Basketball GM and Football GM can be played at whatever speed you want. Some people like to fly through decades as fast as possible. Others like to micromanage each season. For people who play fast, one annoying thing is when you forget who your players are. Like you're looking at your roster and you think... is that the guy I drafted last year, or the guy I traded for, or the free agent I signed?
Now, you can easily answer this question on the roster page by looking in the new "Acquired" column, which will tell you how each player was acquired. It looks like this:
Players in Basketball GM and Football GM now may be assigned a college when they are generated. This doens't impact gameplay in any way, it's just for fun.
This has nothing to do with basketball. Just programming. But I know some of you like hearing about the technical stuff that goes on behind the scenes - this post is for you!
Happy New Year!
2019 was a great year for Basketball GM. The game is better than ever. Well of course I'm a biased source, but it's not just me saying that. The stats speak for themselves.
|Year||Sessions||Pageviews||Total Play Time (years)|
2019 set new records in all those categories! The last column is the craziest... you guys collectively spent over 136 years playing Basketball GM in 2019. A less impressive way of saying the same thing is that, at any given time during the year, there were on average 136 people playing Basketball GM.
In sports games like Madden and NBA 2k, teams generally have a rating on a 0-100 scale. Basketball GM never had a similar feature... until today! Now you can view team ratings on the Roster and Power Rankings pages. Eventually I hope to put them in even more places.
So, how are the team ratings generated?
Update 2019-11-13 - Everything in this blog post is now officially released! The original blog post follows:
I just updated the beta site yet again. Most of the game simulation and stat changes were already released there, I just hadn't written a blog post about it. But now that I'm also making some minor changes to the ovr formula, I figured I should blog too.
So here are all the changes in the beta:
In the past, each player (except quarterbacks in FBGM) had an equal probability of getting injured. That's now been changed to give older players an increased injury risk and younger players a decreased injury risk. This both makes sense and is supported by data showing a 3% increase in injury risk per year as a player ages.
The "dashboard" is the screen you see here listing all your leagues. I just gave it a facelift. The old one looked like this:
The new one looks like this:
I think the differences are pretty evident from just looking at the screenshots or trying out the new dashboard. But I just want to mention a few of the improvements...
The Internet is a wonderful thing. Basketball nerds from all over the world can enjoy Basketball GM.
But where do these basketball nerds come from? On a whim, I wondered if it was possible that there are Basketball GM users in every country in the world. Crazy right? Turns out yeah, is not fully worldwide yet. But it's pretty close!
Previously, some of you had noticed something strange about team construction and game simulation in Football GM. If you made a team of all one type of player, that team would actually perform pretty well, usually making the playoffs. Obviously that doesn't make any sense.
Looking at it more closely, I noticed that only passing stats were behaving strangely. A team of all kickers was horrible at running and at stopping the run. But they were incredible at passing! So I took a look at the passing code. Turns out the problem was just a small typo. The effects of pass blocking and pass rushing were reversed for calculating the completion percentage and distance of passes. My bad. Small fix.
But this is actually really important, and not just for silly things like a team of all kickers!