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Exhaustion in League Games

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From: Fresh24

This Post:
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314729.83 in reply to 314729.82
Date: 4/30/2022 2:03:25 PM
Syndicalists' BC
Naismith
Overall Posts Rated:
304304
I think there are likely still changes to come, and I'm wondering if they could help clarify for us the problem they see so it's clear for users that want to plan ahead.

This Post:
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314729.84 in reply to 314729.53
Date: 4/30/2022 3:08:43 PM
Dinamo Cobra
III.7
Overall Posts Rated:
1212
when exhaustion kicks in

- Anytime in the 4th quarter if the player has not been subbed out enough* during the course of the game, any action he makes may cause him to become exhausted.

* There is a specific ratio of rest a player needs to be safe from exhaustion. For example, Subbing for 30 seconds in the first 3 quarters is not enough.

how players are affected

- An exhausted player can continue playing (although the GE usually finds it better for them to sit).
- An exhausted player has their energy severely reduced so they perform at a much lower level than usual.
- An exhausted player can come back into the game, although they most likely will be suffering from some energy loss.


Many thanks Justin. Following your reply and the 30 seconds example, I've recapped a few good points made in the thread and some personal additional considerations. All the following is somehow interlinked.

- How players with high stamina should now be considered? As they hardly gets substitutions despite having a designated sustitute, I'm guessing that in the end high stamina could mean higher chance of exhaustion. Has this been considered?
- Increase the control over the substitution and rotation minutes during the match, as the GE still sometimes picks players that are not supposed to be used in training slots and this will be increased by the exhaustion dynamic.
- Consider a raise on the arena earnings, to support the market of middle aged players (also see the next point).
- Remove completely the coach skill related to olders player and increase the older players skill drops frequencies, so to push for a training focused approach, preventing teams to be built on a few, low cost old players and force the now less cost-effective training on youngsters (at the moment there is no reason to train to sell on the market, prices are too low compared to the salaries). This would also mean larger rosters for all teams due to the trainees, equalizing the current disbalance.

This Post:
11
314729.91 in reply to 314729.89
Date: 4/30/2022 4:29:50 PM
Overall Posts Rated:
16631663
Have you considered reducing the optimal minutes/week for looking after good game shapes?

I think that would control short rosters as well and everything else won't have to be changed (exhaustion, training minutes, etc.)

This Post:
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314729.92 in reply to 314729.89
Date: 4/30/2022 10:40:32 PM
Syndicalists' BC
Naismith
Overall Posts Rated:
304304
Thanks, these explanations help provide clarity.

This Post:
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314729.93 in reply to 314729.85
Date: 5/1/2022 1:06:27 AM
Irelevantii
II.4
Overall Posts Rated:
6161
Second Team:
Irelevantii II
Yes, it will not be very hard to do so, we don't want to make training harder, its not the goal.

@Fresh24 + @Tudor31 - in the most obvious way, we are trying to kill the "48 for 5 players" type of games. But we also want to punish teams who have 3-4 stars with a salary that is way above the average and don't have subs, or a very poor ones.

@Mitico cobra + @Rasho - Notice that the exhaustion is not the only change that is being implemented. As the news post state, we've also reduced the effect of higher stamina levels, and that in order to help managers to sub these guys.
With that being said, we've also implemented another update to the exhaustion effect to make sure it will be less likely that a player with high stamina level that has a sub, will be exhausted.

@Audrius + @Vilkai - We do in fact consider a new merchandise income, that will spread these top players among more teams and will keep the value of top players.


Thank you for your answer and joining in the debate with palpable, intelligent reasons. So if this change only affects "48 for 5 players" type of games, then great. It should happen sooner rather than later. Let's see how it spills over into the NT realm, that being one of the major drivers in the game at this point.

Since players with high stamina don't get subbed ever, maybe that was one of the bugs that caused all this mess. So if exhaustion will simply apply more intensively to low stamina players and all starters plus reserves will get your usual 36 + 12, this may be the right direction.

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