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forum day - Game Shape.

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This Post:
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112396.8 in reply to 112396.6
Date: 9/19/2009 12:49:44 PM
Overall Posts Rated:
214214
Fair enough.

Guess i'll just have to try and get my minutes between 48-90 and hope for a good "roll" :P

This Post:
00
112396.9 in reply to 112396.7
Date: 9/19/2009 3:34:33 PM
Overall Posts Rated:
11
i'm not arguing that just saying that whne the GS is not as good it does not affect the player the same way as when he has a good GS

You got to know when to hold em, know when to fold em, Know when to walk away and know when to run. You never count your money when youre sittin at the table. Therell be time enough for countin when the dealins done.
From: rwystyrk

To: ned
This Post:
00
112396.11 in reply to 112396.5
Date: 9/20/2009 7:08:31 AM
BC Hostivař
II.2
Overall Posts Rated:
11891189
Second Team:
Jirkov
Yes, GS behaviour first week is strange. It's the only week you can see 70 minutes player dropping GS.
These changes are gradual, and will build up over a few weeks' time. - in my opinion this could be the problem. My hypothesis is that 0 minutes is calculated for previous weeks in GS formula at the start of the season. My second hypothesis was that too many minutes at the end of the previous season could make GS drop, but I saw player with correct minutes at the end of the season to drop at the start with 70 minutes, so I rejected this hypothesis.

Last edited by rwystyrk at 9/20/2009 7:09:57 AM

This Post:
00
112396.12 in reply to 112396.8
Date: 9/21/2009 3:23:57 PM
Overall Posts Rated:
1717
Fair enough.

Guess i'll just have to try and get my minutes between 48-90 and hope for a good "roll"


Try to get them between 50 and 60

Who cares?!
This Post:
00
112396.13 in reply to 112396.2
Date: 9/21/2009 8:36:48 PM
AS Barroom Heroes
III.2
Overall Posts Rated:
10191019
Second Team:
Lone Pine Productions
Instead of having the following week's game shape depend largely on the number of minutes played in the previous week, and having the optimal range of that number be fixed for every player (I'm pretty sure that everyone has figured out that around 60-65 minutes is the optimal number of minutes), have you ever considered extending that concept a little and introducing new elements that could make the optimal range of minutes vary from player to player? This would obviously make the game shape implementation a bit more realistic and more interesting to manage. The one aspect I had in mind was stamina. Intuitively, it would make sense that a player with high stamina would be able to play more minutes during the week than a player with low stamina without having negative repercussions on the following week's game shape.
For example, a player with strong stamina might be able to play up to 90 minutes (meaning his range of minutes played without the possibility of negative repercussions on the following week's form would be from about 48 minutes to about 90 minutes in sted of 48-75) whereas a player with atrocious stamina would have trouble playing more than 50.

This Post:
00
112396.14 in reply to 112396.13
Date: 9/21/2009 10:36:05 PM
1986 Celtics
IV.21
Overall Posts Rated:
88
if we did that it would highly increase the value of stamina and we would need to announce it at least a season or two ahead of time, so we have no plans to do so and I won't comment on what i think of the idea.

This Post:
00
112396.15 in reply to 112396.13
Date: 9/21/2009 11:26:43 PM
Overall Posts Rated:
458458
I think that is a great idea, but I have two points. First is that a lot of teams have starters/ key players with very poor stamina. Your idea would make those players a real liability, which isn't a good thing. Second is that there shoud be a low limit as well for guys with high stamina. Say if they don't get at least 80 minutes their gameshape drops.

Overall I really like your idea. It would make stamina training a much more important factor, which would lower salaries in general, which is a good thing. I think it, or something similar, is very worthy of discussion.

Once I scored a basket that still makes me laugh.
This Post:
00
112396.16 in reply to 112396.14
Date: 9/22/2009 4:29:05 AM
AS Barroom Heroes
III.2
Overall Posts Rated:
10191019
Second Team:
Lone Pine Productions
if we did that it would highly increase the value of stamina and we would need to announce it at least a season or two ahead of time, so we have no plans to do so and I won't comment on what i think of the idea.

It certainly would, and I agree that it would need to be announced ahead of time to allow teams to adjust, but I also think that it would add a shade of realism to the game form system, and it would in part fix what is now (IMO) a problem with stamina: unlike other skills, too much stamina right now is a big problem for some players because it doesn't allow you to put them in the starting lineup for both league games, and that doesn't make too much sense, especially if those players are your best ones.
I'll offer a personal example: Belokopytov is my best player, and he has just dropped from valid stamina to strong stamina (so it's still really high). Well, if I put him in the starting lineup, he is almost assured of getting the full 48 minutes unless I put another player of similar skill level (which is hard to do since he is over 100k) on the bench, in which case he might get from 40 to 45 minutes. This means that if I put him in the starting lineup for both games he is virtually assured of getting over 90 minutes, and consequently dropping in form, which is definitely not what I would want.

This Post:
00
112396.17 in reply to 112396.15
Date: 9/22/2009 4:33:16 AM
AS Barroom Heroes
III.2
Overall Posts Rated:
10191019
Second Team:
Lone Pine Productions
I think that is a great idea, but I have two points. First is that a lot of teams have starters/ key players with very poor stamina. Your idea would make those players a real liability, which isn't a good thing.

Well, this is true in terms of handling their minutes, but nothing would chance from a performance point of view in the single match. Plus, IMO having a player with atrocious (or similar) stamina should be a real liability, because it would increase the value of that skill.

Second is that there shoud be a low limit as well for guys with high stamina. Say if they don't get at least 80 minutes their gameshape drops.

This would depend on how the system is implemented: you could argue that the lower limit would not have to be different from what it is now, because a player with high stamina could endure more minutes of playing time, but wouldn't necessarily need to play more minutes in order to have good form.

Overall I really like your idea. It would make stamina training a much more important factor, which would lower salaries in general, which is a good thing. I think it, or something similar, is very worthy of discussion.

Thanks.

This Post:
00
112396.18 in reply to 112396.12
Date: 9/22/2009 5:30:22 PM
Overall Posts Rated:
214214
Yeah, i always get my guys around the 50-75 mark but i thought 48-90 was the general range.

Aaaanyway, stamina has nothing to do with it apparently which was my original question :P

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