BuzzerBeater Forums

Suggestions > Targeting minutes per player

Targeting minutes per player

Set priority
Show messages by
This Post:
00
198864.25 in reply to 198864.23
Date: 10/19/2011 6:04:09 PM
Overall Posts Rated:
105105
WHat you gave is a single case solution.

When you want to train two players and not just one (for example) you need the minutes split much better.
Especially when you have other limitations for some of the games that are not only related to training consideration.

A coach-engine much be define in a way that, in the scenario I gave, he will act reasonably regarding the minutes splitted in that garbage-time while winning the game.

This Post:
00
198864.26 in reply to 198864.25
Date: 10/19/2011 6:07:59 PM
Overall Posts Rated:
394394
I've had no problems get 48+ mins for 6 players, doing it my way.

This Post:
00
198864.27 in reply to 198864.26
Date: 10/19/2011 6:26:29 PM
Overall Posts Rated:
105105
Yes, but they where 6 splitted to 5 positions.

In case you want to train 2 C, and one of them is your main player and the other a prospect, it is not that simple...

And again, simple or not does not answer to the issue I've raised regarding the logic of a coach in the case stated.

This Post:
00
198864.29 in reply to 198864.28
Date: 10/20/2011 5:52:07 AM
Overall Posts Rated:
105105
Your answer is kind of specific and not realy realistic to most of the cases.

In your first case, it describes a case when each of the 3 players played exactly one game (on that single position) from start of the game untill its ending.
This means that they need to have a very good stamina, that you are able to give them those minutes with no harm to the team ability (meaning they are all in a very close ability level, or at least higher than other teams).

In addition, if the engine is desgined right, your players should suffer more from injuries, as the probability to an injury rises upon minutes in a single game. The same is true for stamina drop.
WWhat I mean is that 48 minutes in a single game should have worse affect than 48 minutes spreaded in a week.

Your way of thinking in general is "it is working don't touch it".
This way of thinking causes things to stay as it is and not improve.

You also basically didn't gave any reason why a coach will act as he did in the scenario I gave.

So summarizing it up, I think the case you gave doesn't answer the general cases.
I think that there is no reason why not improving the engine for example in the given scenario.

Thanks for your time and response.

This Post:
00
198864.30 in reply to 198864.16
Date: 10/20/2011 6:31:43 AM
Overall Posts Rated:
3333

If it truly is a waste of your time, you should revisit your priorities because our lives are too short to be wasting our time.


I love the game of basketball and Buzzerbeater is still the best basketball manager online, in spite of the flaws and idiosyncrasies that I mentioned. So I shall continue to waste my time on the game for the near future, but thanks for your concern.

This Post:
00
198864.31 in reply to 198864.30
Date: 10/20/2011 11:43:24 AM
Overall Posts Rated:
459459
No problem.

Once I scored a basket that still makes me laugh.
This Post:
00
198864.32 in reply to 198864.14
Date: 10/21/2011 1:21:49 AM
Overall Posts Rated:
959959
Simply not going to happen.

Minute management is what differentiates the good managers from the bad. Taking this away would make the game far too easy for everyone to manage GS and training.

For the purposes of game design, I can see why the BBs don't implement this.


Making it too easy would definitely be a problem. But on the other hand, if you have two starter-caliber players at the same position, both with high stamina, it's nearly impossible to try to get the backup anything more than about 6 to 8 minutes, regardless of which one you pick, and when you have three bigs you want to have a reasonable rotation at PF/C, it's even worse. I'd honestly just like the option to reduce a player's stamina to mediocre. if we can't get get an option to at least let the coach know that we would like them to use the backups at certain positions.


sadly your post it a bit overseen here, cause i think that you could change it without taking away the challenge of managing minutes. Maybe it would be really possiblie, to make something like an 6th man role where the backup is considered equally as a starter.
or overwork the Coach deciision with the coach set up, cause i get such an 6th men feeling easily when i play coach decides with a blank lineup but when i ply coach decides with a given lineup my coach forgets to substitute. Sounds weird but at least that is my experience with my roster, that when the coach have a pair of players for a position the result may change from 28/20 to 42/6 through the fact that you give him a starter(and strictly follow gives more backkup minutes even with equally strong players).

This Post:
00
198864.33 in reply to 198864.32
Date: 10/21/2011 10:02:34 AM
Overall Posts Rated:
32293229
Simply not going to happen.

Minute management is what differentiates the good managers from the bad. Taking this away would make the game far too easy for everyone to manage GS and training.

For the purposes of game design, I can see why the BBs don't implement this.


Making it too easy would definitely be a problem. But on the other hand, if you have two starter-caliber players at the same position, both with high stamina, it's nearly impossible to try to get the backup anything more than about 6 to 8 minutes, regardless of which one you pick, and when you have three bigs you want to have a reasonable rotation at PF/C, it's even worse. I'd honestly just like the option to reduce a player's stamina to mediocre. if we can't get get an option to at least let the coach know that we would like them to use the backups at certain positions.


sadly your post it a bit overseen here, cause i think that you could change it without taking away the challenge of managing minutes. Maybe it would be really possiblie, to make something like an 6th man role where the backup is considered equally as a starter.
or overwork the Coach deciision with the coach set up, cause i get such an 6th men feeling easily when i play coach decides with a blank lineup but when i ply coach decides with a given lineup my coach forgets to substitute. Sounds weird but at least that is my experience with my roster, that when the coach have a pair of players for a position the result may change from 28/20 to 42/6 through the fact that you give him a starter(and strictly follow gives more backkup minutes even with equally strong players).


I like that idea too. I just think that there needs to be something somewhere that we can do to influence on a broad level whether or not backups (or even reserves) should be played regularly or sparingly. If I want a guy to play 48 minutes, I can fill him in all three spots on the depth chart. I could probably get very close to that by having him as the starter/backup and someone else at reserve. If I want 36ish minutes and he's got low enough stamina, I can have a backup. But trying to get anything approaching an even split, especially for high stamina players, is almost impossible unless you're having a blowout win or injury of course.

This Post:
00
198864.34 in reply to 198864.33
Date: 10/21/2011 10:19:21 AM
Overall Posts Rated:
105105
If I want a guy to play 48 minutes, I can fill him in all three spots on the depth chart

Well, that's does not work either!!!
In case you are using 10 players in a game and you are in garbage-time (and winning), still all the starters goes to bench, and no matter wether your other 5 had been defined as backups or not.

This again proves how much current situation is just wrong.

Targeting minutes or at least improving coach desicions are a must improvements and not just "nice to have".

This Post:
00
198864.35 in reply to 198864.34
Date: 10/21/2011 10:23:25 AM
Overall Posts Rated:
13691369
Using 9 players (2 per position, one as Starter / Backup / Reserve) gives my guy 48 minutes 9 out of 10 times.

Zwei Dinge sind unendlich, die Dummheit und das All...
Advertisement