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forum day topic: Potential

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From: Maupster

To: ned
This Post:
00
29708.50 in reply to 29708.49
Date: 5/11/2008 8:16:52 PM
Overall Posts Rated:
284284
I understand the ball thing..But that just doesnt make a center more attractive to train. Does it? Because a center gets 100 balls, a guard also. Its only the eye who is seeing 3 high trained skills, but the mind likes the 6 well trained, slightly lower, skills also...

Both positions get 100 balls of full speed training. So potential dont change the value of either position

Or am i thát stupid that i dont see the point you guys trying to make here?

Last edited by Maupster at 5/11/2008 8:17:38 PM

Ben je op zoek naar een BB-Buddy die jou alle kneepjes van BB bijbrengt? Neem dan deel aan het Buddy-sytem. Pm mij voor meer info
From: ned

This Post:
00
29708.51 in reply to 29708.50
Date: 5/11/2008 8:25:46 PM
Freccia Azzurra
IV.18
Overall Posts Rated:
823823
Second Team:
Slaytanic
I try with this

A center needs rebound, ID and IS. He needs these 3 skills to play well, not to be sell well.

A SF needs JS, distance shot, OD, ID, ball possession, passage and to be completed also IS.

If you've 30 points available as sum of potential, you'll have a center lvl 10 in the 3 skills he needs, at the same time the guard will have a lvl 4, let's say also 5, in all the skills he needs. As you can see, a lvl 10 plays quite well, a player with skills lvl 4 no, that's the point. If you try to train a SF in only 3 skills your SF will not play well, I can tell this for sure. I hope to have explained a little bit better my point of view

1990-2022 Stalinorgel - https://www.youtube.com/watch?v=pV-Xppl6h8Et
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From: Maupster

To: ned
This Post:
00
29708.53 in reply to 29708.51
Date: 5/11/2008 8:36:35 PM
Overall Posts Rated:
284284
See, i thought i already understood you the first time ;)

Serious, you are so right about the above. But like i said earlier: that problem already existed before the recent adding of potential. And the adding of potential doesnt changed that because nobody will train faster/slower.

Your point you are trying to make is the fact that you think its harder to train a guard. True. Its easier to train a center to a higher level, on all his premium skills. But thats also the main reason why centers are cheaper.


Last edited by Maupster at 5/11/2008 8:37:12 PM

Ben je op zoek naar een BB-Buddy die jou alle kneepjes van BB bijbrengt? Neem dan deel aan het Buddy-sytem. Pm mij voor meer info
This Post:
00
29708.54 in reply to 29708.53
Date: 5/11/2008 9:07:14 PM
Overall Posts Rated:
214214
Hmm well this is all news to me. My first assumption was that the potential would allow you to reach a certain plateau for your skills -all skills- so if you had a player with starter potential for example they would be able to get every single skill to let's say 'strong' before hitting the training decrease for that skill.

Now i'm hearing that there's a point total sort of way of calculating potential? Am i right in interpreting that if you had atrocious skills in one area, that would leave more room (or more 'points') open for another skill to be higher than normal instead?

This seems crazy to me and totally against the whole balanced player/team thing that was trying to be promoted. Someone please correct me if i'm reading this discussion incorrectly, i sure hope so.

This Post:
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29708.55 in reply to 29708.53
Date: 5/11/2008 9:10:54 PM
Overall Posts Rated:
00
It's the main reason why they are favored to train not the reason to why they are cheaper. They being cheaper is because they are favored for training.

The potential puts an extra pressure on guards now, because the cap is a sum of all the skills. Thats where the 6 skills vs 4 skills comes knocking on the door. :)

This Post:
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29708.56 in reply to 29708.54
Date: 5/11/2008 9:12:20 PM
Overall Posts Rated:
00
Now i'm hearing that there's a point total sort of way of calculating potential? Am i right in interpreting that if you had atrocious skills in one area, that would leave more room (or more 'points') open for another skill to be higher than normal instead?


That is correct, if i read the first two posts of the topic.

This Post:
00
29708.57 in reply to 29708.53
Date: 5/11/2008 9:12:52 PM
Overall Posts Rated:
214214
edited: double post

Last edited by DireWolf at 5/11/2008 9:50:40 PM

This Post:
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29708.58 in reply to 29708.21
Date: 5/11/2008 9:42:49 PM
Overall Posts Rated:
458458
In season 3, my starting shooting guard was the league MVP with exactly 0 assists for the season.

Once I scored a basket that still makes me laugh.
This Post:
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29708.59 in reply to 29708.58
Date: 5/11/2008 10:02:21 PM
Overall Posts Rated:
196196
Well the decisions we make as managers is based on our own research and knowledge so I prefer to judge and award the MVP's myself instead of a computer programme... so I have just learnt to accept that its unlikely I will agree with the selection and feel confident that my guys are actually better than the positions (yes I did get a guy feature this season!) than they are suggested to be.

This Post:
00
29708.60 in reply to 29708.59
Date: 5/11/2008 10:18:29 PM
1986 Celtics
IV.21
Overall Posts Rated:
88
a large point that is missing from this discussion is that ratings are relative things...

so if you are training a guard in 5 areas, versus a center in 3 .. or whatever the difference, i'll agree the guard is going to have lower skills... but you can't compaire strong passing to strong inside shot.. because strong passing is compared against strong outside defense.. etc etc.

just because a center's absolute skill level is higher doesn't mean he will play better.. because playing better means matching up favorably against your opponent, and if your opponents average center also has higher ratings than its not really "higher" in terms of performance.

I think this is a good thing, because its a way for intelligent an observant players to take advantage of mistakes that less observant players might make. An observant player will note that guards on average have to have lower skills and thus will normalize their value correctly. In the end that sort of calculation is what the game is about... looking at options in terms of personnel moves, and having some model in your head about how those potential moves are going to affect your team. Those people with better model's are gonna do better.

The game should also be enjoyable on a much lower less sophisticated level, and we hope to strike a balance that lets that happen.. but it seems those most vocal in this thread are thinking about the more in depth issues.

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