building a team it is about being a good eBay trader.
It is event not that, as there is unfair advantage to those who are flexible with time.
This game needs to be more focused on its assence - BB managing.

This Post:
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199501.31 in reply to 199501.29
Date: 10/28/2011 1:19:26 PM
Overall Posts Rated:
105105
Well, I guess I'll need to repeat myself over again...

A good player is a good player.
Hence, getting a new player which is much better than the one you have will (very "suprisingly") get your team better.

BUT...

This team will be much better few weeks afterwards when the "team-chmistry" will be developed.
Again - Miami approves both this cases.

This Post:
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199501.32 in reply to 199501.31
Date: 10/28/2011 2:55:33 PM
New York Chunks
II.2
Overall Posts Rated:
943943
I disagree with your proof. The counterproof? The Boston Celtics. Ray Allen and Kevin Garnett sure didn't need a lot of time to develop chemistry to win a championship. And while you see Miami as a great proof, the fact that they won a conference championship in their first season with their super free agents is evidence that the team actually was pretty darn good, not a total failure in spite of what chemistry issues outsiders will read into the team. But did Utah ever win a championship with their Hall-of-Fame combination of John Stockton and Karl Malone? That was great chemistry, but they couldn't win a title. Again, chemistry is such a difficult item to get a handle on that I wouldn't even know where the BB developers would begin to try to figure this out.

Don't ask what sort of Chunks they are, you probably don't want to know. Blowing Chunks since Season 4!
This Post:
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199501.33 in reply to 199501.23
Date: 10/28/2011 7:57:08 PM
Overall Posts Rated:
237237
Second, I strongly think there should be an earlier deadline for play-off eligible player transfers. This is in part related tot he realism of the chemistry issues in this thread (see, I'm not totally blind to the chemistry issues), since even though I'm not in favor of a chemistry factor here, I think it is strange that a team can easily buy a player who is instantly the best player on the roster and be a huge factor in the playoffs without playing more than a game or two in the regular season with the team. But this is also in part to the strategy that I see teams employ a lot (I've almost done this myself) of saving cash all season with an average team, and then just buying a championship roster at the absolute last moment. Sure, it's a strategy that can work and anybody can do this, but I think it detracts from the enjoyment of the game. It really stinks for a team to smartly manage a first place team all season and then have some other team roll the dice with a huge deficit-spending splurge for the playoffs wreck the playoffs for him (or her). Therefore, I propose a playoff roster deadline two weeks before the end of the season.


Thats a good idea. I've always said the same thing where the consistent winning teams are screwed over by teams that semi tank and buy up a week before playoffs. However, I think this should be in a separate suggestion thread as it sidetracks fromt he current discussion on team chemistry

This Post:
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199501.34 in reply to 199501.23
Date: 10/29/2011 3:47:08 AM
Overall Posts Rated:
766766
My two cents on this topic.

i dont think there should be a 'game change' with regards to team chemistry. Rather, id like to see the merchandise benefit for having the same players week in week out, be higher. At the moment, the merchanise im getting for having what i believe to be a fairly stagnent team, is about $5k (rough guess) a week.

Really, it should be higher IMO.

So maybe just make that simple change? it would provide more financial reward for the OP and everyone else who wants a team chemistry benefit.


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