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Draft List Questions~

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146657.374 in reply to 146657.373
Date: 6/30/2010 1:37:08 AM
Overall Posts Rated:
168168

Athletes don't develop in a straight line in any sport. Its more like extremely rapid development for the first few years and then very very slow development or no development at all, followed by a period of slow decline and eventually a rapid drop off (almost as rapid as they started).


As reflected by the fact that optimum training age is 18 - 21.

Training and coaches (tactics) IMO should relate more to team chemistry and how well a certain group of players can execute a given offence/defence. IMO even coaching kids their individual development in skills is pretty slow relatively but their TEAM growth in learning plays/offences etc. and playing together through a season etc. is where they really grow and improve.

I agree this would add an interesting aspect to planning your team, who to sell, who to keep, etc. But teams that have been around longer w/ the same squad would have higher ratings in this area. Doesn't that go against what you want for new teams to get 'competitive' faster with older teams?


ONE good draft pick (the first) and 1 or 2 that might be trainable is not gonna make a team that starts 5 players automatically competitive... Also if everyone had players making approximately the same amounts then winning would come down to strategy, not who has the best players via having played the game the longest.


It IS down to strategy. Your strategy for building up your team. Balancing your economy and player development. Players who have been playing longer have had more time to establish, build income and train their players. Why should a new player be able to compete evenly straight away? Or given the fast forward button? How is that fair to the older players?

Since you like to make references to 'real' basketball, show me a NEW team that is competitive with an established team immediately without some sponsor pumping in billions of dollars into it. THAT is just not realistic.

I'm suggesting the draft is a place where the competition can be leveled, by making it fair and balanced and meaningful. As long as draftees are 100% not going to make an impact the draft is unmeaningful, and to boot it is not balanced or fair league to league. I hopecoming changes at the very least even it out.


Correct me if I'm wrong, but at the end of the day, your argument is that each league should be more consistent with the strength of the draft pool, a generally stronger draft pool to make things more competitive and help new teams get competitive faster.

Again I'll suggest to you that the draft pool is supposed to be random and based on luck. Some people get lucky and get nice drafts. Other people don't. Some leagues will luck out with great players in the pool and others won't have one that is great. To me this is realistic.

The assuming the older teams do better as they have had more time to established their '200k' players, they get later picks on their choice of players. This lends to helping the new teams have an advantage of building stronger team with the first choice of the better players.

How is it realistic that every draft pool player is decent, useful and can have an impact on the team? Why not jus eliminate the lower potentials and salary players all together then. To 'even' out the playing field faster?

To me it just sounds like you are frustrated with not so good luck with the last draft. Or want a fast-forward button to catch up with teams who have worked hard to build their rosters.

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This Post:
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146657.376 in reply to 146657.375
Date: 6/30/2010 12:05:59 PM
Overall Posts Rated:
168168
lol! true I guess.. but 15 minutes during a short break from work or so isn't that bad. :) Gives me something to do apart from trying to smack my laptop to pieces for laggin on MS Word! ;P


From: Axis123
This Post:
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146657.377 in reply to 146657.376
Date: 7/1/2010 1:09:43 AM
Overall Posts Rated:
299299
It's good to see that everyone was able to steer clear from flaming. A breath of fresh air!!

I see both the points of these arguments. From my perspective, I can conclude that it just wouldn't be easy to develop and maintain a game that "should" be close to the real thing, yet still remain an entertaining experience. I speak for myself, but I imagine many others on here are the same, when I also accept that I know so little about managing a real basketball team (or any sports team) or developing a video game. I think improvement suggestions are great but I will always understand my possible lack of knowledge in all relevant areas and, therefore, be lenient on those who run the show.

That being said, there are a few changes that I would love to see. I'm not a fan of the linear progression of skills. Real flesh and bone sportsman (and women) don't do that. Some players enter a league and do great for a couple of seasons then fizzle out very quickly. Some players enter and are just able to hang onto their contracts, then become quite amazing. Some players who are thought to have little potential end up having lots and vice versa (if anyone has followed the NBA for a while, they'll see what I'm talking about). There is a lot of randomness going on and, for managers of these teams, they have to deal with this randomness, taking decisions along the way to stay on top of the pack.

Or perhaps I'm being too hard on the developers...

This Post:
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146657.378 in reply to 146657.21
Date: 7/6/2010 7:40:56 PM
Overall Posts Rated:
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:D

From: Stajan
This Post:
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146657.379 in reply to 146657.378
Date: 9/27/2010 8:00:30 PM
Overall Posts Rated:
146146
This isn't my draft list, but I'm trying to get opinions for a friend. I'm thinking one way, and two people the other way. And oh man. I wish they were on my draft board.

Player 7: 5 ball skill, 4 ball potential A grade 6'0" 18 year old SG
Player 36: 5 ball skill, 5 ball potential A grade 7'0" 18 year old SG

Which player would fetch the most money if sold on the transfer list?

Bumping this couldn't hurt.



Last edited by Stajan at 9/27/2010 8:00:53 PM

This Post:
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146657.380 in reply to 146657.379
Date: 9/27/2010 8:18:34 PM
LionPride
III.11
Overall Posts Rated:
246246
1st guy

With #2 an OD pop would take 3-4 weeks with his height at 18 so the potential upgrade matters not.

From: kLepTo

This Post:
33
146657.381 in reply to 146657.379
Date: 9/27/2010 9:03:36 PM
Overall Posts Rated:
102102
Player 2 hands down. It'll either be MVP, HoF, or ATG. Could be a couple of million or more in the TL. Just 'coz he's SG doesn't mean you'll train him as such.

Last edited by kLepTo at 9/27/2010 9:04:12 PM

From: Krazy Kay

This Post:
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146657.382 in reply to 146657.371
Date: 9/27/2010 9:20:48 PM
Overall Posts Rated:
3535
I am suggesting that every league have a higher quality of draftees available or atleast closer range in terms of top pics.

Starting out newer/midlevel players with 6 to even 10k salary rookies is reasonable to me when there are tons of teams out there with 200k salary players.

I like to draw inferences to RL basketball and I knwo people hate that... but in the NBA guys like Lebron and Dwayne Wade made an impact immediately. In BB you need 2-5 seasons of training MINIMUM to even start to compete with the best players. That really kills the realizm a lot.


does the draft scale per div level? Is a 5 star/5 ball player always going to be a certain salary level (around 5k i think) no matter if he is a div I prospect or div VI prospect?

If that is the case a scalling system seems like it should be used. A top prospect in a div I league should be far better than a top prospect in a div VI. A top prospect should be at least starting calibur for that division. The problem is with training, they could become super monsters due to their high starting skill set and young age of 18 or 19. perhaps the happy medium would be to create starting calibur players AND also scale the age. maybe a 10k salary guy would be 20 or 21 yrs old. That would offset the training issue that might be created.


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