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Player/Team Chemistry

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From: Desh026
This Post:
00
261282.5 in reply to 261282.4
Date: 7/17/2014 9:58:49 PM
Overall Posts Rated:
44
True! I really hate teams that always change their players every season. They don't have their own identity. If possible, lower chemistry on a powerhouse teams should result to a ballhog players LOL! Just kidding. But it's the reality. As long as the team don't have chemistry, there will be ballhogs and hero ball everywhere. Anyways I like this Chemistry suggestion.

From: Melo9

This Post:
33
261282.7 in reply to 261282.1
Date: 7/26/2014 8:02:48 AM
Overall Posts Rated:
255255
aamcguy, thanks a lot for this suggestion, I really love it!
As a "programmer", this implementation is not that dificult to do, you can make it a little less complex.

Example for OPTION 2:
-players have one atribute aside with experience called chemistry;
-that skill would improve 1 level every year, and I think the normal skills nomenclature is fine, from 1 to 20;
-everytime you change your team, that skill was reset;
-That skill would have an effect of 5% on a player gameplay like experience/homecourt etc...(not really an inovation for BB to implement)

EASY!

I am 100% sure BB will make this suggestion real in the near future as this solves some issues as mentioned:
"provides an incentive to keep that 34 year old you've had for 10 years, rather than relegating him to changing teams every season as players buy him for cheap to complement their bought-not-built rosters."
"Most importantly, it provides a reason to build around players you've kept for a long time"

And this is awsome and easy to implement!

From: aamcguy

This Post:
00
261282.9 in reply to 261282.7
Date: 7/26/2014 7:26:16 PM
Overall Posts Rated:
1919
I agree my version of implementation was a little complex, but while I want the bonus for growing and keeping players long-term I also didn't want it to be such a big bonus that it is incredibly disadvantageous to play the transfer wire if that's what people want to do.

The most important part of my implementation, and I'm going to go ahead and assume we'd be talking about option 2 (length of time with team or "loyalty" also presented by some of the other posters), is that you have diminishing returns for each player. So while a team is still going to get a bigger bonus in-game for playing 4 or 5 long-tenured players at a time than a team with only 1 or 2 long-tenured players, the gap in elevated skill levels will be much, much closer than if the 4 or 5 team was playing against a team that is refreshed every single season.

I don't really care about the specifics behind how it is done; I understand I provided the formula but not the rationale behind it. :D

This Post:
00
261282.10 in reply to 261282.4
Date: 7/26/2014 7:32:39 PM
Overall Posts Rated:
1919
Unfortunately, if it's hidden there's no effect on the transfer market or the way people build teams. Even if it was made known that a hidden effect such as this exists, I think too many known hidden attributes makes the game too confusing for newer users to get into and casual users to stay interested in. The only thing that will happen is that teams that keep players long-term will get the benefit of "lucky wins" slightly more often than others.

I think one of the more important parts of my suggestion is that it be visible to the users; even if it impacts little in the games I think it would be something that helps people connect with their simulated players better and keeps them interested longer.

I will admit that the length of time they've been with your team and the stats they put up their entire career can be found by searching several menus and submenus under the player bios, but I think a dedicated screen devoted to the time spent on your team would be a great thing.

The fact that the effect would go beyond just aesthetics and actually impact the game action would make teambuilding that much more fun.

Last edited by aamcguy at 7/26/2014 7:35:26 PM

This Post:
00
261282.11 in reply to 261282.10
Date: 7/26/2014 9:35:37 PM
Overall Posts Rated:
766766
i definately agree that there should be some more 'tangible' benefit that users are able to notice. For instance, if its really obvious that the merchandise goes up considerably when ur team structure doesn't change, then thats a tangible visible benefit.

the current transfer price estimate says how long a player has been on ur team for. (Unless you drafted him in which case it won't say how many days. ) So that kinda resolves that problem for you.

But obviously the suggestion is about player/team chemistry - which we are not sure exists yet. and assuming it doesn't, obviously it still stands that the more guys you have on your team, for longer, then the bigger the team benefit. which i agree with.

Last edited by Coach Regan at 7/26/2014 9:35:51 PM

This Post:
11
261282.12 in reply to 261282.11
Date: 7/26/2014 11:56:27 PM
Overall Posts Rated:
5959
I support this idea unless their is already a hidden 'chemistry' value.

From: abu

This Post:
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261282.13 in reply to 261282.9
Date: 7/31/2014 12:17:11 AM
Overall Posts Rated:
3535
great idea , hope BB think of a way to reward loyalty to team.

i dont know how BB implements it, but i just hope something happens along this line

From: HAHA

This Post:
00
261282.14 in reply to 261282.6
Date: 10/2/2014 1:46:22 AM
HAHA001
IBL
Overall Posts Rated:
454454
Loyalty is a good idea ...

This Post:
11
261282.15 in reply to 261282.1
Date: 10/3/2014 7:34:38 AM
Overall Posts Rated:
77
good idea ... it will give only minor advantage for managers that are making there own players, but still good to stimulate those who decided to play this game on the hard way ... and it adds realism to the game (y)

Last edited by MirzaBole at 10/3/2014 7:47:14 AM

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