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Injuries. Are they necessary?

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This Post:
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300020.25 in reply to 300020.22
Date: 6/10/2019 5:00:56 PM
Overall Posts Rated:
14901490
I'm not against changing the upper limit of injury length
I'm against I would make injuries for people with a lvl 1 doctor even longer. Cheapskates gotta pay.

I noticed the other day when he opened a new thread that Wolph got a 3 week injury and has a lvl 7 doctor. Leaving aside the shock of the lvl 7 doctor, which is mind boggling considering he used to go for lvl 1 staff with salary close to $0, is it fair to get 3 weeks with a lvl 7 doctor while other people get 1 week with a lvl 1? Look at this: (37335985)

Last edited by Lemonshine at 6/10/2019 6:47:58 PM

This Post:
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300020.26 in reply to 300020.24
Date: 6/10/2019 5:06:46 PM
Overall Posts Rated:
14901490
The solution is simple: increase the number of trainers, so lvl 6 and lvl 7 trainers become cheaper and you can cap even 10 potential players faster.

We need to see the impact of gym and youth trainer on this though.

This Post:
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300020.28 in reply to 300020.27
Date: 6/10/2019 6:43:35 PM
Overall Posts Rated:
14901490
sounds quite implausible for a MVP player not to be capped at 29yo with level 6 trainers, but then maybe you are training him even after he capped which does inevitably slow things down. Even if he's one of those optimised players who have similar PG and PF salary with very high TSP, he really should be capped or close to it. Personally, I always give up on trainees who are not good enough to make the NT once they reach their cap (not saying your player isn't). It's just not worth training beyond that point, unless you know the sublevels and you know you are close to a pop.

Also you are more likely to get frustrated when you don't see pops for weeks and nobody knows exactly how much slower training becomes after you reach the cap. There have been reports of Perennial All-Star players with skillsets belonging in the MVP cap range, so the speed drop may be less than theorised.

In any case getting a lvl 7 trainer for the same cost of a current lvl 6 trainer would give you a 3-3.5% boost in training speed for the same dollar. This would have gotten you those extra 2 pops already, so it does matter.

The fact that trainers are expensive and the fact that staff cost is excluded from the team's floor penalises training. So yeah, making lvl 5-7 trainers cheaper than they are now or giving some form of economic relief to teams who pay good weekly money for primary staff would go a long way to make training more profitable and produce players faster.

Last edited by Lemonshine at 6/10/2019 6:53:50 PM

This Post:
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300020.30 in reply to 300020.24
Date: 6/12/2019 6:02:17 AM
Wild Pride
IV.40
Overall Posts Rated:
688688
Second Team:
Groundhog Killer
the aging thing bothers me the most. I've spent nearly all my time in this game training players to their max potential...from starters up to HOF'ers. I've trained a number of guys through 29-30 years of age to hit the goals I set for them when I first drafted or purchased them. You spend years training and then you get to enjoy the fruits of your labor for 9 months or so. At that point, they begin losing skill and a tremendous amount of value. Not asking for much but give me a solid year to enjoy the guy at least and bump the age limit up


I totally understand this. Maybe skills should start dropping at 35 instead of 33. One spend years training a player and after comes the big question: do I sell him and get a huge profit for the player I’ve been investing all my trainings, or do I keep him, enjoy his 1-2 seasons at top level but after I sell him for a low price??

This Post:
00
300020.31 in reply to 300020.30
Date: 6/14/2019 5:03:39 AM
Overall Posts Rated:
120120
I actually like the feature.
but this week I had 3 injuries and in my U21 team 2 injuries. that's a bit much at once

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