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Injuries should go to hell

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From: Bernspin

This Post:
11
319263.62 in reply to 319263.57
Date: 7/5/2023 9:53:46 AM
Franca Shoemakers Revival
II.3
Overall Posts Rated:
558558
Second Team:
Mito só o da Caverna


I didn't expect a level 7 doctor to perform a miracle, but I expected a player who at that moment had 6-11 days of injury to recover in 6 days. It shouldn't be a miracle if you buy THE HIGHEST LEVEL OF DOCTOR. I didn't ask to recover in 4 days




Doctors are mostly useless, dude. You pay them a fortune and they give you almost nothing in return. Your reasoning makes total sense, but it's not how things work here. The higher the level of staff, the more exponentially expensive they are and the less exponentially they give you back. I don't think this is a huge problem in general, like in training, but in the specific case of injuries this just adds exponentially more outrage to what is already outrageous.

This Post:
00
319263.63 in reply to 319263.51
Date: 7/5/2023 10:07:23 AM
Franca Shoemakers Revival
II.3
Overall Posts Rated:
558558
Second Team:
Mito só o da Caverna
His game shape likely has deteriorated and will need a week+ of minutes to get back to just where he was. The game assumes no practice or training while injured. What's even more strange is a player's game shape drops after you purchase him from the market.


Game shape drops after a sell/purchase is alright, it's a proper way of dealing with daytrading and other suspicious market practices.
But... if there was a way of making injuries fair and realistic, they should be definitely linked to game shape... higher levels of game shape should prevent or stop injuries (level 9 should never lead to injury, level 8 extremely rarely, level 7 less rarely and below 6 injuries should happen often)... mastering game shape is hard and should be rewarded, this would be fair and realistic, way more than the random crap which has always been injuries in BB, probably the worst (of the very few bad features) feature of the game.

This Post:
00
319263.64 in reply to 319263.63
Date: 7/5/2023 10:55:49 AM
Isca Centurions
EBBL
Overall Posts Rated:
383383
Second Team:
Dartmoor Pumas
But... if there was a way of making injuries fair and realistic, they should be definitely linked to game shape... higher levels of game shape should prevent or stop injuries (level 9 should never lead to injury, level 8 extremely rarely, level 7 less rarely and below 6 injuries should happen often)... mastering game shape is hard and should be rewarded

Unless you have just bought a player it's near impossible to have someone in less than 7 GS, and most players are in 8-9 GS all season (after the first couple of weeks). GS is very easy to manage for two games/week, it only seems like a challenge for elite teams trying to win three games every week. But even then I rarely see their players in low GS. The above is basically just turning off injuries.
I would like to see a little more variance in GS updates, but I suspect that would be a minority opinion

The higher the level of staff, the more exponentially expensive they are and the less exponentially they give you back.

My understanding was the difference in skill between a level of staff is a roughly linear improvement, although I'd have to double check that.

Salaries seem to also be linear, roughly you might pay $5k for a level 2, $12k for a level 4, $20k for a level 6 doctor. Higher level salaries do increase at a slightly higher rate, but the initial fee for non-coach staff is very small so you can just replace them more often.

This Post:
00
319263.66 in reply to 319263.64
Date: 7/5/2023 11:08:30 AM
Franca Shoemakers Revival
II.3
Overall Posts Rated:
558558
Second Team:
Mito só o da Caverna

The above is basically just turning off injuries.


that's the idea haha


My understanding was the difference in skill between a level of staff is a roughly linear improvement, although I'd have to double check that.

Salaries seem to also be linear, roughly you might pay $5k for a level 2, $12k for a level 4, $20k for a level 6 doctor. Higher level salaries do increase at a slightly higher rate, but the initial fee for non-coach staff is very small so you can just replace them more often.


I really don't have data to base this. What I say is based on the fact that the difference between every coach level is 3 percentual points... a level 4 coach trains at 97%, a level 5 at 100%, a level 6 at 103%... their wages work another way, though, a level 5 coach is way more expensive than a level 4 and a level 6 is a luxury very few can (or should) afford... I guess doctors work the same way, if they don't, well, sorry about that... but they would still suck, since your players will get injured and take a long time to recover anyway.

This Post:
11
319263.67 in reply to 319263.63
Date: 7/7/2023 8:03:02 PM
Harbor City Storm
III.4
Overall Posts Rated:
1313
Second Team:
Lomita Lowriders
I'm fine with dealing with daytrading and "other suspicious market" behavior. But there are better ways to do that, going back to the injuries issue.

When a player gets injured, there should be a way for immediate relief for a team. Because game shape drops when a player is plucked from the market, you essentially need two game weeks minimum to get that player up to speed. By then your injured player is back or nearly back.

The way you address day trading and injuries is to charge either a mandatory 1 or 2-week player salary for any attempted firing of newly acquired player and/or prevent his release. But since the only way a team can possibly address an injured player immediately is through the market, don't render the market useless. And no, purchasing a world-renowned doctor isn't the answer either because you're still locked into the weekly salary no matter what and it offers marginal relief.

Injuries really take away from the game because seasons are short and the impact is huge.

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