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Scrimmage Game Engine Feedback

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This Post:
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86131.40 in reply to 86131.39
Date: 4/16/2009 5:34:41 PM
Overall Posts Rated:
1010
Dear buzzerbeater-team,

after watching the scrimmage, on which the game engine updates (improved rebounding system, more turnovers, more assists) apply, I have some remarks about the game engine:

I think there are improvements on the number of assists in a game to meet realistic stats.

Concerning the turnovers per game I think, the game I had to watch was a little bit too exaggerated. Ok, the opponent team played Full court pressure, but in my opinion the number of turnovers can still be reduced. That turnover rate is only realistic in games of junior teams.

I can't say anything about rebounding, as it is difficult to say, how many rebounds I would have had with the old game engine.

I was a little surprised by the end result of our two teams (138:127). My team normally doesn't score over 110 points, but I don't know about the other team.

One thing is for sure: It is more fun to watch and I just loved the often right defensive guarding, while playing a Zone. That is definitely a huge plus, when watching the game.

These were just opinions and I am eager to read what you and other players think about the updated Game Engine.

Edit: When I first wrote this I thought I was the first writing about the new game engine, and didn't realize I posted it in the wrong forum.

Last edited by Coach Ash at 4/16/2009 5:36:40 PM

From: /joao

This Post:
00
86131.41 in reply to 86131.40
Date: 4/16/2009 5:39:53 PM
Overall Posts Rated:
33
13 TOs in 24 minutes.

Believe its a little unbalanced.



This Post:
00
86131.42 in reply to 86131.41
Date: 4/16/2009 6:03:23 PM
Overall Posts Rated:
406406
In general I like the higher number of assists - rebounding did not change a lot in todays game, so I cant comment on that. (12708137)

Strange rating for one of my plaaers though - 4/7 shooting, 2 Reb, 8 As, 6 Stl, 1 Foul in 29 minutes give a 4,0 rating? (8155991)

Imo the FG% and especially the FT% should be higher overall.

This Post:
00
86131.44 in reply to 86131.43
Date: 4/16/2009 8:05:58 PM
1986 Celtics
IV.30
Overall Posts Rated:
88
no though the enthusiasm/HCA factor was turned down for better teams, can that explain this?

Last edited by BB-Forrest at 4/16/2009 8:07:35 PM

This Post:
00
86131.45 in reply to 86131.42
Date: 4/16/2009 8:06:35 PM
Overall Posts Rated:
154154
FT% didn't change. And they shouldn't (but that belongs to suggestions, there are threads about it.

This Post:
00
86131.48 in reply to 86131.47
Date: 4/16/2009 9:58:16 PM
Overall Posts Rated:
129129
Very enlightening to report that my team, normally pretty decent rebounding team, scrimmaged tonight and gave up 30+ offensive boards—this with a sensational and a prolific rebounder in the lineup some, if not most, of the time. Admittedly, we played a 3-2 but it was still a little out of hand IMO...Pappy

Pappy
This Post:
00
86131.49 in reply to 86131.48
Date: 4/16/2009 11:03:06 PM
Overall Posts Rated:
394394
Ditto in every way.

From: jiaflu
This Post:
00
86131.50 in reply to 86131.49
Date: 4/16/2009 11:24:03 PM
Overall Posts Rated:
22
I don't know about the new game engine...

TO differential seemed really drastic; my team forced 33TOs (24stls) with normal defense, even though my team normally averages opposing TO ~7-9 with 4 stls. It seems overwhelming.

I'm also not convinced that assist numbers need to be boosted - the team averages for my league (USA IV.9) is 15.8 apg - 22.9 apg. The NBA range is 17.4 - 24.7... and remember, I'm in USA IV. Although, I guess my % of FGM assisted during this scrim is pretty on par with NBA stats. (12705262) for details.

I guess I would prefer to see a difference in even one level of a skill such as passing be more pronounced, rather than to see numbers being inflated across the board (ie. respectable passing produces same effects as now, but each level above that increases assist number / shot quality more than currently)

Last edited by jiaflu at 4/16/2009 11:24:18 PM

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