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This Post:
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40617.296 in reply to 40617.291
Date: 8/4/2008 6:48:07 PM
Overall Posts Rated:
196196
That was actually a pretty clever solution that solves a lot of the problem with how salaries would be updated otherwise. Strange that I haven't seen anyone present that idea before.

I can see some small glitches, but not any real big ones at first sight, so I think it definitely is an idea to develop further.


(30308.1)

Wasnt perfect... but this was my original idea....

This Post:
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40617.297 in reply to 40617.295
Date: 8/4/2008 9:07:40 PM
Overall Posts Rated:
155155
If you rank on BB salary or DMI, it goes back to my original suggestion earlier in this thread. That was to increase salary based on a function of BB salary.

I don't think people should be rewarded for longer than 5-6 weeks (half a season) for finding good prices. Similarly, once a trained player is ready for prime time, his salary should start to increase. On the other hand, if the player is not ready to play on the main squad, his salary should stay low. Otherwise training players will become unattractive.

I don't follow BB player sales much. However, in HT you used to be able to sell players for cheaper prices late at night. With no one online, bidding wars are less likely to happen.

Anyhow, at least I now have you talking about a salary component and transfer price component. ;-) I'm glad we agree that the key would be to adjust player salaries somehow - we just disagree on the method. I personally think some form of salary adjustment is the way to go.

Run of the Mill Canadian Manager
This Post:
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40617.298 in reply to 40617.296
Date: 8/4/2008 9:14:20 PM
Overall Posts Rated:
155155
I don't like the flat salary for every player. This would still favour the teams with larger arenas and make it harder for teams entering division I to compete.

Run of the Mill Canadian Manager
This Post:
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40617.299 in reply to 40617.298
Date: 8/4/2008 9:36:22 PM
Overall Posts Rated:
196196
the idea was flawed but i raised the point 3 months ago of too much money in the game.....

i also predicted the tightening in increased revenue and hinted that a more consistent STH / attendence was needed...

anyway - this thread has no doubt helped with the ongoing tweaks that are currently taking place and again the biggest lesson everyone can learn is not to become too attached to any rule / formula until the game really has found a rythym.

so plan ahead in smaller steps and be versatile to make big changes if necessary...

this way when the next big announcement comes you can adjust with minimal effort!

This Post:
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40617.300 in reply to 40617.299
Date: 8/4/2008 9:49:05 PM
Overall Posts Rated:
155155
Sorry, I didn't read the whole thread - I also thought it was a more recent post. It is funny that people in that thread protest what essentially is happening now.

Run of the Mill Canadian Manager
This Post:
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40617.301 in reply to 40617.297
Date: 8/5/2008 2:21:37 AM
Overall Posts Rated:
44
While the price may be lower at night, it is not substantially so. And in this case the owner would be trying to set a price higher than other teams would be willing to bid, but not so high that he gets stuck with a high salary.

Sometimes, owners will list players with a somewhat high price in hopes that someone will meet the initial bid. If the market is around $1.4M, they'll set a price of $1.5M. But that won't work here. If no one bids, they've just reset his salary to a high level. So they will want to set a price that no one will bid on.

If they lowball too much, someone will bid on him, even in the deadline is the middle of the night. And then, they've lost the player, and for a relatively low price.

This Post:
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40617.302 in reply to 40617.301
Date: 8/5/2008 5:13:27 AM
Overall Posts Rated:
00
I'm quite sure this new way of transferring and complex wage changes will never be implemented. The game should be easy to pick up by newbies, even the TV-game income has been adjusted (which I regret).
Don't expect to have a basic functionality such as the TL to be made rather complicated and time consuming.

Climbing the BB-mountain. Destination: the top.
This Post:
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40617.303 in reply to 40617.302
Date: 8/5/2008 1:08:25 PM
Overall Posts Rated:
576576
How about removing or raising the skill caps, increase training speed again, and implement some kind of short term arena or ticket revenue tax.

Slowing training and capping players skills only made inflation worse.

"Well, no ones gonna top that." - http://tinyurl.com/noigttt
This Post:
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40617.304 in reply to 40617.303
Date: 8/5/2008 2:27:13 PM
Overall Posts Rated:
196196
How about removing or raising the skill caps, increase training speed again, and implement some kind of short term arena or ticket revenue tax.

Slowing training and capping players skills only made inflation worse.


I concur... I cant quite see how the top teams salaries are likely/able to start equalling an average weeks expenditure with the lessened speeds and even the best MVP players have got to be 2 seasons away from hurting anyone wagewise...

The slowdown will simply fuel 100+ of the richest teams to compete for the top end players until they have anything like resembling a team that finally has to worry about overheads... and even when this happens it wont be difficult to trade in your worst $15-20k salary player to make way for a partially trained MVP.

This Post:
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40617.305 in reply to 40617.304
Date: 8/5/2008 2:33:21 PM
Overall Posts Rated:
576576
and even when this happens it wont be difficult to trade in your worst $15-20k salary player to make way for a partially trained MVP.


That's part of the problem,players were hitting their skills caps less then a half season into the change, while even a mediocre trainee with higher then all-star potential is such a rarity I haven't found one in three weeks. I'm sure not the only one looking either.

Last edited by brian at 8/5/2008 2:33:38 PM

"Well, no ones gonna top that." - http://tinyurl.com/noigttt
This Post:
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40617.306 in reply to 40617.303
Date: 8/5/2008 3:41:57 PM
Overall Posts Rated:
155155
How about removing or raising the skill caps, increase training speed again, and implement some kind of short term arena or ticket revenue tax.

Slowing training and capping players skills only made inflation worse.


That's not a bad idea. However, having a temporary class-based salary increase would also achieve that goal. What I mean by class based is something like this:

Class the players by salary so that:

the top 5% see a 150-200% salary increase
the next 5% see a 75%-150% increase
etc.

The typical joe player and new draftees would see no salary increase.

You could have a much more sophisticated formula to satisfy however the BBs see salaries in the future. The formula can adjust as "true" salaries rise.

Anyhow, the important thing is to agree that salaries are the issue. After that, short term and long term solutions can be found.

I personally think it is interesting to say that salaries are the issue, then decide to tackle the salary issue with something that may or may not be related to how much salary I can pay (arena revenues).

Run of the Mill Canadian Manager
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