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Match delay

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This Post:
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199220.4 in reply to 199220.1
Date: 10/24/2011 5:09:46 PM
Overall Posts Rated:
105105
I think you brang here two issues. Here are my opinion about them.

1) "Players leaving the team just minutes before the game starts"
I believe the right way to deal with it is as follows.
Auction time is to be set by the USER!
This will prevent this things of happening, or at least it will totaly be on the user responsibility.

Throughly, I don't have one reason why it can't be done.

2) What should happen to the training on a game that was not played due to forfeit?
First, I'm not sure what exactly happens now on those type of games.
What I suggest is that:
a) The team that caused it will not get any training minutes (I guess this is so anyhow).
b) The other team will get training minutes upon some formula.
For example an easy formula will be:
Starters - 36 minutes.
Backups - 10 minutes.
Reservers - 2 minutes.

Is that what you had in mind?

This Post:
00
199220.5 in reply to 199220.4
Date: 10/24/2011 5:13:14 PM
Overall Posts Rated:
959959
no, he had in mind that when the game starts later, players who was eligible to play will stay eligible to play even when they are maybe transfered before the tip off through the server lack.

I believe the games run with a higher priority then the transfer who get stuck quite often, so when the games are freezing the transfer are too, and the games are calculated before the transfer when the server catch up so there won't be a problem but i am not totally sure about it.

This Post:
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199220.6 in reply to 199220.5
Date: 10/24/2011 5:32:40 PM
Overall Posts Rated:
105105
When I wrote "is this what you had in mind", I didn't meant for "is this what you wrote", as by definition I gave my opinion for an optional solution to the issue he brang...

At the end, this forum is for bringing suggestions...

This Post:
11
199220.7 in reply to 199220.6
Date: 10/24/2011 5:34:56 PM
Overall Posts Rated:
959959
then write i have in mind, and not try to give other user your opion even when you like to do so ;)

Most of the stuff you are saying is also the case already.

This Post:
00
199220.8 in reply to 199220.4
Date: 10/24/2011 5:49:07 PM
JMDCeltics
II.3
Overall Posts Rated:
32623262
I think you brang here two issues. Here are my opinion about them.

1) "Players leaving the team just minutes before the game starts"
I believe the right way to deal with it is as follows.
Auction time is to be set by the USER!
This will prevent this things of happening, or at least it will totaly be on the user responsibility.

Throughly, I don't have one reason why it can't be done.


I´m sorry but you´re wrong. Match should start at 20:00 and bids finishing time was 20:30, so the players should have played the match.
Best regards.

This Post:
00
199220.9 in reply to 199220.7
Date: 10/24/2011 5:50:10 PM
Overall Posts Rated:
105105
1) "My opinion" (that I wrote in my first message at this thread ===== (equals) ===== "I have in mind"

2) I basically wrote here two ideas, so there cannot be "most things" here as you wrote.
a) The auction-time is currenlty not being set by the user.
b) As I wrote, I don't know how the training time, for a team who didn't played due to forfeit penalty, is calculated.
My suggestion there was upon the state described by this threa creator information.

This Post:
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199220.10 in reply to 199220.9
Date: 10/24/2011 5:54:06 PM
Overall Posts Rated:
959959
ok all things are already the case ;) But when you say is this what he had in mind, while understanding him and capturing his thread to post your ideas about just slightly related stuff you can come to the conclusion that you didn't understood him.

Last edited by CrazyEye at 10/24/2011 5:55:30 PM

This Post:
00
199220.11 in reply to 199220.8
Date: 10/24/2011 5:59:37 PM
Overall Posts Rated:
105105
I think you only focused on the less important part of what I wrote.
You have focused that it is the user's fault.

The main thing you missed here is that I suggested the game should give the user the ability to set exact auction timing.
Then, it is the user's fault.

Still there could be cases like the one described in your example, what I missed writing in my suggestion is that the players that will be available for a game will be set upon auction-time & scheduled game-time.
Meaning, when one set an auction-time, the game will see on which games scheduled this player will be available and for which team. Upon it the roster for that game will be set.

Now that I think of it, it sound that this part is irrelevant to the first part...

This Post:
00
199220.12 in reply to 199220.11
Date: 10/24/2011 6:04:10 PM
JMDCeltics
II.3
Overall Posts Rated:
32623262
IMHO you can set auction time, 3 exactly days after you put a player in TL, that´s what i did thinking that they should play the game...

This Post:
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199220.13 in reply to 199220.12
Date: 10/24/2011 6:18:34 PM
Overall Posts Rated:
105105
Good to know...
I didn't yet sell to many players and never seen that there is that correlation. I'll pay more attention in the next auction I'll raise.
Thanks.


This Post:
11
199220.14 in reply to 199220.4
Date: 10/25/2011 12:11:33 AM
Overall Posts Rated:
587587
I believe the right way to deal with it is as follows.
Auction time is to be set by the USER!

This is already the case since the beginning of this game. There may be some delay due to last-minute bid wars. In addition, the BB's may choose to extend all transfers (for example, if they are affected by a planned service break).

What I suggest is that:
a) The team that caused it will not get any training minutes (I guess this is so anyhow).
b) The other team will get training minutes upon some formula.
For example an easy formula will be:
Starters - 36 minutes.
Backups - 10 minutes.
Reservers - 2 minutes.

And this is exactly how it actually goes. There are however limitations such that you cannot guarantee 48 minutes in a single position by setting a player as starter, backup, and reserve.


Last edited by GM-WallyOop at 10/25/2011 12:12:52 AM

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