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Suggestions > curing overagressive players

curing overagressive players

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192647.67 in reply to 192647.66
Date: 8/18/2011 1:47:21 AM
Overall Posts Rated:
766766
I do agree, but i think its pretty much impossible to get a perfect simulation, so there will always be aspects that are not 'genuine simulation'.

I do feel that is probably an aspect of the game that is a little bit strange, but not entirely flawed. Players get injured, players foul other players. If you didnt know that flagrant fouls cause injuries, and you never watched live games, you would only see the player injured after a game and as such, would assume that injuries just occur as a natural way of the game.

I guess it would be nice if a) Flagrant fouls didnt cause injuries (or at least, not as often) and b) Natural injuries occured.

and im sure ive seen this around the suggestions forum before, whereby, if your players game shape is low, and you keep pushing him to play all the time, he is more suceptable to being injured. Or a some kind of combination of factors such as this.

anyways, this is going off topic here. :)

From: abigfishy

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192647.69 in reply to 192647.68
Date: 8/18/2011 7:29:06 AM
Overall Posts Rated:
809809
remember greg oden smashing his own knee by just jumping when there was noone even near

i think there was another funny one years ago when kevin johnson injured himself trying to lift charles barkley in a celebration

i just looked it up

Kevin Johnson Injures Knee During Suns Celebration

This isnā€™t so much about KJ as it is about Charles Barkley. After nailing a game-winning shot to beat the Blazers 115-114 in the third to last game of the regular season, Barkley jumped on teammate Kevin Johnson to celebrate. Problem is Barkley outweighed KJ by about 70 pounds and wound up injuring Johnsonā€™s knee. KJ missed the final two games of the regular season and the playoff opener against the Lakers (a game they lost).


can we code that into the game?

This Post:
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192647.70 in reply to 192647.69
Date: 8/18/2011 8:14:11 AM
New York Chunks
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Overall Posts Rated:
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Bill Cartwright + elbow = shattered Olijawon cheek

But anyway, I totally agree with the "fouls cause all injuries" issue. So, who volunteers to start a new Injures thread here in Suggestions Forum to bring this up. I think surely there's a way to distribute injuries among "injuries caused by fouls" and "random injuries" caused in games so that the injury rate doesn't really change, but that at least reduces the likelihood of a team losing players just because they're going up against an aggressive team. And that "more realistic" thing is also good.

Don't ask what sort of Chunks they are, you probably don't want to know. Blowing Chunks since Season 4!
From: chihorn

This Post:
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192647.72 in reply to 192647.71
Date: 8/18/2011 1:38:37 PM
New York Chunks
II.2
Overall Posts Rated:
943943
Funny. Call me odd, though, but I actually like the notion of having some "skills" hidden. Aggressiveness is one of them that makes things a little more interesting. I even think there should be some hidden random factors that affect game performance, perhaps related to those things that are outside of the game, like a player's personal life. We don't need the details, but just some unpredictability that says that some players just have off nights. Maybe that could be part of a hidden "Focused" stat that makes some players consistent, and other players more likely to play below (and even above) what their skills are.

Don't ask what sort of Chunks they are, you probably don't want to know. Blowing Chunks since Season 4!
This Post:
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192647.73 in reply to 192647.72
Date: 8/18/2011 5:20:33 PM
Overall Posts Rated:
406406
Funny. Call me odd, though, but I actually like the notion of having some "skills" hidden. Aggressiveness is one of them that makes things a little more interesting.


You will find out a players aggressiveness pretty quick, so whats the "fun" aspect of this "hidden" "skill"?

This Post:
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192647.74 in reply to 192647.73
Date: 8/18/2011 5:59:00 PM
New York Chunks
II.2
Overall Posts Rated:
943943
You will find out a players aggressiveness pretty quick, so whats the "fun" aspect of this "hidden" "skill"?


The "fun" in the "hidden" "skill" is that the "game" will be "less" "robotic", and more like the "real" "world". Or so I "think".

Don't ask what sort of Chunks they are, you probably don't want to know. Blowing Chunks since Season 4!
This Post:
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192647.76 in reply to 192647.70
Date: 8/18/2011 9:26:32 PM
Overall Posts Rated:
766766
Ive started the new injuries thread here guys. Feel free to add more suggestions, modify my suggestion. The initial suggestion is very generic, so lets build on it. Lots of good comments in this thread, so lets put them in this new one as well.

(194523.1)

Apologies to the OP for hijacking his thread....multiple times...




This Post:
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192647.77 in reply to 192647.74
Date: 8/19/2011 3:56:05 AM
Overall Posts Rated:
406406
You should shop thinking then. Overagressiveness is an annoyance and no real world aspect.