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Suggestions > New Merchandise Income[Official Thread]

New Merchandise Income[Official Thread]

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This Post:
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315010.85 in reply to 315010.84
Date: 07/21/2022 14:04:34
Valencia B.C.
A1
Overall Posts Rated:
5050
I thought it was a good idea and this isn't a sudden change that you have to build your roster around or gives a big boost on the value of players like it happened with 33 year olds. I believe this change would have helped players with big or huge salaries cause their value in the TL plummeted.

This Post:
00
315010.91 in reply to 315010.89
Date: 07/21/2022 15:37:33
KS Goldena
PLK
Overall Posts Rated:
40114011
Second Team:
KS Golden Grizzlies
(315010.68)
I believe all that can be fixed by single (maybe not trivial) fix, the curve of the exponential slope needs to be refined.
Increase of salary with every next level of particular skill is bigger and bigger. This increase of salary is too big on the highest levels of skills currently. Should be lower. The exponential slope of formula, which counting salary basing on should be less curved.



Last edited by kozlik4 at 07/21/2022 15:42:05

This Post:
22
315010.92 in reply to 315010.89
Date: 07/21/2022 16:15:25
BC Vitosha Sofia
A Grupa
Overall Posts Rated:
775775
Second Team:
Sofia Alpha Dogz
It has been said already, but I will reiterate - just decrease the exponential coefficient so that top player salaries (250-300k right now) decrease ~20% to 200-240k. This will decrease all players' salaries ofc but lower salaries will be decreased less, thus effectively making top players more cost-efficient and will improve their value in two different ways.

If it were up to me I wouldn't touch anything else in the formula for two reasons:

1) Because it is fast and easy to implement and convenient to test that way and the chances of "unleashing hell" are minimal

2) Because it is better for the game to maintain a certain level of discrepancy in the cost/effectiveness of skills. Otherwise one would basically just need to know the salary to know how effective the player is/could be.

BBB: 2 (S37 S38); Top tier: 7 (S35 S36 S37 S38 S39 S41 S63); Cup: 9 (S25 S35 S36 S37 S38 S39 S40 S41 S61)
This Post:
00
315010.93 in reply to 315010.92
Date: 07/21/2022 16:20:09
Wasted Potential
NBBA
Overall Posts Rated:
454454
Second Team:
Hazards to Society
I like the idea of decreasing the exponential coefficient.

Additionally, to comment on changing other things in the salary formula, if there is a change to how much different skills cost in comparison to another, this change would need to take place slowly over the course of 10 seasons in order to give managers appropriate time to adjust their training plans accordingly.

Training in this game requires years of planning, so a quick change to how much certain skills cost could ruin years of work by managers as their builds quickly become less effective.

Last edited by Mediocrity at 07/21/2022 16:22:03

This Post:
11
315010.95 in reply to 315010.94
Date: 07/21/2022 17:01:00
Overall Posts Rated:
9494
My next question is, is the difference between top tier Players and lower tier Players too much?


That depends on how big "you" want the gap between teams at the top and bottom is too.
The bigger the gaps for that, the bigger the gap between top teams and lower teams, and from that, less competitiveness overall all around, IMO. I'm guessing that's a big problem in getting newer players around to stick.

Everyone is entitled to their opinion

I'm not the best to argue the specific exponential curve but it seems counter-productive to "over-train" players, since they grow way to expensive to maintain, as it is, so it seems like some fine-tuning is needed. Having said that, I'm all for having 1/2 superstars (possibly 3 but with greater risks/costs) and a solid/great supporting cast to succeed. Caps and revenue should also taken into account, since it's all interconected.

Having veterans mentoring rookies could be a way to change/help training? Sponsor/Owner goals at the beginning of the season for alternative revenue? Short term money loans that bite to make short term pushes? I'm sure there's lots of options to think about but staying put as it is doesn't seem to be sustainable.

Just throwing some things around

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