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

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

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This Post:
11
251069.311 in reply to 251069.306
Date: 12/27/2013 10:57:47 AM
Παλιά Πολη
III.3
Overall Posts Rated:
1111
Second Team:
Old Town BC
Don't take me wrong. I very much like the game but I feel bad that numbers are going down. I strongly believe that we need to attract and retain new players. To do so we need faster progression at the beginning and more games. Therefore I believe that we need more teams to be promoted at least from the lower divisions. More games as well, you should not wait to be in b3 to have one more game.

From: Glines
This Post:
11
251069.312 in reply to 251069.311
Date: 12/27/2013 11:35:21 AM
Overall Posts Rated:
2727
I have been playing since season 8 got lucky and promoted in Season 10 to IV.60 and have been there ever since. IV.60 is a great league who has a very active forum where people help eachother every day. This has kept Buzzerbeater interesting to me. I didnt really learn anything about BB until season 20. I just logged in bought players, set lineups and guessed about what a "real" team would do. The game is has a big learning curve to new players so to help them they need active forums and mentors.

Here are my suggestions:
Referral program: Every team has a referral number that you can give someone who signs up this gives the Refferal person a few extra Draft points. This gives the new player some extra draft points as well so they will use it. Yes it can be taken advantage of so maybe you cap it at 2 Referrals per season. This will bring some new people in.

Better Mentor Program: Mentors can see your team info and has a comment section on your Manage My Team page which allows him to make suggestions for the coming week. This allows people who like building teams to help a new person build their team. The new person gets helpful advice and stays with the game. Old players get to "build" a team thru helping someone else.

IOS or Droid App? A good App costs around $10k to build. This could increase new players but you would need more than just an App. If you were built an App to just manage the game you are better off making the BuzzerBeater Website Responsive to the size of the device that is accessing. In other Words make it Mobile friendly. If you built an App you would need to make the App "do" something. Maybe an App would allow you to play an "on Demand" game versus a friend. You use your team to play a game. The game would use your players. You cant use it to train your players. It wont change stamina or they wont get hurt but wouldnt it be nice to log to jump on your phone and challenge someone to a game and try a new strategy on the fly? Make the App free but you can only do one game a day but a $5.00 version would allow you unlimited number of matches. If no one was on to challenge then you can play a bot.

More Games a week. Two is nice but the season takes too long and if you have a bad team then it takes too long to get to next year.

Support cost is too much IMHO. I would pay for Supporter feature if it was $20 but $40 is too much for a game I log into once or twice a week.

Drafting players stink. I dont waste time and effort on this.

Ticket Holders? I have made the playoffs 7 years in a row and made the finals the past 3 years yet I only have 1018 season ticket holders? I had 1000 Ticket holders 10 seasons ago. If I make the play offs my season Ticket Holders should go up alot! If I tank my Season Ticket holders should plummet!

Supporters get access to do ondemand games every day. Non Supporters get to do 1 on demand game for every 3 days they log in. (same idea as the IOS or Android app)

Flash support. Every company I know is getting away from flash so should BB.

Strategy: You should be able to set strategy triggers. If you are losing at half time you switch to run and gun and full court press. or If you are winning by 30 you sit your starters.

I am by no means an expert but these are things I think would help BB.






This Post:
00
251069.313 in reply to 251069.308
Date: 12/27/2013 11:50:02 AM
Neverwinter
CGBBL
Overall Posts Rated:
621621
I can't believe that someone is complaining about high transfer prices? Really?

I guess you mean quality players, as in salary efficient. Of course they are expensive, and they should be. In fact, I think they are simply normal priced, compared to junk players, who are, well, junk priced. I don't find anything weird with that.

Quality players - expensive, no matter the salary.
Junk players - cheap, no matter the salary.

There is nothing wrong with this.

Btw, you gave up on the all drafted team concept?

This Post:
00
251069.314 in reply to 251069.311
Date: 12/27/2013 12:00:31 PM
Neverwinter
CGBBL
Overall Posts Rated:
621621
Generally, BuzzerBeater is what it is, a slow paced game. It has advantages and flaws, someone will like it, someone won't. Regarding pace, it's slow, but it's also slow to chew. People play it because they plan on sticking around for a long time.

So drastic changes, no thanks. Minor change of pace would be debatable, though.

This Post:
00
251069.315 in reply to 251069.314
Date: 12/27/2013 12:31:27 PM
Παλιά Πολη
III.3
Overall Posts Rated:
1111
Second Team:
Old Town BC
So then what should be that minor changes in pace? Any ideas?

This Post:
00
251069.316 in reply to 251069.315
Date: 12/27/2013 12:40:23 PM
Neverwinter
CGBBL
Overall Posts Rated:
621621
I don't know, many people like it as it is.

If you want me to give a suggestion I already did so in my first post to you.

Shorten the season from 14 to 12 weeks. Make it 3 league games per week. You would play each opponent twice, instead of current one for opposite division teams. That's 30 league games, 10 weeks, plus two playoff weeks. That's with keeping the current league structure.

Alternatively, change the league format, maybe make it one conference with 16 teams, first 8 teams participate playoffs. Would also be 30 league games.

Again, many people like it as it is. I'm new player, still very active, maybe I'll be okay with current system once I cool off.

This Post:
00
251069.317 in reply to 251069.313
Date: 12/27/2013 1:46:20 PM
Overall Posts Rated:
111111
Yeah, Police work picked up, so I don't have the time to do the 100% home drafted all natural team, and calculate all the information etc.

Wanted to test world reknown tri-position and team position training rates etc too.

So, going for 100% american, and building up a bankroll, which means have to hover/stay D. III ish I figure.

This Post:
00
251069.318 in reply to 251069.316
Date: 12/27/2013 2:35:16 PM
Overall Posts Rated:
116116
Agree, this is designed as a slow play game, and that's just the type of game it is. I will say that to train an 18 yo through age 25 takes 112 weeks. That's over 2 years, which is a pretty crazy amount of time to full develop a player. I don't have a great solution or idea, but it could be nice if you could see your player develop in less than 2 years.

Changing the games/week format or number of weeks/season is a tricky change, because it could drastically change the economic/training balance of the game. Less weeks per season means high potential players may never reach their potential. Large countries have cup tournaments that run the majority of the regular season. Acquisition price economics would change if acquired players could be used in less revenue-generating games. Etc etc. Any change has ripple effects and needs to be well thought out.

This Post:
11
251069.319 in reply to 251069.318
Date: 12/27/2013 3:02:23 PM
Neverwinter
CGBBL
Overall Posts Rated:
621621
I agree, but I don't think it would be too hard to adjust training speed. In fact, they could simply make the training 14/12=1.16 times faster. Economy would probably be somewhat trickier, but probably doable.

Also, yes 2+ years to fully train a player is massive. That's why I would love to draft a monster 18yo. I would invest all the resources into, and build my team around him. I'm guessing I would quit after he retires anyway LOL

Check this number. Age 18 to age 38 is 20*14 weeks=280 weeks*7 days=1960 days/365=almost 5.5 years Now that's insane!

So yeah, perhaps a slight season shortening might be a good thing.

This Post:
00
251069.320 in reply to 251069.318
Date: 12/27/2013 3:02:39 PM
Overall Posts Rated:
111111
Agree, this is designed as a slow play game, and that's just the type of game it is. I will say that to train an 18 yo through age 25 takes 112 weeks. That's over 2 years, which is a pretty crazy amount of time to full develop a player. I don't have a great solution or idea, but it could be nice if you could see your player develop in less than 2 years.

Changing the games/week format or number of weeks/season is a tricky change, because it could drastically change the economic/training balance of the game. Less weeks per season means high potential players may never reach their potential. Large countries have cup tournaments that run the majority of the regular season. Acquisition price economics would change if acquired players could be used in less revenue-generating games. Etc etc. Any change has ripple effects and needs to be well thought out.



*optional* Training "intensity"
train your players 2x as fast as they normally would....

HOWEVER their gameshape and in game performance suffer 3x as quickly, they'll be more prone to foul, and the rest of your team not training, their gameshape also will suffer 1.5 x normal, since the training player ups the tempo and intensity they try to match it.

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