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Does the player market hinder user growth?

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288717.32 in reply to 288717.31
Date: 8/7/2017 4:46:27 PM
Overall Posts Rated:
8686
Besides making more money each week than new managers in larger nations I don't see a lot of advantages from starting in d2. The gap between new teams and everyone else is so much bigger in a micro, so it takes ages before you see any progress. For the first many seasons all you can do is sit around and wait until you have enough millions in the bank to be able to afford the salary floor in d1.

This Post:
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288717.34 in reply to 288717.30
Date: 8/7/2017 5:55:22 PM
Overall Posts Rated:
14901490
Let me just say this: in S27 my C got injured so what did I do? I bought an 89 TSP player with 12/18/15/9 inside skills and 105k salary. It cost me 50k. I fired him rather than selling because I didn't want to risk having to pay the salary an extra week...that's ho things were.

200k salary players routinely went for less than 50k.

Now that was the opposite extreme, obviously, but imagine going from THAT to the inflation and loss of talent that followed Utopia...

Last edited by Lemonshine at 8/7/2017 5:57:31 PM

From: Procta
This Post:
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288717.36 in reply to 288717.11
Date: 8/8/2017 5:38:20 PM
High Point Heroes
NBBA
Overall Posts Rated:
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I really like Lemonshine's analysis during this thread. Lemonshine makes a great observation here that because of the way this game is played, there will always be a shortage of good, trained players on the market. This then manifests into player market, economy, and competitive disparity problems which are daunting for new managers to overcome and hurt the game's adoption rate.

Because of the nature of this game, there is emergent behavior that results in the amount of skilled players to dwindle over time. There's nothing wrong with this, but it's something the developers will have to manage as time goes on. They will have to ensure some sort of balance is kept between the market and the number of managers playing.

In the past, I feel like alterations to the game have been bandaid fixes aimed at fixing symptoms of the problem, which haven't always helped. In solving a complex problem, it is imperative that we correctly identify the root cause before we get into solutions. Thus, I think it is so very important to point out that I feel Lemonshine is onto something here and has expressed through various examples that this will be an ongoing fact of the game.

I wholeheartedly believe addressing this problem will also help address many of the other pain points I have seen other managers express.

Last edited by Procta at 8/8/2017 8:26:32 PM

This Post:
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288717.37 in reply to 288717.34
Date: 8/9/2017 3:53:34 AM
Overall Posts Rated:
8686
Dang times change, huh?

I just hope that prices drop a bit and stagnate at a fair balance in the near future. Whether it's done one way or another doesn't really matter to me, as long as it's done.

This Post:
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288717.40 in reply to 288717.39
Date: 8/10/2017 8:00:40 AM
Overall Posts Rated:
14901490
Shortsighted? People who listened understood. The result is falling skill level across the game because that's what we can produce. If you don't see a problem with players average level getting better and better until it started declining (and it probably still is declining) then probably you are shortsighted.

When a user sees he can't afford the same players he once could, will usually be pissed, he becomes upset that the devs do nothing about it and eventually it contributes to him quitting. Sure we're all in the same boat, but the boat is sinking.

Why would you want that salary problem again, players fired because they make too much money?
Obviously to help new users. Have you read anything in this thread, like, for example, the first post?



Last edited by Lemonshine at 8/10/2017 8:05:47 AM

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