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Minor suggestions 3 (thread closed)

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This Post:
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273519.581 in reply to 273519.580
Date: 10/17/2017 9:17:02 AM
Great Fires
II.4
Overall Posts Rated:
10321032
Second Team:
Great Fires Academy
Well, the search in transfer market it's avaible for all teams but if you pay, you can have most options to limit the search to not see all the players. The forum search I think that must be free, however I still using google to search at forums, it's better.

This Post:
00
273519.583 in reply to 273519.582
Date: 10/17/2017 9:44:33 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
13931393
I disagree, you don't increase chances, you just speed up the progress to get to a certain point. Take your arena for example, you have a capped arena so if a new manager could pay to instantly get a capped arena, he wouldn't have any competitive advantage over you, he just paid to save time. I wouldn't mind BB generating money in a way like that; I don't get a disadvantage, but BB gets money to develop features that I can use. I think that's a win-win.

Now the suggestion to pay for faster training is much trickier, and I don't think it should just be done, but it is something we could think about working out in a way that is fair to all users. It might not be able to do so in a fair way, and then we certainly shouldn't do it, but I was just providing food for thought.

This Post:
00
273519.585 in reply to 273519.583
Date: 10/17/2017 9:59:54 AM
Overall Posts Rated:
487487
If a new manager paid for a capped arena at the onset then he does have a significant advantage. Look at this example:

Manager A pays real world money for capped arena
Makes $100k a week in profits
Can spend profits on players to improve team and promote with an arena that is ready for the next level

Manager B doesn't pay real world moeny for capped arena
Makes $100k a week in profits(Probably less than Manager A since arena is smaller)
Has to spend at least part of profits on arena in order to prepare for promotion while spending on players too
If/when he promotes, has to spend money on area to be at a level to make money at the next level while upgrading players to stay competitive.

I once had a team with 1757 players and was $25,835,360 in debt. This is not that team. Join the Discord group open to anyone, but especially for USA managers to improve your club or get involved with the U21 and NT programs (https://discord.gg/cKpNkt2).
This Post:
00
273519.586 in reply to 273519.584
Date: 10/17/2017 10:18:16 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
13931393
I would suggest that you still need in-game money to initiate the construction of the seats, but then you can pay to have it completed right away (or pay half that amount after half the construction time to finish it).

I agree with you that it should be prevented that the game ends up as pay to win, but it seems we differ in our view on what is pay to win. I'm someone who doesn't want to pay for feature, advantages or speeding up things, so I'm on the same page as you in that regard. However, I do try to look through the eyes of the paying users and of BB in the sense that the things you can pay for need to be attractive for those that pay for it, so that BB can generate money. If micro-transactions are limited purely to cosmetic features, I think it won't generate a lot of money because there's not a lot of people that want to spend money on that.

However, I think the newer generations have a need for instant gratification and are willing to pay to get things faster. That would generate a lot of money for BB, and more serious projects like an app could be developed with that. That's a positive for non-paying users too.

In the end, if you want a good game, it needs to be paid for. I'm perfectly fine with paying time for a game while others pay money. That way I can profit from the money they invest in the game I play for free, and I'm fine with having to spend more time to get to the point that paying users get faster.

As an exisiting manager, I'm not negatively effected because I already have my arena and good roster. As a new manager, you could experience a negative effect. You could combat that by also paying to speed up progress (new generation might do this), or you could just go for the long haul (older generation like existing managers might do this). However, since new manager already face the disadvantage versus exisiting managers, I don't think giving the option to pay for progress is detrimental to the experience of new non-paying users.

This Post:
11
273519.588 in reply to 273519.572
Date: 10/18/2017 2:20:31 AM
Overall Posts Rated:
883883
Before hitting send message:
CTRL+A (select all)
CTRL+C (copy to clipboard)

Always. Supporter or not.

This Post:
00
273519.589 in reply to 273519.588
Date: 10/18/2017 4:14:26 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
13931393
Thanks for the tip, that's what I almost always do, except for the times that I forget and realize it while I hit send message

This Post:
00
273519.590 in reply to 273519.585
Date: 10/18/2017 4:23:30 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
13931393
If a new manager paid for a capped arena at the onset then he does have a significant advantage. Look at this example:

Manager A pays real world money for capped arena
Makes $100k a week in profits
Can spend profits on players to improve team and promote with an arena that is ready for the next level

Manager B doesn't pay real world moeny for capped arena
Makes $100k a week in profits(Probably less than Manager A since arena is smaller)
Has to spend at least part of profits on arena in order to prepare for promotion while spending on players too
If/when he promotes, has to spend money on area to be at a level to make money at the next level while upgrading players to stay competitive.

Sorry I missed your message earlier. Yes of course it's an advantage, otherwise people wouldn't pay for it. But it's only a speed advantage, they do not get any advantage during the basketball games. In my opinion, "pay-to-win" featuers would be something like paying to give your player a boost during games. I suggest only paying for speeding up progress, which makes it worthwhile to pay for, but in the end there is no difference in a basketball game between a paying and a non-paying manager.

I think it doesn't change the game for non-paying managers, progress is already slow and there are already established teams with better arena's and rosters etc. It still takes the same amount of time to reach the top for non-paying managers.

To emphasize, I'm a non-paying manager too, I don't want to pay for speed of progress and I don't want to lose games because my opponent pays real money to do so. I do like if others do pay money, so the game I play for free can be improved. Sticking with just cosmetic features to pay for will only generate a small amount of money I'm afraid, while offering speed of progress could generate a lot of money.

This Post:
00
273519.591 in reply to 273519.590
Date: 10/18/2017 5:51:12 AM
Overall Posts Rated:
487487
You and I clearly disagree at what an “in game advantage” is. I’m talking about BB as a whole. Getting a leg up on an arena or anything else you can pay real world money for gives an advantage over someone that doesn’t pay. Just like in my example, that person can afford better players sooner which translates to how you’re interpreting “in game advantage” and gives them better chances to win each game.

I once had a team with 1757 players and was $25,835,360 in debt. This is not that team. Join the Discord group open to anyone, but especially for USA managers to improve your club or get involved with the U21 and NT programs (https://discord.gg/cKpNkt2).
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