关于BasketballZone的帮助手册

纪录更新: 2012-08-15 14:47

帮助版块提供给了关于游戏的主要信息。在这里你可以找到关于游戏各领域的信息和各部分之间联系。不过,每一个用户,需要找到属于自己的成功之道。

游戏的大部分页面都有快速帮助 - 这是对页面的组成元素和可用的操作的简短描述。快步帮助位于页面的右上方,以(?!)标识显示。

新手任务用以帮助新用户尽快熟悉游戏,用户可以通过新手任务熟悉游戏的主要特点,新手任务的详细信息一直可以通过用户信息版块的”新手任务设定“选项进行查看。

你如果还有疑问,可以在我们的论坛(论坛的帮助版块)中找到大部分的答案。

第一步

纪录更新: 2014-05-15 12:36

你已经拥有了一支球队 - 然后呢?首先,你可以点击所有你能点的,对游戏设计进行熟悉并看看你能获得些什么。注意,在右上角有一个“?!”按钮。在这里你能获得很多有用的建议,和一些经常性问题的答案。

现在 - 当你拿到一支新球队后,你可以跟随以下步骤:

1. 进入 "赞助商"页面 -> "赞助报价"

每一天(只要存在有空余的广告空间)你都将获得来自于赞助商的报价。在签订合同前请先考虑你握有的机会,因为随着知名度的提升,你在未来能拿到更好的赞助(签订一个短期合同是一个不错的选择)。你可以选择签订还是等待一份更好的。在下一天,没有接受的报价会被删除,新的报价将会到来。这些都取决于你自己的选择 - 什么时候签,签什么样的报价。

2. 球员 - 看看你所拿到的球员。留意并记住他们擅长的技能。实力评价(综合)是一个比较球员的好方式。实力评价是对球员技能的总括。综合越高,球员越好。

3. 联赛 -> 点击"球队" -> "名册" 看看你的对手所拥有的球员 - 你的球员是否比他的要好,还是差不多。

4. 战术 - 为你的球员制定一个应对下一场比赛的战术。没有必然的最佳战术 - 这是个不断尝试和失败的过程。

5. 财政 - 查看一下你的财政。你可能需要将你最贵的球员交易出去以换取较便宜的球员,或者你还能购买新球员。阅读帮助版块的财务内容 - 在这里你将能找到如何对财政进行规划和使用。

6. 球员交易 - 获得较好球员的方式有很多种。最主要的一种就是从市场上购买。你可能需要花费一周的时间以获得一名新球员。所以你可以试着将你的领军者换取两名较好的球员,或者查看其他所有的队伍,将较好但是昂贵的球员与虽然对你的球队来说完全不需要,但是合同便宜的球员进行交换。(完全不需要的球员即使把板凳坐穿,永不上场,也是要领取工资的)

不过,你也需要谨慎些,以防被对手给欺骗了。当你获得一份交易提案的时候,不要直接拒绝 - 查看这份交易对你来说是否有用:

A) 你是否能节省些钱

B) 你的球队是否会变得更强

7. 市场 - 根据合同期对球员进行排序。这些球员是你能最快拿到的球员(你可能在下一场比赛来到前就急需新球员)。不过,不要太快做决定,这样你可以避免太早将原有的球员开除。原有的球员可能能帮助你赢下后面的比赛 - 也可能帮你再输掉个2-3场。

根据综合对球员排序(实力评价 - 是球员对于一个球队来说最重要的价值所在)。不要太在意球员打的是什么位置,因为你可以自行更改。留意综合,身高和先前的一些技术统计。不过最重要的因素仍然是综合。选择你喜欢的球员,然后给他们提供一些钱。一开始我们推荐购买那些不为他人关注太多的球员,这样他们不会要价太高。你可以以几百元钱就购买到这些球员。同样的,被许多人感兴趣的球员价格常常会水涨船高,因为竞争太激烈。所以通常情况下(特别是在早期),购买两个工资较低的普通球员要优于购买一个相当好但是薪水巨高的球员。

8. 帮助 - 如果你有任何疑问,不知道接下来该干什么,你该使用帮助手册。注意,在大部分页面的右上方有一个(?!)标识。点击将能够显示关于此页的有用信息。如果你在快速帮助和帮助手册中没有找到答案,可以通过论坛继续寻找答案。

新手指南

纪录更新: 2014-03-20 04:45
新手指南帮助新用户尽快熟悉游戏和功能。我们推荐新用户完成所有的新手任务。
新手指南由多个独立的任务所组成,它们向玩家展示游戏的各个系统。

任务包括:
  • 需要完成的任务描述
  • 关于该系统的重要信息(当任务完成后显示)
  • 与之相关的帮助链接
当一个任务完成后,俱乐部将获得一笔奖金。所以,跟随新手指南不仅能帮助熟悉游戏,而且能为俱乐部的财政做出贡献。

所有的新手任务都完成后,俱乐部将会获得一些信用点奖励,你可以使用这些信用点来购买会员包或其他功能。信用点用完后,玩家可以通过购买或帮助游戏发展的方式获得更多的信用点。

所有的任务均可以在这里找到:用户信息 -> 新手指南 -> 所有任务列表

如果感觉新手指南和游戏帮助中信息不够丰富,可以通过论坛的帮助版块进行提问http://www.bballzone.net/forum/help-f41.html

Tournaments - National teams

纪录更新:
Twice in a season different age groups' tournaments take place. Every second season it is either U16 and U21, or U18 and Men's tournaments.
National teams' tournaments are based on additional matches. They may take place on the same time as a match in official league (national or international). Playing in National team doesn't affect player's training or injuries.

Manager of the team

On the first week of the season users can suggest themselves as candidates. Running as candidate is also available later (till the beginning of the tournament) but it costs more credits. Whether candidate becomes manager of National team or not, credits paid for becoming a candidate are not returned.
The same user can be a candidate to few National teams but will be able to manage only one National team in each age category. If candidate is voted to manage few teams, he will manage the one that is higher in strength ranking.

On the second week all country's users, that have paper rank or higher, can vote for the chosen candidate to manage the National team. Vote can be given for only one candidate in each category (vote may be changed during the voting week).
If country is not active and there are no votes (or few candidates get same number of votes), the system automatically selects the best candidate (according to achievements, contribution to game’s development, investments, etc.)
*** Warning: Candidates can not spam country's users promoting to vote for them. All arguments and discussions are welcome in candidate's speech and press conferences below it.

Manager can:
  • choose assistant - another user that can also fully participate in management of the National team
  • select 20 players that will participate in preparation phase (skills of the selected players are displayed)
  • later select only 12 players (from the previously selected 20) that will play for the National team
  • select 3 coaches that will lead the National team
  • if there is need, National team can play preseason matches based on additional friendly matches
  • set team’s tactics

System of the tournament

All age groups' tournaments may consist of few divisions (the number of them depends on activness of countries' users and strength of countries' players). 
Every division's tournament takes place in some particular country. This country’s team has a better atmosphere. Hosting countries are selected according to country users’ activeness, growth, support and contribution to game’s development.

Each division has one league with 24 teams.

1st round. Teams play in 4 groups of 6 teams in each. 1 match is played with each group's team (5 matches). Teams in Standings table are sorted by wins/losses and +/- rate of head-to-head matches (in case of same number of victories). 3 best teams go to the next round.

2nd round. After the 1st round, 12 best teams go into 6 hats for the draw (according to the number of wins and points difference). Then the teams are randomly selected for the 2 groups - each group has one team from each hat. Teams play in 2 groups of 6 teams in each. 1 match is played with each group's team (5 matches). Teams in Standings table are sorted by wins/losses and +/- rate of head-to-head matches (in case of same number of victories). 4 best teams go to the next round.

Quarter finals. Teams are paired this way: 1st (in one group) - 4th (in another group), 2nd (in one group) - 3rd (in another group). Teams that win 1 match go to the next round.
Semi finals. Teams are paired so that 1st place winners can meet each other only in the Final. Teams that win 1 match go to the next round.
Final. The winner of the Final is the winner of the tournament.

Awards
  • In each tournament 4 teams are awarded: gold, silver, bronze winners and the biggest surprize (according to the strength ranking and the final position)
  • Popularity of the best tournament’s players increases. Also, popularity increases for players that played in the winner teams.
  • Managers that lead national teams to win prizes in the highest divisions of U21 and Men tournaments are awarded with some amount of credits.
  • 4 best teams in 2nd and lower divisions ascend to the upper division.

All-Star day

纪录更新:
All-Star day takes place on different days in: National league, International league and Youth league. Candidates to participate in All-Star day are announced one week before the All-Star day.

The following events take place during All-Star day:
  • All-Star match
    Coaches, candidates to All-Star matches, are selected by: tactical skills, experience, number of won matches (in the season). Everyday votes for all candidates are updated. Bigger increase of votes may be due to won match.
    Players, candidates to All-Star matches, are selected by: RT, ranking, +/- rate, popularity. Players must have played at least 5 matches in the season in the league. Players from teams managed by real users also have advantage. Bigger increase in everyday votes may be due to good performance in league's match: ranking and +/- rate. 
  • Slam dunk contest
    The most important features - jump, also speed, toughness and experience. Player must have played at least 5 matches in the season in the league.
  • Skills challenge
    The most important features - passing, speed, dribbling and 3-pointers' skills, also height, number of assists in matches. Player must have played at least 5 matches in the season in the league.
  • Three-point contest
    The most important features - 3-pointers' skill, also experience, speed, height, number of accurate 3-pointers in matches. Player must have played at least 5 matches in the season in the league.
  • 1 on 1 youth challenges
    Each age group players (14-18 year old) compete in separate challenge.
    The most important features - RT, athletic skills, accuracy.
Clubs are given prizes for their players' and coaches' participation and achievements in All-Star day. Value of prize depends on the number of players/coaches that participated in All-Star day's events and their achievements. 
Maximum size of prize depends on the strength of division's players.

Federations

纪录更新:
Federation is community that consists of one or few countries’ users.
Every country, disregarding its size, can create its own or make a request to join another federation. Countries that didn’t create their own federations and didn’t join other federations belong to global federation. Global federation works like all other federations.
It is recommended to create united federations only for countries that are somehow related (by locality, language or culture). However, the final decision is up to you.
Game members that belong to federation can make various suggestions and decisions are made by voting. Voting usually takes one week.

Every federation has its president. The member that suggests creating federation automatically becomes its first president. After federation is created other members can run as candidates to this position. New president can be elected every two seasons. 
The main task of the president is to take care of his federation, confirm or reject federation’s volunteers.
Every federation has a team of volunteers. They have some tasks related with welfare of the community. Volunteer can also be a member of another federation. 
 
Volunteers
 
Federation’s volunteer may belong to that federation or not. So, active game members can help supervising few different federations!
In most cases volunteers make decisions by voting - after some time the system calculates positive and negative votes given by volunteers. In some cases decision takes effect immediately.
We hope that volunteers will be tolerant, will not rush to judge other members, communicate with other volunteers and will try to make the game prettier and more fun.
 
Users’ moderator
We would like to have the game tidy and clean. Therefore we want that team names, logos and usernames wouldn’t be offensive and would be appropriate to represent basketball club.
These volunteers confirm information indicated by users:
  • Team name
  • Team logo
  • Username
This information is confirmed by volunteers’ voting. After some time, if more volunteers (that voted) confirmed - it is allowed. Otherwise, user is informed that he will have to change it to something more neutral.
If volunteer notices that already existing club has inappropriate information, he can also mark it as inappropriate - link can be found in club’s (that belongs to federation) description page.
 
Initials’ moderator
The goal is to take care of federation players’ and coaches’ names and surnames. These volunteers confirm names and surnames given to players.
If they are often used by people in the country, they can be easily included into the lists of country’s names and surnames (that are used for newly created players and coaches).
When reviewing names and surnames chosen by users, we recommend not to make hasty conclusions. Do not forget that in every country there are people of different ancestry.
Also, initials’ moderators can delete or add names (surnames) to country’s database. It can be done in country’s page - link “Edit list of names and surnames
 
Press conferences’ moderator
These volunteers take care that press conferences would be clean and tidy. Inappropriate press conference records can be hidden or their authors can be recommended to be punished for administration.
We would like that press conferences’ moderators would not only take care of order in press conferences but also give suggestions to administration how press conferences could be organized better.

信用点

纪录更新: 2013-06-29 09:28
信用点
 
游戏内使用的游戏货币 - 信用点 Credits
玩家信用点的信息可以戳这里 Credits
 
信用点可以使用RMB购买或者通过帮助改进游戏来免费获得。RMB购买支付的方式可以戳这里了解 Credits - Buy credits。免费或得信用点的信息可以戳这里了解 Credits - Get free credits
购买信用点的价格取决于选用哪一种支付方式和每次购买的数量。支付中间商的费用不同,所以对应的信用点购买价格也不同(比如,SMS支付对应的信用点购买价格就相对贵一些)。一次购买的信用点数量越多,信用点的单价也会越便宜。因此建议有计划少次数高数量的购买信用点来降低购买单价。
 
游戏中一些附属功能的使用是需要消耗信用点的。附属功能不会影响实际比赛或其他游戏基本要素的平衡性,但会在信息描述、沟通方面为玩家提供便利,玩家会更快捷地在游戏中查找和获得需要的和有趣的信息(比如查看记录、之前球队里的球员等)
所有来自于信用点的收入都会用于游戏的维护和开发。
 
会员包
 
会员包共有6种类型:黄金会员包标准会员包市场会员包人事会员包赛事会员包免费会员包。 他们在功能和价格上略有不同。因此,每个玩家可以根据需要购买最适合自己的会员包。更多关于会员包的信息请戳这里 Credits - Premium packages.
请注意只有少数几种会员包包含打折使用附属功能的优惠。
会员包可以购买月包周包。玩家可以选择在会员包到期时自动续购。如果没有选择自动续购,也可以在会员包到期前手动续购。
 
购买游戏资金
 
来自会员包的收入是不足以维持和开发BBZ的。因此,一旦有球队想要快速增加自己的资金,他们也可以通过RMB来购买游戏资金 (Credits - Buy game's money)。
这项操作的价格是非常贵的,所以玩家应该很少会用到它。那些仍然坚持要使用此项功能的玩家对BBZ的支持那必须是相当的大。 
球队能购买的最大资金量取决于当前球队所处的国际联赛等级。因此这样不会对游戏的公平性造成太大的冲击。
 
对游戏投资
 
玩家们可以作为游戏投资者对BBZ中正在开发的一些新功能项目进行投资。投资的玩家会获得球迷、赞助者徽章和与投资新功能相关联的一些优惠或奖励。
更多关于投资和目前开发中新功能项目的信息请戳这里 Credits - Investment in game

俱乐部的人员

纪录更新: 2012-08-16 09:35

要创建一支强大,平衡的队伍是一项重要而又艰难的任务。球队由教练和球员组成:

教练 - 他们的职能将在比赛和训练期间发挥。

球员 - 每一个人都知道球员在球队当中的作用。经理的任务就是创建一支均衡协调的队伍,这有很多种达成方式。你可以“养”小正太球员,雇佣一个没有俱乐部的球员或者和其他俱乐部进行交易。

买断人员

纪录更新: 2012-10-15 21:17

无论这个球员有多好,有时候出于某种原因,你将不得不买断他。球员和教练的买断程序是完全一样的。

通常情况下,买断人员是为了节约资金或者因为这名球员/教练没有达到期望

有两种买断途径:通过球员/教练的工资窗口(点击违约金这一列里的数字 - 它会告诉你你需要支付多少违约金),或者从一个指定球员/教练的窗口

不过,你也要记得,买断会给俱乐部带来不良影响。首先,在财政上,你需要支付一笔违约金,它通常是所剩合同总额的10%(不过不会低于周工资!)

如果你过度使用买断,其他人员会有意见,你的俱乐部形象将会下降。

球员和教练只能在常规赛期间被买断。

教练

纪录更新: 2015-07-29 10:33

教练是球队人员的重要组成部分。他们的指导对于比赛进行和球员训练有重要作用。

每个球队有一个主教练,在比赛中指导球队,负责换人和战术等。系统自动选择最合适的主教练人选。

当其他教练在战术技能某些方面优于主教练,他们在比赛中可以在相应的技能方面略微帮助主教练(英文是 "a little better")。在比赛中教练的影响主要由主教练的技能决定,其他教练对主教练的补充作用较弱(英文是"only a bit")。

球队所有教练参与球员的训练,球员在每个技能的训练效果取决于球队相应技能最高的教练。

球队教练的数量并不重要,除非技能是互补的才能发挥作用。比如一个教练进攻训练技能高,而另一个教练防守训练技能高。

教练可以通过两种方式获得:市场和球探。当与教练的合同快结束了,他会进入受限教练市场。所有俱乐部可以对其出价,而当前俱乐部可选择最佳报价进行匹配。由球探引荐的教练总是会希望与球队提前续约。

在常规赛期间(国内联赛),自由教练市场开放。在季后赛期间,自由教练市场关闭,受限教练市场开放。

教练只能在常规赛期间被解雇(当自由教练市场开放时)。

教练的技能可以提升。在训练设置中,可选择某一种技能或一组技能进行训练。训练报告会显示技能提升的情况。

一线队教练最多为8名。

技能

纪录更新: 2013-07-02 05:34

教练有8种不同的技能。每种技能评分都介于1-12之间教练的综合能力由技能和经验决定。通过综合比较教练的优劣是一种不错的方式。不过,当竞价教练时,你也需要留意各种技能的评分 - 一些技能对你来说可能比较重要(比如,主教练需要良好的战术技能,训练技能对于普通教练来说更加重要)

每一个教练都有一个固定的潜力,这是不会改变的。潜力影响技能的提升速度。

训练技能 – 当训练球员时,训练技能相当有用。教练的训练技能越好,能更快地提升球员的相应技能。训练技能:

  • 运动技能;
  • 投篮;
  • 进攻;
  • 防守。

战术技能 – 当引导比赛时,战术技能相当有用。战术技能:

  • 战术 - 教练为比赛创建战术的能力;
  • 防守 - 影响球队的防守结果;
  • 进攻 - 影响球队的进攻结果;
  • 激励 - 教练如果拥有良好激励技能,他能够更好地在比赛的最后时刻或者在球队落后的情况下鼓舞球员,对于球队来说,这在比赛的最后关头将会有一点点优势,当球队落后时,也能够提高迫近比分的几率。

经验 - 经验丰富的教练能为整场比赛加分,特别是比赛的重大时刻 - 比如,比赛的最后几分钟。教练在球队中的职位和所处国际联赛的分区决定了他的经验增长速度。只有主教练(影响较大)和助理教练能增长经验。

Players

纪录更新: 2014-03-23 17:30

The players are one of the most important components of this game. You do not only have to worry how to get them, but also how to keep them and train them. Maximum number of players allowed in a team is 60 (including main team, basketball school).

There are many functions that are related to the players. You can hire them, get them from the scouts, or exchange them with other clubs. If needed, you can fire the player, or if the player wishes - you can prolong contract with him.

Strength rate (RT) shows how good the player is. RT evaluates all player's skills in one number. However player's skills (you can find concrete skills in player's page) is not all that matters - his potential is also important; it shows the player's capability of improving. Player's height, age and shape are also important. Shape can be observed in Exercises page. Player feels best (and has smallest possibility of getting injured) when his load is Excellent. All players are individual and one player can feel excellent while the other can have too big load on the same conditions (exercising intensity and playing time during the match).

Each player/coach has his minimum required salary (displayed in player's/coach's description page). If no club offers equal or bigger salary, player/coach ends his career (old stars will rather end career than play for minor salary; young players also have minimum limit that can keep them playing basketball).

Every player has his own opinion about the team that he is currently playing in (you can find his opinion in Player's description page). Player's opinion is influenced by a few factors: if he gets enough playing time in court, if his exercises' load is suitable for him, if the team invests into personnel's sector (i.e. takes care of other players' amenities). At the end of player's contract with the team, his opinion has impact on making decision about his future - whether to stay in the current club, to become a limited agent or leave the club at all (read more about this decision in section "Prolonging contract").

After the match you can study your players' performance (Match information), after the trainings - results of exercises (Exercises report). Observing your players you can draw conclusions and "get rid of" the ones that do not fit in the team, as well as look for new players to strengthen your team.

Every day players can get injured (medics inform about it at 21:00 (GMT +2)) and depending on the seriousness of the injury, that player will not be able to play in match for a particular number of days. Another player will have to be sent to the court instead of him. Therefore club should always have some backup plan (for example, players in reserve). Players may be injured not only during the match or training (illness, accident and other).

History and statistics of every player is gathered. Therefore you can track every player's statistics, which clubs he has played in before and what were his results.

技能

纪录更新: 2018-11-16 03:47

球员拥有13种不同的技能。通常情况下技能值的区间是1到14,但实际上技能值没有上限。球员的综合能力由技能和经验决定。通过RT值可以说明哪些球员更好。不过,在选择(或购买)球员的时候,应该考虑他的所有技能(也就是技能搭配)。一些技能对防守球员比较重要,另一些技能对射手比较重要,是不一样的。

每个球员每种技能的潜力各不相同。一个球员,一部分技能潜力高,一部分技能潜力低(举个例子,一个球员提升速度技能可能会比提升传球技能要快)。每个技能的潜力范围是-50%到+100%。潜力是表示技能提升快慢的百分比,同时技能提升快慢还取决于其他因素(年龄,球员的潜力,教练训练能力,上场时间)。技能潜力不会显示出来,可以通过训练结果来推测,或者花信用点看(球员分析)。
 

运动技能 (即球员的身体素质):

  • 弹跳 - 弹跳技能越高,球员跳的越高。这个属性可以在攻防两端都有帮助,好的弹跳技能可以帮助球员抢篮板,防守对面的投篮,或者让对面的球员更难防守(比如扣篮、跳投)。
  • 速度 - 速度技能是决定球员在场地上能移动的多快。速度可以帮助球员跑快攻和快速回防。并且速度快的球员在面对速度慢的球员时会有优势。
  • 强壮 - 描述一个球员的力量。强壮属性在球员接触到对方球员的时候会有帮助:比如在地位卡位的时候获得更好的位置,设置屏障,突破上篮。

投篮技能

  • 罚球 - 技能越高,罚球越准;
  • 近投 - 描述球员在近距离投篮的好坏。包括各种动作,勾手,等等等;
  • 中投 - 描述球员在中距离投篮的好坏。包括移动中投篮,接球后直接投篮,等等等;
  • 中投 - 描述球员在3分线投篮的好坏。

防守技能

  • 篮板 - 描述球员抢篮板的好坏。这个技能描述的与其说是球员抢篮板的能力,更不如说是球员判断篮板球落点的能力,抢篮板的能力和其他属性也有关系。
  • 干扰 - 描述球员防守投篮的好坏。包括:对面投篮前假动作的判断和反应,阻止对面球员的投篮条件,盖帽能力,等等等。
  • 防商 - 描述球员防守对面球员持球时的好坏(在对手决定投篮、突破、传球之前),和防守对面球员无球时的好坏(干扰对面无球队员接传球,防止对面球员跑出空位)。

进攻技能

  • 运球 - 描述球员运球的好坏。运球对矮个球员更有用。运球可以帮助球员避免失误,过掉防守队员,并快速带球向前推进。
  • 传球 - 描述球员给队友传球的好坏。传球技能可以帮助球员增加助攻,也可以避免失误。
  • 攻商 - 球员在进攻时对于不同情况的理解和反应。攻商描述了球员找到更好进攻位置的能力,更合理的传球。这个技能不仅仅只对控卫重要。

经验 – 可以帮助球员在比赛最后时刻起到重要作用,在面对更厉害的对手时发挥水平,等等等。经验可以帮助球员在比赛的重要时刻避免失误,做出正确的攻防选择,而不是恐慌。
球员的经验取决于他的上场时间。球员必须在面对相同强度的对手时上场8分钟,或者面对2倍以上强度的对手时上场4分钟,才可以获得经验。

状态 - 描述一个球员在平时是否准备好能比赛。状态取决于在比赛期间,场上的比赛强度和上场时间。

 

球员租借

纪录更新: 2012-10-27 13:07

如果你有一个年轻并且前景无限的球员,但是你不能保证他的上场时间?你与某个球员签订了长期合同,但是他需要在几个赛季之后才会真正变得对球队有用?如果这些问题听起来很熟悉,那么你可以将你的年轻球员出租给其他俱乐部,这样他的技能能更快地增长(他会得到更多的上场时间),同时你也将节约一部分工资

如果球员符合租借限制(看下方),那么所有者可以通过球员描述页面将他租出去。点击出租链接,之后,这名球员就将会被挂牌到租借市场了(市场->租借版块)。所有想要借用这名球员的队伍将会显示在球员描述页面。所有者可自行选择一支球队(选择自己认为可以使球员提升最快的球队)。

所有者能够看到租出球员的全部信息:训练设定和报告,技能,技术统计。

市场->租借 版块显示了所有能够进行租借的球员(你可以选择其中一个)。如果你想要借用一名球员(请记住,系统只会允许你借用那些符合租借限制的球员),点击他旁边的借用按钮。你的请求会被发送给球员的所有者。当所有者决定把球员借给某支球队时,你的球队新闻里会收到一条信息(不管这名球员是被你还是被别人借去了)。

 租借限制: 

  • 球员租期为一个赛季
  • 球员的工资将由两家俱乐部按以下比例分担:所有者支付30%工资,借用方——70%;
  • 球员只能在常规赛第一个循环周期前进行租借(在赛季的第18天前);
  • 只有较年轻的球员才能进行租借(年龄<=25岁);
  • 俱乐部最多只能出租5名球员,借用2名球员(从不同的俱乐部);
  • 借用的球员必须来自国际联赛级别较高的俱乐部;
  • 使用同电脑/IP进行游戏的球队间不能进行互相租借球员操作;
  • 球员加入后的工资不能超过俱乐部每周的赞助收入
  • 自建球员是无法被出租的;
  • 出租的球员将和受限市场的球员一样,在赛季结束的时候才返回俱乐部。有时候,出租的球员可能会早一点返回 - 如果借用方俱乐部破产了或者由于不活跃,作弊等原因僵尸了。
  • 如果出租的球员上场时间很短(最近4天上场时间少于40分钟),俱乐部的所有者能够直接召回这名球员
* 只剩一年合同的球员也可以被出租。所有者可以通过受限球员市场找到出租的球员,选择延长合同或者放弃合同。

荣誉

纪录更新: 2014-05-20 12:39

match MVP 本场MVP

来自获胜方球队的最佳球员当选本场比赛MVP。MVP不一定是该场比赛中得分最多或者比赛中评价最高的球员。MVP是对胜利贡献最大的球员。

这包含了 - 进攻和防守两个方面。当选择该场比赛MVP时,比赛评价和在场上时的+/-分都将被纳入考虑。这同样适用于最佳阵容和本日MVP评选。

top5 day 本日最佳阵容

在每一个联赛,当联积分表更新时,当日最佳阵容和当日MVP也会随之更新。

如果出现了一支球队屠杀了另一支球队的情况,该场比赛的球员不会被考虑选入最佳阵容,即使他在场上的表现非常优异。- 除非,这场比赛双方的实力真的相差太多。

本日最佳阵容的球员仅会从分差接近或者小于30分的比赛中选取。

dayMVP 本日MVP

当日的MVP(就像当日最佳阵容)均随着联赛积分表一起更新。本日MVP基本均选取自获胜方球队。

重要信息! 在联赛中,分差过大的比赛(胜者和失利者间),有时将不会为最佳阵容和本日MVP选择所考虑

Season MVP赛季最佳

在每个赛季末,球员将会根据赛季总结入选:赛季最佳阵容和赛季MVP。

在未来,还会有更多的分类:
- 最佳板凳球员
- 最佳防守球员
- 最佳多面手

续约

纪录更新: 2015-12-09 08:32
续约球员

球员合同到期时:

    可以提前与之续签新合同自建球员(在创建球队时获得的那个最好的年轻球员)和由自己俱乐部球探发掘的球员(简称自探球员)总是希望和母队续约。自探球员会希望以市场上和他能力相似球员的平均薪水(合同长短也会有影响)来和球队续约,而自建球员的薪水要求会低于市场平均价(等于给母队打了个折扣)。
    每两赛季一次,俱乐部可以选择与一名球员/教练提前续约(续约薪水条件由球员决定)。只有那些已经为球队效力一个完整赛季以上的球员才可以作为提前续约的对象。30岁以下的球员不会乐意降薪续约。
    在自由市场关闭之前都可以进行提前续约操作。
    提前续约完成当周,将立即按照新合同的薪水给球员结算。
    每赛季最多只能提前续约3次 - 包括球员和教练。
    没有获得提前续约的球员和教练将会试水当季的受限市场或下季的自由球员市场。
     
    自由球员市场。当球员对俱乐部的看法是糟糕或非常糟糕时,他会放弃进入当季的受限市场而直接在下赛季成为自由球员
     
    受限球员市场。大多数没有获得提前续约的球员会选择进入受限市场,他们会设定一个日期来对他下赛季的去向做一个决定。在他们的决定日之前,所有的俱乐部都可以向该球员提出报价。在决定日当天,只有球员当前所在的俱乐部可以向球员报价。同时球员会在决定日那天向他当前所在的俱乐部报一个他最低可承受的续约薪水条件(薪水多少取决于他之前收到的报价高低)。受限球员会在赛季末,即受限市场关闭时,到新球队报到(赛季第63天)。


续约教练

续约教练有两种方法:

    提前续约。这种方法适用于自己通过球探找到的教练(简称自探教练)。对非自探教练的话,每两个赛季可以提前续约一名
    在自由市场关闭之前都可以进行提前续约操作。
    提前续约完成当周,将立即按照新合同的薪水给教练结算。教练倾向于以市场上相似能力教练的平均薪水续约,但数额不能低于他的上一份合同。
    每赛季最多只能提前续约3次 - 包括球员和教练。
     
    没有提前续约的教练会进入受限市场,和球员一样,他当前所在的俱乐部可以在教练决定日那天匹配其他俱乐部的出价留下他。受限教练市场的运转流程和受限球员市场是完全一致的。
 

友谊赛

纪录更新: 2012-08-17 08:09

友谊赛有这些类别:普通的友谊赛和额外的友谊赛。

普通的友谊赛

这些友谊赛通常安排于那些没有联赛赛事的空余日子。此赛事必须提前一天安排。当对方球队同意进行普通友谊赛时,系统会自动进行排定并将比赛挂上日程表。

有以下几种方式可以找到对手
- 向一特定俱乐部发送友谊赛请求(通过俱乐部的描述页面或者普通友谊赛页面)
- 向游戏内的任何一家俱乐部发送友谊赛请求 - 系统将会找到另一家也在寻找对手的俱乐部
- 向游戏内实力相近的俱乐部发送友谊赛请求 - 系统将会找到另一家也在寻找对手的实力与你相近的俱乐部。比赛排定后将被挂上日程表。

排定后的友谊赛将显示于俱乐部的日程表上。收到的请求将显示于友谊赛页面(比赛 - 友谊赛)。当收到其他俱乐部的友谊赛请求时,俱乐部的新闻栏目将会有提示。

在这些普通友谊赛中,球员得到的提升和积累的疲劳度近似于非重要的官方比赛

普通友谊赛场馆由主队选择。友谊赛收益双方平分
 

额外的友谊赛

即使当天有另一场比赛(无论是联赛还是友谊赛),这些赛事同样可以进行。他们就像纯用于练习的”理论模拟赛“。

额外的友谊赛有两种类型:
- 使用测试引擎进行比赛。这些比赛将帮助进行引擎测试并熟悉新引擎。这样的比赛数量是有限制的,每次比赛引擎更新后,管理员将给所有用户分配几场这样的比赛用于熟悉引擎。
  如果用户在观看引擎测试赛时发现了一些错误,请通知管理员。在新引擎正式投入使用前,问题会被修复解决。关于测试引擎的错误报告,可在论坛中提交:
http://www.bballzone.net/forum/match-engine-f898.html
- 使用当前引擎(此引擎当前应用于联赛中)进行测试。这些比赛用于检验球队的球员和战术

剩余可用的额外友谊赛数量(包括测试和当前引擎)显示于比赛 ->额外的比赛页面。额外比赛的对手可通过此页面寻找,如果此页面上已有其他球队发送的比赛,你可以选择接受,拒绝或者取消。

每次引擎升级完成后:
   - 论坛会发布一个独立主题 - 关于引擎版本的改变。
   - 引擎升级的信息仅会在此主题中给出(当测试时,主题也会随时更新)。
   - 每次测试引擎更新后,用户可获得一定数量的测试场次。

关于额外的比赛开赛
  * 额外的比赛将在对手同意后1小时内被排入日程表。
  * 额外的比赛(即使他们已被安排入日程表)只有当双方队伍都为该场比赛设定好了独立的战术后才会开始。如果有一支球队没有设定独立的战术,比赛将延期1小时开赛

在赛季结束时,所有关于额外比赛的完赛信息将被永久删除。

观看额外比赛的门票都是免费的。额外的比赛对球员的伤病,训练和经验都没有任何影响 

发生更新的日期/时间

纪录更新: 2016-04-15 07:48

了解更新多久进行一次和什么时候会发生什么事件,对于进行游戏很有帮助。请记住,时间这一列里表示的是事件的发生时间。事件的更新可能需要一点时间(几分钟到几小时不等)。

 

日期 时间(格林尼治时间 +2/ +3 时区) 事件
每天 00:15 受伤的球员恢复到正常状态
每天 00:15 更新工资帽
每天 02:00 赞助商提供新的报价
每天 02:00 安排新一轮比赛
每天 21:00 球员的伤病通知
每天 23:00 训练更新
每天 24:00 当日自由市场/受限市场截止
周四 12:15 最佳球员名单更新(灌篮高手,防守悍将等)
周六 22:30 破产进程启动
周日 09:15 每周财务更新(支付工资,领取赞助等)

 

赛季日期 时间(格林尼治时间 +2/ +3 时区) 事件
1   新赛季开始
1   自由球员市场开启
1   球队间可开始球员交易
3 04:15 老球员/低技能的球员决定是否退役
3,21, 39 02:00 玩家等级更新
10,40 03:45 年轻球员可能长高
18   出租/租借球员截止日
35   自由球员市场截止日
35   买断球员截止日
35   球队间球员交易截止日
36   合同为最后一年的球员对自己的未来做出选择(决定继续留队,成为自由球员,或者成为受限球员)
36   受限球员市场开启
38   国内联赛季后赛开始
44   国内联赛半决赛开始
50   国内联赛决赛开始
60 00:45 国际联赛表现优异的球队将获得奖金
60   附加赛 - 升降级比赛(低级别联赛第2名的球队对阵高级别联赛第9,第10名的球队)
63   球队被移至高级别联赛
63 09:45 租借的球员返回原球队
63 10:15 从受限球员市场获得的球员转会至新球队
63 18:00 电脑队被移至低级别联赛
63 20:00 增加联赛赞助商和特别赞助商合同
63   赛季最后一天


 

 

场馆

纪录更新: 2018-07-20 16:58
篮球赛事在场馆中进行。如果场馆选择合适,俱乐部不仅能获得额外收入,还能通过营造出的氛围使对手战战兢兢。

每个俱乐部都拥有一个小型场馆(也就是平时的训练馆)。这个场馆并不太大,大部分俱乐部在进行联赛时都需要租赁一个额外的场馆。俱乐部可以同时与多个场馆签订合同。场馆的大小和功能影响比赛收入和主场优势。当然,也影响租金。

观众的类型:
  • 球迷 - 他们随时可能跑过来观看比赛。他们不关心球场的功能。这部分观众的数量不多,它取决于球队的球迷协会和联赛级别。
  • 经常性观众 - 球队的支持者,如果条件允许的话,他们就会来观看比赛。经常性观众的数量取决于俱乐部的形象和场馆兼容性能。
  • 临时性观众 - 在赛季中很少会来观看比赛。这部分观众的数量取决于球队的实力和场馆的舒适度。
场馆功能
  • 兼容性 - 与俱乐部的颜色,色散,等等有关。它影响来观看比赛的经常性观众的数量。
  • 舒适度 - 球场的舒适程度(比如,座椅,屏幕)对于临时性观众数量具有较大影响。
比赛氛围越好,主场优势越大。有时候,这甚至可能成为取胜之匙。比赛中的氛围取决于:
  • 上座率情况(空座位越少,氛围越好)
  • 观众人数(观众人数越多,氛围越好)
  • 球迷与经常性观众的的数量。在比赛中,临时性观众是比较被动的,所以他们对比赛的氛围基本没什么影响。
  • 票价。高票价氛围低,低票价氛围高。

场馆租赁

赛季的任何时候,都是可以租赁场馆的。只要签订完合同,就能马上投入比赛

当租赁场馆是,需要设定以下参数:
  • 场馆的功能 - 兼容性和舒适度。这决定了有意来观看比赛的观众人数(经常性和临时性观众),对某一项,甚至两项功能进行投资有时是值得的。
  • 座位数 - 需要的场馆大小。对比赛感兴趣的观众(日程表中有显示)可以帮助做出这个选择。它表示有多少观众愿意来观看比赛(数字是默认以场馆功能级别为7和票价设定为一般进行预估的)。
  • 最小比赛数量 - 在赛季结束前确定有多少比赛数量。计划在此场馆上进行的比赛数量越多,每场比赛的租金越便宜。如果赛季结束时统计的比赛数未达到设定的数量,俱乐部需要支付一笔处罚金(罚款金额 = 未进行的比赛场次 * 每场比赛的租赁费)。所以,经理在做出决定前需要谨慎考虑这个问题。
在赛季结束时与租赁场馆的合同将自动取消

在赛季中,与场馆的合同也是随时可以取消的(在俱乐部的场馆页面)。如果俱乐部要取消合同,而尚未达到最小比赛数量,那就需要支付罚款。如果此场馆上一场未赛,那罚款额相当。在场馆上已进行的比赛数越多,取消合同的罚款越大

在赛季的最后一周,可以提前进行下赛季的场馆合同签订。(场馆租赁页面将有额外选项)。


为比赛选择场馆

每个联赛(国际和国内联赛)可分别进行设定 - 场馆和票价。也可以在日程表页面为特定的比赛进行设定(PRO用户可以对日程表中的任何比赛进行设定,其他用户 -可以为最近的赛事进行设定)。

如果有必要的话,俱乐部可以通过调节票价以调节观众人数:
  • 便宜的票价 - 经常性观众不会错过观看比赛的机会。这样能提高比赛氛围,但是对财政来说是个坏事。
  • 昂贵的票价 - 一部分经常性观众不会来观看比赛了,所以比赛氛围会变得糟糕。不过,这样的票价策略能提高收入。
注意。即使观众人数一样,氛围和收入还是有可能产生差别的。比如:对比赛感兴趣的观众人数有7000人,但是场馆容量只有5000。所以有可能5000名观众的票价类型不同(便宜的或者昂贵的)。如果使用的是便宜的票价(会有更多的经常性观众),比赛氛围更好。如果使用的是昂贵的票价,临时性观众会更多,比赛氛围较差。

市场

纪录更新: 2013-10-17 04:03

自由球员/教练市场

你可以通过市场竞得俱乐部所需的人员。球员和教练并非商品,所以你不能买卖他们,只能雇佣。球员/教练将与提供最佳报价的俱乐部签约。最大的合同年限是5个赛季。 

员工(球员,教练)将会在决定期选择报价。截止期过后,员工会和提供最佳报价的球队签订合同。在收到第一份报价前,员工的决定期不会发生改变,如果在决定期没有收到任何报价,他将会在市场上消失一段时间。如果决定期这一列里有一个[mt] 标识,你可以以最小的工资立马雇佣这名球员/教练。

受限球员/教练市场

受限球员/教练是指那些合同将在本赛季结束的球员/教练。

当季后赛开始后,自由球员/教练市场关闭 ,受限球员/教练市场将开启 。球队可以通过受限球员/教练市场为下赛季做好人员储备。这些球员/教练渴望在新赛季获得更好的合同。在受限市场签下的球员/教练将在当前赛季结束后到新球队报道,所以这赛季你就别期望他们能立刻到队了。请记住,球员/教练的原球队能够在决定期(当其他球队无法报价后)看到球员/教练希望接受的报价,他可以匹配并留住球员。所以你需要对自己给出的每份报价进行仔细考虑。

报价数量这一列表明球员/教练收到的报价数量。
日期 - 在此日期你可以向此球员/教练报价,而在此日期当天,仅仅只有原球队能够报价。他能看到球员/教练希望接受的报价,并选择匹配从而留住球员/教练。在此日期球员将不会在市场上显示(仅仅只有球队拥有者能看到)。你只有当球员/教练选择了俱乐部后,在第二天通过对日期这一列进行排序查看。

在下拉菜单选择显示那些已签约的,你可以看到球员/教练下赛季的去向和薪水。

签下的球员/教练将会在受限市场关闭后(赛季第63天)到你的球队报到。

球员的决定

你要记住,球员有时候会选择一份薪水较低的报价。球员的决定由以下因素影响

  • 报价的薪水(影响最大)
  • 俱乐部的形象等级
  • 俱乐部的人事等级
  • 俱乐部所属国家(球员会更愿意为本国俱乐部效力)
  • 自建球员会倾向于选择他的母队,所以会给母队在薪水上一定的优惠
  • 自探球员会倾向于选择他的母队,所以会给母队在薪水上一定的优惠
  • 受限球员更愿意为当前俱乐部效力(仅对受限球员来说)
每个球员/教练都有他可接受的最低薪水(显示在该球员/教练的描述页面中)。如果没有俱乐部出价大于或等于这个最低薪水,球员/教练可能会退役(30岁以上球员会倾向于退役而不是在拿一份较小的合同,而30岁以下的球员可能会拿着略低于最低薪水的合同继续打球)。

手机版本

纪录更新: 2012-08-15 13:43

BasketballZone当前尚未有一个适合手机的版本。 

不过未来将计划加入适合智能手机用户的便捷界面。

比赛

纪录更新: 2012-08-16 08:53

比赛是两支球队球员间进行的较量。在直播时段,比赛是可以观看的(通过比赛当前比分按钮)。在比赛结束后,你可以查看技术统计。你还能看到一些额外信息,比如:多少观众来到了场馆,有多少次灌篮等等。

比赛结果由多种因素决定,但是最重要的因素是:球员和为比赛选取的战术。其他重要因素如:教练,一点点的运气,球员的心理状态等等。

比赛结果可以在结束后显示。比赛开始时间显示在日程表中,整个比赛持续1-2个小时。

一场比赛至少要登记有7名上场球员;否则,你的球队将被判技术性失利。

战术管理

纪录更新: 2012-08-18 06:11

首先,每个用户拥有一套以首选命名阵容。它通常并不完美,所以每个经理需要分析他的球员,选择哪些球员该列入首发阵容,哪些该作为替补,谁该更注重进攻,谁该更注重防守。此外,经理也应为球队的大部分球员指定一个甚至多个位置。在球队的战术版块,经理应该帮助球员设定如何才能像一支团队一样作战。

比赛的战术分为三个版块:球员名单,球员的位置和球队的战术。在点击其他版块前,不要忘了按提交按钮。

战术

首先你要选择决定派上场的球员(你需要至少7名,最多12名球员)。

你还要为他们设定比赛风格。你可以决定他们出手两分或者三分的频率;是注重进攻还是防守。

位置

你可以为每个球员设定三个位置。比赛中的球员轮换将根据位置设定进行。不过你要记得,所有的球员不能同时设为相同的位置。

球队战术

在球队战术中,你需要选择好进攻和防守战术,比赛节奏和其他设定。

战术管理

PRO用户可以在游戏中拥有超过一套战术。有时候,拥有多套战术将非常便利:比如,有的战术能够使球队的年轻球员获得较多的上场时间,同时主力球员可以获得休息。这样的战术可以在对阵弱旅或者友谊赛时候使用。

如果要创建一套新的战术,请点击创建按钮。在弹出的窗口为战术起一个名字,点击保存。现在,你有了一套新的战术了,这与你的首选战术初始时是相同的。之后,你需要编辑球员名单和球员比赛风格。不要忘了点击提交按钮进行保存。

好了,你现在可以拥有两套战术了。如果在日程表中没有对比赛独立设定战术,将使用默认战术。如果要为一场特定的比赛设定战术,请在日程表的比赛中点击战术这一列。

比赛战术

纪录更新: 2012-08-15 15:07

引擎的行为是无法确切描述的。就像在现实中,球场上的变化取决于多种因素和一点点运气。所以,精确的结果是无法预测的。

战术对于比赛的影响将在此部分的子菜单中进行描述。比赛引擎将会持续更新,所以有时候关于此部分的描述并不一定是最新的。不过我们会尽快进行更新。

Players' positions

纪录更新:

In players positions' page players that should play are selected and recommendations for their playing time are given. The list of all team's players is displayed in tactics' page.
The first 5 players are the Starting players - each position must have one player next to it (1st - starting PG, 2nd - starting SG, 3rd - starting SF, 4th - starting PF, 5th - starting C). The first positions of Starting players are preset and can't be changed (so, you need to move (exchange) the desired Starting PG player into the 1st position in list - PG's position). Second and third positions can be selected additionally (advanced settings).
6-th - 12th players are the bench players. They can be listed in any order and 1st (additionally 2nd and 3rd) positions have to be selected for each player.
Maximum 12 players can be registered for the match. Minimum 7 players must be registered for the match, though it is recommended to register more players.
Usually, it is enough to register 10 players for the match, though in some cases it would be useful to have 12:

  • when players make fouls quickly;
  • when a few overtimes take place.

If a team has more than 5 foreign players, not all of them can play in national league’s matches. If you want to ensure that the desired foreign players will play in the match (and foreign players’ limit will not be exceeded):
1. Move the excess foreign players to the end of list in Tactics page. When players that will play in match are selected, the first 5 foreign players will be registered (foreign players in starting five, then if there still is space 6th player, 7th player...)
2. Next to unnecessary foreign players (in the end of list) select “DNP” as Recommended time. In this case message informing that foreign players’ limit was exceeded will not be sent.
 
Positions

Position 1 - the main player’s position, in which player should play the majority of his time. When substituting a player, at first player with the required first position is searched for.

Position 2 - additional position that player can play almost same well as in the main position. When substituting a player and no player with the required first position is available, player with the required second position is searched for.

Position 3 - position where player can play under the necessity. When substitution is not obligatory, player with the required 3rd position is not searched for. If substitution is obligatory (due to recommended playing time or situation in court) and no players with the required 1st or 2nd position are available, player with the required 3rd position is searched for. If such player is not available either, player that can play in adjacent position is searched for (following the same priorities).


Every player has its own primary position, where the player himself likes to play. This position is displayed in player‘s page, trades’ page and elsewhere. But this does not mean that he can not play in other positions. It also does not mean that he will play bad in different position. However, you should be careful when assigning players to other positions - consider player’s height and skills.

Three positions may be assigned to every player. These settings determine in which positions and how much time player will play. According to these settings substitutions are made during matches.

球员位置的缩写如下:
   PG – 控球后卫(point guard)
   SG – 得分后卫(shooting guard)
   SF – 小前锋(small forward)
   PF – 大前锋(power forward)
   C – 中锋(center)

How substitutions are made

Let’s say, that there is a need to substitute PF that is on court.

  1. Coach is searching for substitution by players' number in tactic. He starts from the top and goes down. First he is looking for a player whose first assigned position is PF, and who is not on court at the moment.
  2. If there is no such player with PF assigned in the first position, he is trying to look for a player who has a second position assigned as PF (from top to the bottom as in previous variant).
  3. If substitution is obligatory and there are no available players with 1st and 2nd positions, he searches for the player with third position assigned as PF (from top to the bottom as in previous variants).
  4. If the substitution is not necessary, then the player that was intended to be changed stays on court. If the substitution is necessary (i.e. player has 5 personal fouls) the coach looks at the roster again and picks the first available player with adjacent position.

IMPORTANT! Be aware and have a few players that could fill in the possible free positions on court during the game. If the necessary player is not found, then another position's player will be let in to court.

The following situation might happen:

  • C on court can play as PF, too
  • PF on court committed 5th foul and is forced to leave the court
  • There are no PF position players on the bench
  • Available adjacent position's player is sent to play as PF. If there is none, any player is sent to court but the C on court won't be moved to play as PF.

So it is very important to assign more than one position. Some of users are afraid to do so, as they think that their bench players will get too much time on court. In this case only 1st and 3rd positions may be indicated - players will substitute to his 3rd position only if it is obligatory substitution.

When looking for substitution, player may not be let to court if player's role is "important" and he has already collected a lot of fouls (according to the time passed).
 


Player’s role - describes player’s importance in team (whether he is wanted to play in the end of matches or only to pursue his individual tasks).

Important - this setting should be set for 5 players with different 1st positions that should play in the end of matches.
+ Player is put into court in the end of matches
+ If player collects fouls quickly, he is substituted out in order to save him for the end of match
- Due to saving for the end of match player can play much less time than was expected
- When player is late in defence, he intentionally fouls only if it is his first foul. Thus sometimes opponent can find it easier to score.
- If player already has 4 fouls, he defends worse (trying to avoid fouling out)

Normal
+ Player is not substituted out due to the number of collected fouls
- If player already has 4 fouls, he defends worse (trying to avoid fouling out)

Not important
+ Player is not substituted out due to the number of collected fouls
+ Player keeps defending same intensively even when he already has 4 fouls
- If player collects fouls quickly, his playing time can be very short
 
Recommended time - how many minutes each player should spend in court during match. The whole match time has to be allocated for players - how many minutes you want each player to play (sum of all players' minutes has to be: 40min * 5 players = 200 min).
Option “DNP” (Do Not Play) has to be selected if you want that player wouldn’t be substituted to court in any case

It is impossible to allocate time exactly as set and players won't spend exactly the recommended time in court. However, the coach will try to respect the recommendations and follow the indicated plan.

Players' tactics

纪录更新:
In players' tactics page manager can indicate each player's playing style in offence and in defence, also how often player should shoot from each distance.
 

Offence - the style of offence that player should prefer (however, he will also use other offensive elements)

Passive - player doesn’t take initiative in offence. 
+ Usually makes only safe passes, which helps to avoid turnovers
+ Gets less tired
- Gets less involved in offence - gets less passes, takes less shots. Therefore  it is easier for opponents to defend.

Normal - usual style of offence when no particular style is preferred.
+ Uses various elements of offence
- Using various elements player may not get the most from his advantages

Play making - player tries to make good situations for teammates' attacks rather than attacking himself. Especially important skills are passing and offence IQ, also experience.
+ Makes sharp passes more often, thus can create good situations for teammates to attack
+ When making drives to the basket, player passes the ball more often than shoots himself
- Sometimes sharp passes can result in turnovers (especially when player doesn’t have proper skills)

Aggressive - player pays most attention to driving to the basket. In order to be good at it, player especially needs good dribbling and speed skills.
+ Often makes drives to the basket (it can be followed by lay-up or pass to free teammate)
+ Bigger chances to draw opponent’s foul in defence (if player has proper skills)
- Gets tired a bit quicker
- During a drive to the basket there are bigger chances to make turnovers or get foul in offence

Shooter - player keeps further from the basket. Especially important skills are accuracy from mid-range and from 3 point line but other skills are also important so that player could get into proper situation for shooting.
+ Player attempts to get into proper situations for shooting from mid-range or 3 point line as often as possible.
+ Player quicker decides to make shot when being in proper situation
- Rarely makes passes that can help teammates to get into good situation

Leader - when attack is coming to an end other players try to find leader and pass the ball to him (however, leader may be guarded well and the ball may not reach him). All the rest time player uses various elements in offence.
+ Makes crucial shots
- If opponents are guarding well, attack may not be finished successfully

In the low post - usually keeps near to the basket. Especially important skills are jump, toughness and accuracy from close-range, also height.
+ Often makes proper situations for shooting from close-range
+ A bit better chances to fight for rebounds
- Avoids driving to the basket or shooting from long-distance
 

Defence - the style of defence that player should use.

Loose - player doesn’t pay much attention to defense. 
+ Much smaller chances to make foul in defence
+ Player gets less tired
- It is easier for opponent to make drives to the basket and get into good situation for shot
- Defence against shots is much weaker

Normal - it is the usual type of defence. Player won't overdo in defense but it also won’t be loose.

Tight - aggressive form of defense. 
+ More difficult for opponent to find a good chance to shoot
+ Defence against shots is better
+ More chances to draw opponent’s offensive foul
+ More chances to steal the ball. 
- Player gets tired quicker.
- Bigger chances to make fouls in defence

Double - the nearest teammate will come to help the defending player. 
+ Even more difficult for opponent to attack than against tight defence
+ More chances to steal the ball
- Player gets a bit more tired than when using Normal defence
- If player in offence manages to pass the ball, his teammates may be left free and attack from good situation.
 

近投2分 - 球员在近距离什么情况下出手.
中投2分 - 球员在中距离什么情况下出手
远投3分 - 球员在3分线外什么情况下出手
 
自动 - 球员根据自己的技能决定该距离的出手频率
Necessary only - player will shoot only if shot clock is running out
In good situations - player will only shoot if situation is very good
In average situations - player will shoot if situation is average or better
Whenever possible -  player will shoot whenever he has a chance to do it - even if the situation is quite complicated (but not impossible!)

Factors that determine whether the player will shoot or continue the attack:
  • time left till the end of the period/attack;
  • situation that player is in;
  • player's settings in tactics (how often he should shoot);
  • other minor details.
Sometimes player with setting "Only necessary shots" can still make quite a few shots - when there is no other choice (shot clock is running out). And sometimes player with setting “Whenever possible” can make very few shots - if he is defended very intensely and has no chances to shoot (players can shoot from very bad situations only in the end of attack).
 
The other important factor for shots’ frequency is team’s tactics. If team’s offence is set “On big men”, they will have the ball much more often than guards, thus they will probably also make more shots.

Team's tactics

纪录更新:

Tactics for the particular match should be chosen considering opponent’s playing style. You can try to find out your opponent’s playing style by watching his matches live or following matches’ chronology. One can also find a lot of information in the page of Teams’ statistics, where shots' stats is provided. Therefore you can see if your opponent more likes to play in the low post or attack from 3 points' line.

It is recommended to choose tactics of team’s offence and defence for every match. Team tactics may have considerable impact on match’s result.
Team tactics of the opponent may be guessed by analyzing his match chronology and statistics.
 


防守

区域联防 ("3-2", "2-3", "1-3-1") 的共同特点是:
  • 区域联防对于2v2进攻的挡拆战术防守效果不错。
  • 当对手1v1单打时通常会以3分投篮结束进攻。
  • 对方球员有较大机会不会被卡位所阻挡,并抢得进攻篮板。
  • 如果球没进弹起后靠近篮筐,大多数情况下内线球员将会进行篮板争抢。
  • 球员在防守时增加较少的疲劳值。

2-3 联防
2名球员在3分线附近防守,其他的3名球员在篮筐附近防守。
防守强度:
  • 篮筐附近     *****
  • 中距离         **
  • 3分线附近    **
其他特点:
  • 抢断机会减小

3-2 联防
3名球员在3分线附近防守,其他的2名球员(C和PF)在篮筐附近防守。
防守强度:
  • 篮筐附近     ****
  • 中距离         ***
  • 3分线附近    ***
其他特点:
  • 更容易阻止突破

1-3-1 联防
3名球员在3分线附近防守,并且1名球员在前,中锋在篮筐附近防守。
防守强度:
  • 篮筐附近      ***
  • 中距离          ***
  • 3分线附近     ***
其他特点:
  • 抢断机会最大。
  • 对抗突破最好的防守方式。

人盯人防守
每名球员都在随时防守同位置的对手,其他球员很少帮忙协防。
因此当使用这种防守战术时,防守球员和对手的技能比值非常重要。
防守强度:
  • 篮筐附近     **
  • 中距离         ****
  • 3分线附近    ****
其他特点:
  • 球员在防守时增加较多的疲劳值。
  • 当争抢篮板时,每名球员都试图进行卡位并挡住他们的对手。如果所有防守球员的技能都和对手一样或是比对手更高时,他们会更容易抢得篮板。
  • 抢断机会增大。
  • 难于防守突破。

1盯人4联防 - 方形
用最合适的球员对对手的最佳球员进行盯人防守。其他球员进行区域联防并组成一个正方形□.(2名球员在篮下,2名球员在3分线附近)
对手的最佳球员是指拥有最准确投篮技能的球员(在比赛开始时),或是得分最多的球员(第二节开始后)。
防守强度:
  • 篮筐附近     ***
  • 中距离         **
  • 3分线附近    **
其他特点:
  • 最大机会防守住对手的最佳球员。
  • 其他情况下,这种防守战术的工作原理类似3-2区域联防,但效果稍差。

1盯人3联防 - 菱形
这种防守战术的工作原理类似于1盯人4联防-方形.球员在区域联防中不会组成一个正方形□,而是会组成一个◇.。
这种防守战术对防守低位进攻更有效,但对防守中距离投篮效果较差。(与方形相比)
 

进攻

进攻战术决定了那些球员能更多的获得球权,但这个设置并不保证大量的投篮!
球员出手决定于球员的战术设置、对手的战术设置和球员的技能(球员得到良好投篮机会的频率)。

外线战术
球员们经常试图把球传给后卫(PG/SG位置的球员)。

内线战术​
球员们经常试图把球传给处在低位的内线球员(C/PF位置的球员)。

三分战术
球员们经常试图把球传给处在3分线上的球员。

普通战术
没有突出的进攻元素,这种进攻战术最难选择有针对性的防守战术,因为进攻方的投篮来自于球场的每一个位置。
然而使用正常进攻战术时,有时球员们会很迷茫并开始瞎几把打,所以球队的进攻有效性往往有点低。

孤立单打
大多数情况下和普通战术一样,但有时所有球员会都拉开,并让最好的球员进行1v1单打。
当1V1单打时,球员会选择投3分或者进行突破。

挡拆战术
大多数情况下和普通战术一样,但有时球员会试图进行2v2的挡拆配合。挡拆通常由一名后卫和一名内线球员配合。
当进行2v2的挡拆配合后,球员会选择投3分或是中距离投篮,亦或是把球传给处在低位的内线球员进行近距离投篮。
 
炮轰战术

特点:

  • 球队快速攻防转换
  • 在进攻的前半段会出现良好的或一般的投篮机会
  • 海量增加球员的疲劳度.(特别是进攻球员)
  • 如果没有在进攻的前半段进行投篮,球员们会选择进行正常进攻
  • 进攻的后半段中,好的进攻机会会相对较少
套路进攻
大多数情况下和普通战术一样,但有时球员会使用战术板预先准备好的打法来进攻。如果套路运行正常,在进攻的后半段球员会有良好的投篮机会。
球员的经验和攻商非常重要。

动态进攻
球员们只根据场上的实时情况来跑位,不按预先准备的套路打。
攻商不太重要、经验、速度、运球非常重要。
海量增加球员的疲劳度。

 

Pace

Fast - players get tired quickly. It also makes opponents a bit more tired, too. The chance to make mistakes also increases with fast pace. However, it allows players to reach the other side of the court more quickly and start the attack more quickly. With fast pace, passes are made quicker, so there are more chances to create a good situation for shooting.

Slow - players get tired much slower. However, attacks take a lot of time and often a good chance for shooting may not appear. In this case, there are less risky or hurried passes, therefore the number of mistakes is also smaller.

Normal pace is the middle between fast and slow.

 

Fast breaks

Determine how often your team should run fast breaks, trying to score easy points.

This setting influences tiredness of all players - in defence and in offence:

  • Normally - both teams get tired a bit faster
  • Often - both teams get tired much faster

Tiredness depends not on the number of fast breaks made but on the setting that was followed.

The number of fast breaks depends not only on this setting:

  • The biggest chances to make fast breaks are after stolen ball
  • Sometimes they may take place after rebound in defence (especially if opponent players are fighting for rebounds with settings "Hard" or "Maximum")

Usually fast breaks are made by guards. So, smaller and faster players have more chances to create good situations for fast breaks by outrunning opponents.

 

Fighting for offensive rebounds

Manager can determine how hard players should fight for rebounds in offence.

Characteristics of harder/lighter fighting:

  • increases/decreases chances to get a rebound in offence
  • decreases/increases chances to defend from fast breaks
  • increases/decreases chances to make foul when struggling for rebound
  • increases/decreases players’ tiredness
 

Additional settings for the end of match

Make fouls when leading by: +1

Whether to make tactical foul in the end of match if your team is leading by 1 point.

Make fouls when leading by: +2

Whether to make tactical foul in the end of match if your team is leading by 2 points.

Make fouls when leading by: +3

Whether to make tactical foul in the end of match if your team is leading by 3 points.

Make fouls when losing by minimum points difference

Whether to make tactical foul in the end of match if your team is loosing by few points (one foul is enough to eliminate points difference).

Make fouls when losing by small points difference

Whether to make tactical foul in the end of match if your team is loosing by points difference that could be eliminated by few tactical fouls.

Use pressing before making tactical fouls

Before making fouls, team will try to use pressing and steal the ball.
In this case chances to steal the ball appear. However, if attempts to steal the ball fail, team looses few more important seconds.

On last attack when it is 0-3 points difference

Indicates what team should do in the last attack when it is loosing by 0-3 points difference.
"Make shot in the last seconds" - consume time and make a shot in the last seconds.
"Make shot as soon as possible" - smaller chances to lose the ball. In case of inaccurate shot the team can still fight for rebound.


Minimum required points difference

Usually teams fight for victory and make various tactical decisions in order to achieve it. Sometimes team needs not just victory but some particular points difference.
According to this tactical setting in the end of the match team will make such tactical decisions that would allow to achieve the indicated points difference.

Note: This setting can be indicated only in tactics of individual match.

游戏的语言

纪录更新: 2012-08-15 12:54


翻译系统允许用户协助对当前语言进行提高或加入一种新语言。游戏翻译门槛比较简单,它有助于了解该语言的用户能发挥贡献。

如果发现有翻译错误,可在每个页面的底部通过链接通知管理员。

要成为翻译者,首先请点击主菜单的翻译版块选择一种语言然后开始。翻译者会看到尚未翻译的一些短语;他们可以提出最合适的翻译建议。
如果列表中还未有某种语言,你可以建议管理员进行添加

如果短语对你来说没有什么难度,用户可以在这之后申请成为语言管理者。管理者要负责维护文本,经常对更新的长文本进行翻译。

对翻译贡献较大的用户将能够获得PRO包奖励。

欢迎每一人都加入翻译团队为语言的提升做贡献!

玩家等级

纪录更新: 2013-08-30 08:59
等级是一名玩家经验和成就的标志。其他玩家可在访问俱乐部首页时看到该经理的等级状况。

当玩家等级提升时,原有的一些游戏限制会变的宽松起来。
玩家等级越高,可支付的薪水上限受到的限制越小。因为经验更丰富的经理能够更好地规划球队财政,所以他们能更自由地处理俱乐部的资金。


纸牌

所需最低标准:
玩家游戏时间已超过1个赛季。
玩家活跃度较高,常常登陆打理自己的球队。

拥有纸牌级别的玩家可建立篮球学校

木牌

所需最低标准:
玩家游戏时间已超过3赛季。
球队至少在国际6联打完1个完整的赛季。
玩家活跃度较高,常常登陆打理自己的球队。

铜牌

所需最低标准:
玩家游戏时间已超过8赛季。
球队至少在国际5联打完1个完整的赛季。
玩家活跃度较高,常常登陆打理自己的球队。

银牌

所需最低标准:
玩家游戏时间已超过15赛季。
球队至少在国际3联打完1个完整的赛季。
玩家活跃度较高,常常登陆打理自己的球队。

金牌

所需最低标准:
玩家游戏时间已超过22赛季。
球队至少在国际2联打完1个完整的赛季。
玩家活跃度较高,常常登陆打理自己的球队。

白金牌

所需最低标准:
玩家游戏时间已超过30赛季。
球队至少在国际1联打完1个完整的赛季。
玩家活跃度较高,常常登陆打理自己的球队。

当等级提升时,玩家将获得一定数量的信用点(等级越高获得的越多)。

球探

纪录更新: 2016-08-29 16:22

每个俱乐部都能够使用球探服务(主菜单中的球探版块)。球探可以为球队寻找新的人才。

使用球探进行搜寻,需要设置:

  • 你需要寻找的类型:教练球员
  • 用于寻找人才的开支。可以选择开支为0欧,然而资金花费越高,找到出色人才的几率越大。低开支同样可以找到出色的人才,但是几率要低得多。
  • 期望的年龄位置。如果拥有一座篮球学校,那么即使你想要寻找一个较年长的球员,球探也会设法优先为篮球学校寻找一个年轻人才。

较高类型的篮球学校会稍微增加抽到好球员的几率。

球探会立即给出搜索结果。他们所给出的信息(综合,潜力)的准确率为90%。所以,他们的预测将会非常接近真实值。

球探每天可以进行一次搜索。当球探递交报告后,经理需要在游戏时间24:00前做出决定是否雇佣这名人才。之后,系统会自动删除报告,以安排球探进行新的搜索。

如果球探寻找到的球员比较年轻(<=18岁),那么你可以邀请他进入篮球学校(无需支付工资)或者进入一线队。如果球员年龄小于16岁,那么他只能进入篮球学校。

所有由球探找到的教练和球员,总是会想要和球队延长合同。球探找到的人才比市场上竞得的人才易于留队。 


"受保证"的高潜球员

有时候,用户在球探上投资了大笔资金,但是始终无法找到杰出的人才。如果未成功的投资额达到一定的数目,俱乐部将肯定能找到非常好的球员(潜力至少为9):

  • 每个赛季俱乐部能获得一名”受保证“的球员
  • 只有拥有篮球学校的俱乐部才能获得”受保证“的球员。
  • 如果获得1-5潜力的球员,那么这次搜索被视为不成功的,花费将被算入到”未成功的投资额“
  • 如果俱乐部获得6-7潜力的球员,那么这次搜索被视为普通搜索,花费将不被算入到“未成功的投资额”。
  • 如果俱乐部从球探处获得了8-10潜力的球员,这次搜索将被视为成功搜索,“未成功的投资额”将归零。
  • 当未成功投资额达到150 000欧时,俱乐部将能获得“受保证”球员。之后,“未成功的投资额”将归0。下一次俱乐部至少要在2个赛季之后才能获得“受保证球员”,而且所需总额略有提高,(提高的额度为30 000 - 40 000欧)。

PRO玩家可在球探页面查看剩下所需的“未成功投资额”。

球迷协会

纪录更新: 2014-05-14 04:35

新创建的球队没有球迷协会。球迷会在每周固定的时间查看球队是否满足创建球迷协会的要求

    一周最少获得5场比赛的胜利;
    球队经理一周最少登录3次;

球迷协会就像球队经理的顾问一样。球迷协会的规模越大,他们可以提供的参考意见类型越多。球迷协会的规模如下

    猫狗三两只 - 当球迷协会刚创建时
    小型球迷组织 - 最少拥有31名球迷。可以查看球迷满意度。
    中型球迷组织 - 最少拥有51名球迷。球迷会表达对球队的赛季期望(期望高低取决于球迷数量,球队实力和球队资金)
    大型球迷组织 - 最少拥有101名球迷。球迷会对球队上赛季的表现进行评估。
    小型球迷协会 - 最少拥有201名球迷。球迷会表达对球队财政的看法。
    中型球迷协会 - 最少拥有501名球迷。球迷会选出他们的会长。
    大型球迷协会 - 最少拥有1001名球迷。球迷会表达对球队结构的看法。
    超大型球迷协会 - 最少拥有3001名球迷。球迷会表达对球队经理的看法。
    精英球迷协会 - 最少拥有5001名球迷。球迷会对球队上周表现发表看法。

球迷数量的增减取决于球队比赛的胜负。

球迷协会排名取决于球迷的数量。球迷协会排名会在俱乐部首页中显示(显示为在全BBZ所有球迷协会中的排名)。各级联赛的排名页面也会有对应的俱乐部排名,它所对应的范围只局限于当前联赛中的球队。

球迷的数量多会营造更好的主场氛围。这样球队的主场优势也会更明显。球迷数量对观众数量的影响相对来说是比较小的。

篮球学校

纪录更新: 2014-03-20 04:54
达到“纸牌”或更高等级的玩家能够创建篮球学校。创建篮球学校需要一次性支付1000欧游戏资金。

篮球学校的球员名单在球员 - 篮球学校页面中显示。没有篮球学校的俱乐部也可以通过此页面进行创建。最开始,小规模课后项目能够培养1名球员。当学校中的球员数量达到最大值后,俱乐部可以升级学校规模。当学校的球员人数小于低一级篮球学校的上限时,玩家也可以选择降低学校的规模(需要支付一笔费用)。

维护一所篮球学校需要支付每周运营管理费(费用多少取决于学校的规模),但是不必为篮球学校中的球员们支付工资。

球探会为篮球学校寻找球员。如果寻找到的球员年龄适合学校,他将能被受邀前往。经理每天可派出球探寻找一次球员,可以免费寻找,也可以花费一些开支(开支越高,发现较好球员的几率越大)。

 14-18岁的球员可以在篮球学校进行训练。达到16岁后,球员可以被召入一线球队。如果球员18岁了仍未被雇佣,他将在赛季末离开学校并结束篮球生涯。


篮球学校的类型
 
名字 每周费用 降低类型的开支 最大球员人数
小规模课后项目 0 欧
加强型课后项目 500 欧 500 欧
小型篮球学校 1000 欧 500 欧
普通篮球学校 5000 欧 4000 欧 10 
大型篮球学校 10000 欧 5000 欧 15 
篮球学院 20000 欧 10000 欧 30 


训练

篮球学校球员的潜力计算方式与其他所有球员一样。

训练每天进行,训练报告将和球员报告同时被递交。

篮球学校的球员经验每天增长一点点。

一些集合技能因每天接受训练而提高。玩家是无法选择训练科目和训练强度的。技能的增长取决于球员的年龄,潜力和他在篮球学校中是否有个类似(年龄和综合) 的对手


自建球员

新注册的球队能够获得自己命名的自建球员(高潜力,能够成为高水平的球员)。不过,在一段时间以后,这些球员会随着年龄的增大而退役。所以,每隔15赛季俱乐部可以从篮球学校中选择一名球员,设定为自建球员。这只对那些游戏时长超过15个赛季,并处于国际联赛1-4联的玩家有效

当自建球员为母队效力时,他的潜力是处于最大值的。如果从篮球学校选择的这名球员潜力较低,在被设定为自建球员后,他的潜力会开始增长,直到达到最大值。

如果俱乐部在选择了新的自建球员后,仍保留那名老的自建球员,老球员将会变为普通球员,潜力开始下降。

联赛 - 国内联赛

纪录更新: 2015-03-29 16:21

每支球队都将参加本国的国内联赛。所有的球队都会被分配到联赛当中。

联赛以"三角形"原理编排,也就是说,每个联赛下都有两个较低等级的联赛。比如,1.1联赛拥有2.1和2.2两个较低级别的联赛(2.1下设有3.1和3.2;2.2下设有3.3和3.4)

俱乐部所处的联赛级别越高,来自赞助商处的资金,来自比赛的收益均越多。

每个联赛有12支球队

积分表中的球队以 获胜场次/失利场次 和 +/- 分(净胜分,如果球队间出现相同的获胜数时使用)进行排名。请记住,技术性失利要比普通失利糟糕(获胜赢得2个积分,失利1个积分,而技术性失利0积分)。所以,一支发生过技术性失利的球队即使获胜场次比其他队伍要多,排名也是有可能在其他队伍之下的。

相互间的排名是如何计算的?比如,当三支球队获胜数一样时:

队伍1 - 队伍2 : 72-70
队伍1 - 队伍3 : 60-70
队伍2 - 队伍3 : 0-0 (未赛)

在这种情况下,结果为:队伍1 = 2 - 10 = -8; 队伍2 = -2 + 0 = -2; 队伍3 = 10 + 0 = 10

所以,队伍3 排名最高,队伍2 紧随其后,队伍1垫底

奖金

决赛过后,俱乐部将根据联赛排名获得奖金。排名越高,奖金越高。联赛中排名第一的俱乐部获得的奖金接近于来自联赛赞助商的的每周赞助。

外援限制

国内联赛中,每场比赛只能登记5名外援。如果你在战术中设定了多名外援,那么他们其中只有5名可以上场。这点请小心,因为一场比赛最少必须保证登记有7名球员(如果一些外援因限制而被自动排除了,登记的球员数量可能会太少!),如果有效登记人数不足7人,球队将被判技术性失利。

 

优胜者通过常规赛和季后赛决出。

常规赛

每支球队和联赛中的其他队伍进行两场比赛。每支球队将和联赛中的其他队伍进行两场比赛。俱乐部将根据比赛结果获得一定的积分。获胜2分,失利1分,技术性失利0分。 

在常规赛结束后,8支最好的球队将进入季后赛

季后赛

季后赛的球队以如下方式对阵:第1名对阵第8名,第2名对阵第7名,第3名对阵第6名,第4名对阵第5名。比赛采取3场2胜制。

决赛和第三名争夺战采取5场3胜制

在季后赛期间,常规赛的最后4支球队将进行第9-12名的排位赛(比赛采取3场2胜制)。

进入决赛的球队将有望晋级到更高级别的联赛。

附加赛

联赛中第1名球队将自动晋级到更高级别的联赛(如果当前联赛还有一个更高级别的联赛的话)

第11和第12名的球队将自动降级到较低级别的联赛(如果当前联赛还有一个更低级别的联赛的话)

决赛结束以后,联赛中排名第2的球队将和较高级别联赛的第9或者第10名球队(随机选择)进行附加赛。比赛采取3场2胜制,获胜方下个赛季将参加较高级别的联赛,另一方将降级到/留在较低级别的联赛中。

 

联赛的特别邀请

在联赛中表现出色但没有晋级的俱乐部可能会收到一份进入较高级别联赛的特殊邀请。如果联赛中有空缺的名额(存在电脑队),这样的机会将给予低级别联赛的活跃俱乐部。

联赛 - 国际联赛

纪录更新: 2014-08-15 04:23

参加国际联赛是俱乐部最重要的活动之一。新俱乐部第一赛季可能没有加入任何国际联赛,它将在当季结束后被分配到某一国际联赛中。

联赛等级按"三角"原理编排,也就是说,每个联赛下都有两个较低等级的联赛。比如,1.1联赛拥有2.1和2.2两个较低级别的联赛(2.1下设有3.1和3.2;2.2下设有3.3和3.4)

俱乐部所处的联赛级别越高,来自赞助商处的资金和来自比赛的收益均越多。

每个联赛有32支球队

积分表中的球队以 获胜场次/失利场次 和 +/- 分(净胜分,球队间获胜场数相同时进行比较)进行排名。请记住,技术性失利要比普通失利糟糕(获胜赢得2个积分,失利1个积分,而技术性失利0积分)。所以,一支发生过技术性失利的球队即使获胜场次比其他队伍要多,排名也是有可能在其他队伍之下的。

相互间的排名是如何计算的?比如,当三支球队获胜数一样时:

队伍1 - 队伍2 : 72-70
队伍1 - 队伍3 : 60-70
队伍2 - 队伍3 : 0-0 (未赛)

在这种情况下,结果为:队伍1 = 2-10 = -8; 队伍2 = -2 + 0 = -2; 队伍3 = 10 + 0 = 10

所以,队伍3 排名最高,队伍2 紧随其后,队伍1垫底。 

奖金

决赛过后,俱乐部将根据联赛排名获得奖金。排名越高,奖金越高。

外援限制

对于国际联赛的比赛,没有外援限制。因为国际联赛中所有的球员都可以被视作外国人。

 

常规赛

将有共8个小组,每小组4支球队。

每支球队将和联赛中的其他队伍进行两场比赛。俱乐部将根据比赛结果获得一定的积分。获胜2分,失利1分,技术性失利0分。

 

16强

常规赛各小组的前两名进入16强。然后再分为4个新的小组,每个小组4支球队。

在常规赛结束之后,16支最好的球队将被编码放入4顶帽子中进行抽签(根据获胜场次和净胜分的不同)。然后球队将随机被排入4个分组 - 每个分组的每支球队均来自于不同的帽子中。所有的球队将和其他三支球队进行2场比赛。

排名第三的球队将进行17-24名的排位赛(MID8)。每支球队将和其他7支球队进行2场比赛。主客场双循环后,球队将取得他们在联赛中的最终排名。

排名第四的球队将进行25-32名的排位赛(LAST8)。每支球队将和其他7支球队进行2场比赛。主客场双循环后,球队将取得他们在联赛中的最终排名。

联赛中排名倒数的4支球队(29-32名)将直接降级。另外两个降级名额将在MID8的最后两名LAST8的第三和第四名之间通过附加赛产生。

季后赛

16强各小组的前两名将进入季后赛,比赛采取3场2胜制。

16强各小组中排名第3和第4的球队也将采取3场2胜制以决定最后的联赛排名。

决赛

季后赛中的胜出方将进入半决赛,比赛采取3场2胜制。胜者进入决赛争夺冠军,决赛采取5场3胜制。

第三名争夺战也采取5场3胜制。

排名前3的球队将升入到更高级别的联赛

 

联赛的特别邀请

有时联赛中会出现一些关闭的球队,在赛季末他们的位置将被低一级联赛中未获得正常升级资格的球队取代。

在赛季第50天系统会创建替代这些关闭球队的候选名单。开始的时候所有低一级的活跃球队都会被纳入这个名单当中。但是如果球队是可以自己选择退出候选名单的。在这个候选名单中球队的排名取决于下列因素(根据重要程度排列):
  
    在当前联赛中的排名(排名越靠前越好)
  
    用户当前没有违反游戏规则
 
    当前俱乐部的现金数量(现金多一些的话会比较容易在高一级的联赛中生存)

    是否是黄金会员

玩家也可以投入不同数额的信用点来提高在候选名单中的排名。这种情况下如果玩家最终没有获得特别邀请升级,信用点会如数返还。

候选名单的排名开始阶段会有一些变化因为那时联赛的最终排名还没有定下来。在赛季结束的时候候选名单的排名就比较稳定了。排名会每天更新一次。

训练

纪录更新: 2017-09-04 08:01

球员和教练均可以接受训练。训练报告每日都会提交。报告包含了关于技能,状态和经验的变更。

训练报告展示目前技能等级和训练中技能点数的变化。技能点数展示技能增加/减少了多少。为了达到技能等级的变化,需要不同的技能点数。越高技能等级的变动需要越多的技能点数。举个例子,技能等级从3变4需要的技能点数,少于技能等级从4变5需要的技能点数。至于每个等级需要多少点数,需要自己从训练报告中观察得出。会员包允许你查看过去的训练报告,并会在技能等级变化时特别指出来。

球员的训练

球员的技能和经验随着年龄变动。年轻球员技能可以提升,而老球员(>=30岁)的技能会下降。你需要为每个球员/教练指定训练科目。他们可以单一训练某一种技能(如,速度)或者训练一种集合技能(如,运动能力)。当单一训练某一种技能时,它的提高速度要快于训练集合技能。当训练集合技能时,虽然其中的每一个技能增长略慢(每一个均比单一技能的增长速度要慢),但是可同时增长多种技能。

球员的提高取决于许多因素:

  • 年龄 - 球员越年轻,他的提升速度越快(球员>=30岁将不再参与集体训练 - 他们有着自己的独立训练科目)
  • 球员潜力 - 球员潜力越高,球员成长越快。
  • 特定技能的潜力 - 某项技能的潜力越大,提升速度越快。球员可能某一项技能的潜力很高,而另一项较低(比如,速度的提升速度可能要快于2分的提升速度)。每项技能的潜力是不可见的 - 只知道球员的整体潜力;
  • 教练 - 他们的训练技能对训练影响相当重要:运动能力,防守,进攻,投篮。所有的教练都会参与到球员训练中(首席教练,助理教练和普通教练),并相互补充。每一项技能由某一领域训练技能最好的教练带领训练;
  • 上场时间和对手 - 球员上场时间越多,他能获得的经验越多,技能提升速度也越快。当球员与强大的对手较量后,他的提升速度更快;
  • 训练强度 - 强度越高,提升速度越快;

训练的效率会受到以下因素阻碍

  • 球员的状态不佳 - 如果球员一直保持非常好的状态,那么训练效果则是最佳的。训练效果由训练强度和上场时间所影响;
  • 没有教练的情况下

没有俱乐部或者电脑队的球员,技能也是在提升的。提升速度取决于球员的年龄和潜力,所有的技能都是一点一点提高的。

状态由以下因素所影响:上场时间,球员的年龄和训练强度。它也受球员的个人特点影响。一个球员可能会比另一个球员更容易受伤和疲惫。状态列表如下

  •   完全没准备好 - 需要增加训练强度,上场时间
  •   没准备好 - 需要增加训练强度
  •   大致准备好了 - 需要增加训练强度
  •   准备非常充分 - 非常好
  •   疲惫的 - 需要降低训练强度
  •   非常疲惫的 - 需要降低训练强度
  •   精疲力尽的 - 需要降低训练强度,减少上场时间 
每个球员有一个单独的健康技能和健康潜力(表示球员在保持健康上的能力)。当球员受伤或状态不佳时,球员健康技能会下降。当球员健康技能下降到80%以下时,他将会有可能突然受伤。健康技能越低,突然受伤的概率越大。可以通过训练来提高球员的健康技能。球员健康技能的高低同样影响球员会在何时结束职业生涯。

超过30岁的球员(含30),技能会开始下降。年龄的影响强度由球员的潜力决定。潜力最高的技能会比其他潜力较低的技能下降地慢很多。球员年龄越老,技能下降速度越快。老球员的状态较难控制 - 唯一途径就是增加/减少他的上场时间。
老球员仍然可以通过训练来减缓技能下降的速度,极少情况下,训练的技能甚至仍然可以获得提升。

技能下降的最低值:
速度,弹跳 - 最低值为5(技能潜力是均值的情况下)
健康 - 5%
罚球,攻商, 防商 - 技能不会下降
其他技能 - 最低值为7
上述是指技能潜力为均值的情况下的技能下限。如果技能潜力越大,下限将会变大;如果技能潜力越小,下限将会变小。

篮球学校的人才接受篮球学校教练的特殊训练方法。用户不能选择训练科目和强度。他们的技能每天增长一点点。

 

教练的训练

俱乐部的教练也是可以接受训练的。经理可以为他们选择训练某单一技能或者某集合技能。

教练的提升取决于:

  • 教练的潜力;
  • 教练的年龄;
  • 教练的职位(首席教练提升最快);
  • 俱乐部所处的国际联赛分区 - 教练带领的球队越好,他的提升速度越快。

飞升

纪录更新: 2016-03-01 12:29
每赛季末部分球员可能获得飞升(爆发增长)的机会。飞升时,球员潜力降低同时技能增加。球员技能的增长的幅度与潜力下降减少的训练效果是相同的(可理解为未来训练的提前预支)。.
无论球员是否飞升,在30岁时达到的RT是基本一致的。飞升可以使球员更早达到较高的RT水平。

飞升资格取决于球员在国际联赛或青年联赛的表现。以下条件均满足时可获飞升资格: 
1. 球员潜力大于3,年龄小于29
2. 在当前国际联赛至少参赛25场(考虑到球员可能变更联赛),或青年联赛至少55场
3. 平均出场时间至少15分钟
4. 球员RT低于或等于联赛的球员平均RT
5. 球员平均评分大于等于 0
6. 球员在场上平均正负分+/-大于等于 -5
7. 飞升最少5RT(有时球员年龄偏大且潜力偏低,达不到5RT的飞升则无法飞升)

飞升的幅度取决于球员RT和联赛平均RT的差别。潜力降低的同时获得相应的训练点。

当满足飞升后,有2天的时间(63天和新赛季第1天)来选择技能分配训练点。 If manager doesn’t do it during the determined period, improvement jump doesn’t occur. Training points can be allocated only by the owner of the club which had contract with player that season and only if player stays in the same club for the next season
Training points for players that received improvement jumps can be allocated following the link sent in the private message informing about the jump or the link in player’s description page.

When assigning training points to the desired skills it should be noted that skills’ potentials also have influence on extent of the increase.
For example, if 100 training points are assigned to improve “Jumping” (with skill’s potential +10%), it will increase by 110 points. If 100 training points are assigned to improve skill with its potential -10%, it will increase by 90 points.

论坛

纪录更新: 2012-08-16 20:01
论坛是一个值得访问的地方。在这里用户可以与其他用户,管理员进行交流,提问,讨论多种关于游戏和生活的话题。

主菜单中的论坛选项可以链接到你的国家论坛,来自相同国家的用户可以互相交流帮助。只有活跃的团体才能够拥有他们的国家论坛,所以来自较小团体的用户将被链接至论坛的总版,来自所有国家的用户和管理员都能参与总版讨论。

不过,论坛不仅仅由国家论坛和总版所组成。论坛有着自己的建构模式。在每一个论坛页面的顶部有一个“路径”,比如:Board index < General。在这种情况下,意味着你处于论坛的总版。你可以点击Board index链接进入论坛首页。从这里,你可以通向论坛的任何地方。 

论坛的建构

     General

BasketballZone - 可以在这里讨论与游戏相关的内容。重要的子论坛为: 
  • Help - 你可以在这里找到你的问题的答案。如果你在当前主题中没有找到答案,你可以自己创建一个主题进行询问。
  • Bugs - 在这里你可以就游戏的错误进行汇报。游戏在不断地提高,不可避免地会出现一些错误。
  • Match engine - 一个讨论游戏引擎的地方。讨论当前引擎,提供引擎提升建议和所有与引擎相关的话题。
  • Suggestions / News - 讨论关于游戏的更新。这里有用户对如何提高游戏的建议,游戏发展报告,提升计划和已完成的更新。
  • Clubs' presentations - 在这里每一个用户可以发表关于他的球队的演说。球队的历史,球队名字的来历,俱乐部的目标,成就,未来的计划。在这里你可以与其他用户谈论你的球队或加入关于其他队伍的讨论。
  • Contests - 由其他用户所组织的竞赛活动。加入些有趣的活动有时可以赢得一些奖励。
Basketball - 关于篮球的各种讨论(国家队,俱乐部,球员,等等) 
Football - 关于足球的各种讨论
Other sports - 关于其他运动的各种讨论
Other - 关于其他区域不符合上述论坛区域的讨论

Premium - PRO用户的论坛,其他用户无法进入。PRO用户为游戏的发展和生存作出了贡献,所以重要的游戏事项将在这里讨论,大多数重要的升级决定就在这里进行投票。

     Countries

这个版块包含了所有的国家论坛。只有最活跃的团体才拥有自己国家的论坛。不过,如果新的团体越来越大,他们的论坛也可以创建。大多数国家论坛拥有以下版块:
  • BasketballZone - 关于游戏的讨论。内部构建类似于论坛总版的内部构建。
  • Basketball - 关于篮球的讨论
  • Other - 关于其他主题的讨论
该国的用户可以在该国论坛内进行讨论。如果有一些比较严峻的问题,可以在论坛的总版里与管理员进行交流。

    Other forums

Leagues - 每个国家和国际联赛分区都有自己的论坛,这些联赛的的经理可以在此讨论(其他经理也可以加入讨论)。 

财政

纪录更新: 2013-11-23 07:24

财政是游戏中最重要的部分之一。和现实一样,俱乐部的实力和赢得比赛的能力往往都是取决于财政预算。财政情况越好,你就有能力拥有更好的球员,有更多的时间来提升俱乐部的形象,赞助商也会给俱乐部提供更优厚的赞助合同。财政预算的多少取决于俱乐部的受欢迎程度,所在联赛的等级以及球队的胜率。

在开始阶段,你的财政预算不会很多,它会随着你逐渐升入高级联赛而慢慢增长。如何分配使用这些费用很重要,它决定了你是否能拥有一支最佳的球队。

财务活动

最主要的财务活动每周更新一次(比如球员和教练薪水发放,各部门开支结算,赞助商支付赞助费用)。

此外也存在着一些意外开支或收入:门票收入(取决于来观看的球迷人数的多少),买断球员(教练)的违约金,球探花费,更改球队名字的花费等等。

当俱乐部某一周的支出高于收入时,那么就要努力在下一周时收大于支。游戏中会有各种限制来帮助你进行财政规划,但是系统并不能保证在这些限制下俱乐部就不会破产。俱乐部经理必须自己评估俱乐部的收支!如果一家俱乐部陷入了财政危机,那就意味着破产进程将会启动 - 各部门(形象部,宣传部,人事部)的支出将会被冻结。如果这样仍然入不敷出的话,薪水最高的球员将会离开俱乐部,一段时期后如果还不能扭亏为盈 - 薪水第二高的球员也会离开俱乐部。


主要财务信息

为了做好俱乐部的财政的规划,了解财政页面上的各种数字的含义是非常重要的:

  • 俱乐部当前资金  - 当前俱乐部现金的多少(如果这个数字是负的,破产进程就会启动)


本赛季预算

在这里你可以看到收入和支出预算清单。预算并不是百分百的精确,因为有些收入和支出是不可预知的。

对比赛门票收入的预测是假设球队处于联赛中游位置,对日程表中已知的比赛门票收入进行统计。不过,和场馆租赁费一样,比赛门票的收入也是由经理来决定的。所以,这几项的数字都只是预测而已。

总之 ,本赛季预算只是一个预测值并且可能在赛季中不断变化。

财务动态

财务动态表中显示的是当前选中一周的财务信息:包括时间,动态内容的描述和收支数额。

在动态表的底部,是本周的盈余信息 - 本周赚了多少钱(如果是正值的话)或本周亏了多少钱(如果是负值的话)。


人员工资

当你计算能向一名球员(教练)提供多少工资时,你首先要看一下你的每周收入。人员工资不能超过每周收入。只有当俱乐部当前资金充足时,你才能允许自己每周产生负收入(但是在本赛季结束时,资金必须充足)。在新手刚开始的时候,避免产生负收入很重要。

每周工资表不要用于支出计划。不能超过表中给定的限制。不过,这些限制也不能保证俱乐部可以避免破产!

  • 人员的最大工资 - 最大工资是指向允许向人员支付的最大额。如果俱乐部不是处于国际联赛1联的,这项限定依据赞助商的每周赞助和俱乐部的当前资金所给出。进入国际联赛1联的球队被认为是经验相当丰富的玩家,能够很合理地进行财务规划,不会轻易破产,所以他们的限制会宽松的多。当用户排名提高时,最大限定额也会往上提升一点。如果任何俱乐部接近破产了,最大工资限定额将等于赞助收入。
  • 人员当前工资 - 当前每周需要支付给人员的工资总额。
  • 发出的工资报价总额 - 它是俱乐部当前在市场上发送但尚未被接受的工资报价总额。
  • 允许的最大支出 - 这是允许用于人员工资的剩余额度。不过,俱乐部经理必须根据俱乐部的财务状况以决定可以为其他人员花费多少工资。
工资总额同样受国际联赛级别限制:
  • 球员的最低工资总额 - 俱乐部必须花费在所有球员身上的最低工资额。即使球员的工资低于限定额,俱乐部每周仍需要支付最低工资。所以,打算存钱的俱乐部最好能找到最符合最低工资额的球员。
  • 球员的最高工资总额 - 这是建议在球员身上花费的最高工资总额。如果俱乐部超过了这个限制,那么他的联赛对手将变得毫无竞争性。所以,虽然我们鼓励那些存款较多的俱乐部花钱,但是同样需要参照所处联赛等级。如果球员的工资总额超过了最高限制,俱乐部每周需要支付一笔罚款,罚款金额等于当前工资额减去限定的最高工资总额。

破产进程

纪录更新: 2014-08-15 04:17

有时候经理的财政规划可能会出现失误。当所有的存款用尽后,破产进程将会启动。

当破产进程启动后,俱乐部将不能再增加球员工资额 - 无法在市场报价,无法进行会导致球员工资额增加的交易。


破产进程将于每周六晚开始执行

第1阶段:俱乐部的当前资金< 0 欧。后果:制服组(宣传部,形象部,人事部)的开支将全部降为0欧。球队人气,形象,员工满意度和球迷数降低。

第2阶段:俱乐部的负债大于国际联赛赞助额(至少20000欧)

 后果:

  • 薪水最高的球员离队。并将支付他一周的薪水。
  • 所有的教练,除了工资最低的那个,全部离队。并支付他们一周的薪水。
  • 球队的形象,人气和员工满意度降到最低。
  • 大量球迷流失。

第3阶段:俱乐部的负债大于国际联赛赞助额的三倍(至少70000欧)
 
 后果:

  • 如果俱乐部有青年队,青年队将会解散。
  • 所有青年队球员会离开俱乐部。并将支付给他们一周的薪水。

部门开支

纪录更新: 2015-10-05 15:50

每个俱乐部需要投入一些资金维护推广部,形象部和人事部。当进行财政规划时,经理需要做好对每个部门的投资决定:

形象部 - 形象专家会努力使得每一个人都喜欢这支球队。他们会努力宣传球队所有优秀的方面。这些专家会帮助打造坚实的团队形象,这有助于与球员/教练签订和延长合同

推广部 - 此部门对吸引和维护球迷,与赞助商谈判产生影响。球迷人数越多,他们对俱乐部的关注程度越高(即俱乐部知名度等级越高,对知名度部的投资需要越高)。否则的话,俱乐部的知名度会下降。如果俱乐部不够受欢迎,于此部门进行投资可以提升知名度。赞助商会根据俱乐部的知名度考虑提出赞助合作。俱乐部在联赛中(国内和国际联赛)的知名度越高,它能获得的赞助报价越高

当决定于此部门进行投资时,需要考虑一个现实,知名度在每个联赛的计算是分开的。从低级联赛晋级到高级联赛的俱乐部,一开始的知名度很小(从高级联赛降级的俱乐部,知名度会较大)。赞助合同都是在赛季初进行签订的,所以如果确定俱乐部将在相同联赛内停留几个赛季,那么值得对知名度部进行投资。如果俱乐部在当前联赛只停留一个赛季,那么此项投资不会有什么用处。

人事部 - 工资不是俱乐部人员所要求的全部内容。他们同时也需要获得来自经理的关怀。分配到人事部的资金将会被使用到多个方面:关注人员的社交需求,组织娱乐活动等等。当球员对俱乐部感到满意,他对于俱乐部的评价会越来越好,他更愿意与俱乐部延长合同。即使是其他球员(在市场上的)也会在挑选最佳报价时对俱乐部的评价进行考虑。如果一些俱乐部提供的报价相类似,球员将更倾向选择那些氛围良好的的俱乐部(队内其他球员评价都较好)。


当决定减少部门投资时需要慎重考虑,因为你将要额外支付一笔费用。费用大小取决于先前投资额与当前投资额之差。比如,对一个部门的投资从3000欧减少到1000欧,那需要支付的一笔费用为3000 - 1000 =2000欧。

赞助

纪录更新: 2014-07-21 06:59

赞助是俱乐部最主要的收入来源

每个球队都有5份赞助 - 两份大额的(分别占据55%和25%的广告空间),两份小额的(分别占据10%)和一份国际联赛赞助。占据广告空间越大的赞助,越重要。因为它提供的资金总额越大。联赛赞助不会占据俱乐部任何广告空间。

赞助商会根据俱乐部的知名度进行报价。俱乐部的知名度越高,每1%的广告空间能获得的价值越高。

如果一家俱乐部拥有空余的广告空间,来自赞助商的报价会在赞助 - 报价页面显示。每晚赞助报价都会更新。所以,你只有一天的时间来决定是否接受某一份报价。否则,当更新时,上一份报价会被新的报价合同替换。

来自联赛赞助商的赞助金额相当可观。各联赛的俱乐部都将获得一笔数额固定的联赛赞助费。联赛级别越高,联赛赞助金额越高。处于相同级别联赛相同分区的球队,获得来自联赛赞助商的资金是相同的。

 

合同期限

联赛赞助商的期限是1个赛季。赛季结束后,联赛赞助商将会和俱乐部签订新合同。

当与普通赞助商签订合同时会同时确定合同期限。合同期限的意思是,如果俱乐部所处的国际联赛级别没有发生任何变化,赞助商将会在签订的合同期限内一直给予俱乐部赞助支持。在赛季结束时,以下情况的赞助合同将自动终止

  • 俱乐部所处的国际联赛级别发生变化;
  • 合同期限到期。

当合同终止后,赞助商会开始提供新的报价。如果俱乐部不想错过首份赞助,那么它应该在新赛季的第一周,财务活动发生前,与赞助商签约。

注意。当球队升级到更高级别的联赛后,普通赞助商(大额的和小额的)不会提供更好的赞助 - 与之前通常近似或者略低。这是由于新升级的队伍在新的联赛当中知名度不高。所以,如果俱乐部留在较低级联赛中,且知名度较高,它的普通赞助商会提供较高的报价。

当升级到较高级别联赛后,来自联赛赞助商和比赛的收入会增加。
 

青年队

纪录更新: 2015-12-07 08:18
青年队可以为一线队的后备力量培养提供帮助。在青年队里年轻有潜力的球员可以获得充足的上场时间从而更快的提升能力。16-29岁的球员都可以进入青年队。

青年队的创建

当满足以下条件时,俱乐部可创建青年队
  • 处于国际联赛1-4联
  • 至少拥有 14名大于等于16岁的球员(包括在篮球学校内的人才)。
  • 至少拥有 2名教练
  • 俱乐部财政至少达150,000欧(创建青年队需要一次性支付:100,000欧)
当俱乐部满足了后3个条件,但是国际联赛等级低于4级时,可以通过额外支付一些信用点来创建青年队。
当俱乐部满足了上面所有的条件时,俱乐部首页右上角会出现创建青年队的选项。创建时需要将最少7名球员和1名教练调动到青年队。创建时调动球员和教练是完全免费的。(之后再调动可能会需要费用)

财政

青年队的财政和一线队息息相关。青年队的一部分工资由赞助商分担,但差额需由一线队支付。

青年队的赞助可分担高达90%的球员/教练工资。但有以下一些限制条件:
  • 只有16-18岁的球员才可能获得最高比例的薪水分担。
  • 年纪越大的球员青年队分担的薪水越少。比如,对一名28岁的球员来说,青年队可能最多只能分担70%的薪水。
  • 青年队不会为那些已经有足够能力参加一线队比赛的球员分担薪水。当青年队球员的个人综合能力高于一线队平均综合能力的95%时,他将无法获得赞助的薪水分担。一线队平均综合能力取综合能力排行榜上的数值。球员薪水更新时会以当时球队综合能力排行榜显示的数值为准。
  • 在青年队里比赛少于50场的球员,青年队是不会为他分担薪水的。(此项不适用于自建球员和自探球员)
  • 如果一名球员在青年队里打了50-100场比赛,青年队将按如下公式分担他的薪水:按其年龄应分担的薪水比例减去20%(译者注:比如18岁球员应可获得90%薪水分担,那么打了50-100场的18岁球员可获得90%-20%=70%的薪水分担)(此项不适用于自建球员和自探球员)
  • 如果一名球员在青年队里打了100-150场比赛,青年队将按如下公式分担他的薪水:按其年龄应分担的薪水比例减去10%(译者注:比如18岁球员应可获得90%薪水分担,那么打了50-100场的18岁球员可获得90%-10%=80%的薪水分担)(此项不适用于自建球员和自探球员)
  • 如果一名球员在青年队里打了超过150场比赛,青年队会全额分担当前年龄所能达到的最大薪水分担比例。(适用于从市场和交易中获得的球员)
  • 青年队里自建球员和自探球员的薪水会一直由青年队全额承担。(从他们调动到青年队第一场比赛开始)
  • 青年队最高只能为单个球员分担20000欧的薪水
  • 对于教练,调动到青年队的第一个赛季青年队不分担任何薪水。(不适用于自探教练)
  • 如果一名教练在青年队效力了1个赛季后,青年队将按如下公式分担他的薪水:最高可分担的薪水比例减去20%。(此项不适用于自探教练)
  • 如果一名教练在青年队效力了2个赛季后,青年队将按如下公式分担他的薪水:最高可分担的薪水比例减去10%。(此项不适用于自探教练)
  • 如果一名教练在青年队超过了3个赛季后,青年队将按最高可分担的薪水比例分担他的薪水。(适用于从市场签下的教练)
  • 青年队里自探教练的薪水会一直由青年队全额承担。(从他们调动到青年队那一个赛季开始)
  • 青年队最高只能为单个教练分担5000欧的薪水
在青年队与一线队之间调动球员/教练可能需要一些费用:
  • 赛季第一天赛季最后一天(在财政结算之后),以及创建青年队时 - 免费
  • 每名球员每赛季有一次免费调入或调出青年队的机会。以下情况例外:
                 赛季第1周球员从青年队调入一线队是需要支付费用的。
                 赛季第5-9周球员从一线队调入青年队是需要支付费用的。(即受限市场开启的前一周开始)
  • 所支付的费用一般等于该球员一周的薪水

青年联赛

青年联赛共分8个级别
  • 在赛季第2天所有青年队按照综合能力排名高低分配到各级青年联赛中。青年队综合能力最高的球队在1级青年联赛。
  • 如果赛季中有新的青年队创建,它会被自动分配到最低级的青年联赛中。
  • 青年联赛中的球队数量可能是会变化的。
  • 玩家可以提前获知未来2天的青年联赛比赛对阵。
  • 如果对手找到了,新的球队将在建队后的第二天即可比赛。
  • 整个赛季间,青年队和同级青年联赛中的球队分别交手。在赛季结束时,获胜场数最多的球队成为冠军。
  • 比赛于赛季2-62天进行。
  • 青年队使用俱乐部原有的球场进行比赛,票价采用普通价格。这是不能变更的。
  • 青年队的球员工资总和最高为100,000欧。如果超限了,俱乐部需要支付的罚款与国际联赛的规则相同。
  • 各级青年联赛中的最佳球队将在赛季结束后获得奖金。1级青年联赛的奖金最多。奖金数量按青年联赛级别逐级递减。

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纪录更新:
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常见问题:一般性

纪录更新: 2015-07-10 13:03
市场

我从受限市场买了球员,但是为什么他没到队呢?
受限市场购买的球员和教练在赛季末(63天)才会到队。受限市场签约的球员和教练是为下个赛季做准备的哦。

Why free players' market and trades are not available?
Free players' and coaches' market is opened on the 1st day of the season and is closed in the middle of the season (36th day of season). Then limited market is opened and is available till the end of the season.
Trading and releasing players is available only when free players' market is open.
More information about game's events may be found in help section: Date/Time of updates

一时手痒脑热,在市场中报价太高了,我能撤销报价么?
不能(不过如果你报了多年合同可以选择增加1欧的薪水,从而改成一年合同,以降低裁员的损失)。

What does "Term" column in the market mean?
Player will choose the best offer (and sign contract) after the number of days indicated in "Term" column.

Why player decided to end his career unexpectedly?
Sometimes (rarely) players have to end their careers even if they are not old yet. If it happens during limited players' market, player informs the club he had chosen to play in - that he won't be able to join the team next season. After that season this player will disappear from players' lists (or may stay in some team's hall of fame as a player that ended career).
Players have to end careers unexpectedly in order to control the number of good (ex-denominative) players in the game. If a new team is created and closed quite quickly, its denominative player is removed from the game.
Also very low RT and potential players may understand that playing basketball is not for them and decide to end their careers unexpectedly (before they get old).


Exercises

Why player doesn't appear in training?
When player changes team (market, trades, lending), he appears in training report 1 day later.

Why players are not in excellent shape?
Shape is influenced by tiredness in that day's match and training intensity.
The first thing that you can do in this case - change training intensity. If player is tired - decrease intensity, if player is not prepared - increase intensity.

I changed intensity but shape didn't change.
It takes some time until player reaches excellent shape.
Player's shape depends on tiredness in that day's match and training intensity. So, a player that gets less playing time may need bigger training intensity and the one that gets more playing time - smaller training intensity.


Finances

Why is sum for renting arena displayed in 'predicted balance' section if I do not rent any arena?
Predicted balance displays club's anticipated income and expenses in the remaining part of the season. This prediction is not accurate because there may be unforeseen income/expenses.
When predicting income from matches, it is calculated approximately - how much club would get playing with average price tickets and in arena of appropriate size according to interested spectators. It means that this amount of income will be received if the predicted sum is spent on rent of arenas. If club decides not to rent arena, it will not pay money on renting arenas but will receive smaller income from matches (because some interested visitors won't get tickets in small home arena).


Scouts

Why scouts often find very bad players?
There are not so many true talents that they could be found everyday for every club. Increasing scouts' financing increases chances to find a better talent but doesn't guarantee it (having spent certain amount on unsuccessful scouts' searches, guaranteed player will be found. More information about it may be found in help). True talents can also be found with 0 Eu financing but chances are smaller.

Why scouts find 14-15 year old player when I'm looking for older player?
If scouts are sent to find 16-17 year old player, they look for a player of this age. If scouts find a decent player (5 potential or higher), they present the found player for the team.
If the player is of very low potential and club has basketball school, scouts don't display report about the found 16-17 year old player and make additional search for player of 14-15 year old. Whatever scouts find during the second search, the result is displayed. In this case, scouts give second chance and make 2 searches.
If club doesn't have basketball school, scouts always show the result of the first search - if it is perspective or low potential (2-4) player.


Players

Can I change my player's position?
Yes, first and alternative positions can be indicated in Tactics-Positions section.

How can I register players for the match?
It can be done In Tactics-Tactics section. Manager can select which players should start the match and which should substitute them later.

How can I make my player a captain?
It can be done in player's description page. It is a paid feature. 

What does the red color in players skills' page mean?
Players marked in red can't be registered for the match on that day. They might be injured or they may have come to the team recently. The reason is written in player's description page.


Leagues

What are the criteria of defining standings in groups?
1) Number of victories
2) +/- points difference ratio in head-to-head matches (among the teams in tiebreaker)
3) Points scored in head-to-head matches
4) +/- points difference ratio in all group's matches
5) Luck (random)

How are play-off pairs (TOP8) selected in International tournament?
TOP16 groups' leaders get random opponent from the teams that took 2nd places.


Matches

What "Players skills' quality", "Shot quality" and "Shooting situation" mean in Match LIVE page?
Detailed answer may be found in forum: http://www.bballzone.net/forum/shooting-situation-skills-and-shot-quality-ratios-t11427.html


Other

Why I can't expand my arena?
Arenas can't be rebuild. Currently clubs can not own bigger arenas.
Clubs can rent as many arenas of desired size as they need.

Can I cancel contract with sponsor?
No, it is not possible. Contract with sponsor expires after its term ends or when club changes international league.

How long is the season? When does it start?
Season is 63 days long and it begins on the 1st day (comes after 63rd day of the previous season)

How can I ascend to higher division?
International tournament: http://www.bballzone.net/en/Pagalba-sarasas-2077_Leagues_-_International.htm
National tournament: http://www.bballzone.net/en/Pagalba-sarasas-2059_Leagues_-_National.htm

What does maximum sum available for personnel's salaries mean?
It shows the maximum amount that club can spend for salaries (players' and coaches'). It helps clubs to evaluate their financial situation but doesn't ensure that club won't go bankrupt. It is not recommended to spend this whole sum for salaries. Club's manager should observe that expenses do not exceed income.

I try to change team's jerseys but the changes are not saved. What should I do?
Sometimes some users do not manage to save the new jerseys. In this case there are two ways:
1. Try changing and saving jerseys in other browsers.
2. Frequently save changes: change few elements (for example, colours) and save the jerseys. Click on Change jerseys (in Club's description page), make a few more changes and save again. Continue this procedure until jerseys are finished.
If you didn't manage to change jerseys in one day, write a letter to administration and we will be able to give you one more day for making the changes.

常见问题:比赛引擎

纪录更新: 2015-07-29 11:25
为什么我的比赛中会有这种情况发生?Why THIS happened in my match?

我们经常会收到关于比赛引擎或战术的问题和抱怨。而要回答这些特定的问题,我们要分析比赛细节,花费大量时间。遗憾的是,我们不可能把所有时间花在这些问题上面,所以这类问题不会回复。

许多玩家不明确的问题,我们会在帮助部分或常见问题部分给予解释。请先仔细阅读这些内容。

如果你想更清楚的理解比赛引擎是如何工作的,推荐去论坛阅读测试比赛引擎的相关话题讨论,那里我们会对测试引擎中出现的问题进行回复和改进。

为什么投篮质量值在机会绝佳的情况下有时也是负的?

投篮质量取决于多个因素(投篮机会、疲劳程度、比赛战术等)。出现这种情况最可能的原因是: Why players spend different time on court than indicated in tactics?
The difference is very small (few minutes) when tactics are set logically and players don’t collect fouls too fast. If difference is bigger, pay attention to:
  • are the 1st positions for starting five players set correctly (1 player for each position)
  • do every position’s players get 40 minutes playing time in total
  • are your players changed the way you want. If player plays in few positions, there is no way to set how many minutes he has to play in which position. Therefore sometimes player may play in one of positions longer and in other position shorter than you expected. Thus in the end some players do not get enough playing time. If team has 10 players, changes can be adjusted as wanted. However, if team has only 8 players, some problems changing players may arise.
  • starting five players go to court in the beginning of each quarter and stay there for some time. Therefore, if starting players are indicated little playing time, they may play more minutes.
How substituting player is selected? How 1st, 2nd, 3rd positions indicated in tactics work?
When looking for substitution, primarily players’ first positions are considered. If player with the required first position has already played too long, a player with the required second position may be chosen. If team has enough players, in order to make players play the recommended time in his best position, manager may choose not to indicate second positions for players. In this case player’s main position could be indicated as first and player’s reserved position - as third.
If substitution is not obligatory, substituting player is searched with corresponding 1st or 2nd position (in priority order).
If substitution is made to follow the recommended playing time (partially obligatory), substituting player is searched with corresponding 1st, 2nd or 3rd position (in priority order).
If substitution is obligatory, substituting player is searched with corresponding 1st, 2nd or 3rd position (in priority order). If available player is not found, respectively player of adjecent position is searched.

Why player makes few shots even with shooting setting: “Often”?
The main reasons could be:
  • player rarely gets the ball. For example, if team’s offence is “On guards”, big player gets the ball much rarer than guards. Therefore he has less chances to shoot.
  • other players manage to find opportunity to shoot earlier. In this case, other players could be indicated less frequent shooting settings in tactics.
  • even when shooting setting is “Often”, player won’t shoot if he is fully defended. He still needs situation sufficient to make a shot.
If team’s offence is set “On big men” (or on other link), why they still make only few shots?
The main reasons could be:
  • Shooting frequency settings are too low. Even if player gets a lot of passes, he won’t shoot until he is in good enough situation.
  • Other players manage to find opportunity to shoot earlier. In this case, other players could be indicated less frequent shooting settings in tactics.
  • Player won’t shoot if he is fully defended. He still needs situation sufficient to make a shot.
Why the indicated method of team’s defence doesn’t work?
Correctly chosen tactics of team’s defence helps players to stay near their opponents. However, even with correctly chosen tactics it may be impossible to defend successfully if players’ skills are low.
It is recommended to pay attention to “Players skills’ ratio” displayed in match chronology, next to shots. If this ratio is in favor of opponent in offence, it is probably worth to think about improving defensive skills.

Why player with shot frequency set to “Never” still makes some shots?
In this case you should pay attention to shot clock when the shot was made. Usually, such players have to shoot at the end of attack time disregarding their shot frequency settings. If such situations are quite often, you should try to ensure that other players shoot earlier during attack (increase shot frequency settings, increase pace, improve offensive skills).
Also, the number of such situations could be decreased if there is a player with role "Leader" in court.

Why my team, even being better, gets less rebounds?
In this case you should pay attention to: 
  • rebounding skills of small players. In order to be good in rebounding it is not enough to have only big players with good rebounding skills.
  • tactics selected for the match. Some of the tactics help getting more rebounds.
  • rebounds in offence (not total number) is important when analyzing rebounding. Sometimes one of teams simply miss more shots, thus there are more opportunities to get defensive rebound. Sometimes users complain about lost fight in rebounds but actually it appears to be equal or even won (according to rebounds in offence).
What is the influence of player’s height?
  • It is easier for tall players to fight for rebounds and play close to the basket.
  • Tall players have smaller chances to be blocked.
  • Smaller player can start moving and change moving direction quicker. It may be difficult for tall player to defend smaller and quicker player.
  • The smaller player, the easier it is for him to dribble. Tall guards may often score more points but also make more turnovers.
  • Smaller and quicker players can start a fast break quicker. So, if team has tall guards, their speed should be bigger.
  • Tall players can easier fight in range close to the basket. Smaller player needs bigger tightness to fight with tall player.
  • The bigger difference is between players’ height, the bigger difference is between their speed and toughness.
  • Small player can jump higher than tall player. Tall player needs better jumping skill in order to jump same good as small player.
How to find out the reasons of loss?
In order to find out the reasons you will have to analyze your match in details. Sometimes the problems may be found quickly but sometimes it may require much more time. Pay attention to:
  • Tiredness - maybe one team is more tired than the other. Especially pay attention to players with tiredness 80-100%
  • Teams’ strength - maybe opponent is simply stronger? Strength rating may sometimes mislead, especially if team is playing with small number of players.
  • Head coaches - maybe opponent’s coach is much better in tactics (or you even don’t have a head coach)
  • Try to identify opponent’s tactics
  • Try to analyze players’ statistics - maybe one of the players played very bad. Pay attention to: +/- ratio, ranking, turnovers.
  • Try to analyze bad ranges during the match - maybe weak or tired players played at that time.
  • Try to analyze shooting situations - maybe the ball doesn’t move well and players have to shoot from bad positions.
Why players didn’t make tactical foul in the end of match, though it was indicated so in tactics?
It takes some time (1-5 s) until players manage to “catch” an opponent and make a foul.
Same period of time is additionally needed if tactics indicate to “use pressing before making fouls”.
Another possible cause - team’s players may have collected a lot of fouls and only 5 players can play in court (others have already fouled out).

Does “Contesting shots” skill influence only the amount of blocks? What is the influence of "Defence IQ"?
“Contesting shots” skill shows how good a player is at disturbing opponent to shoot. Even if shot couldn’t be blocked, player with good "Contesting shots" skill still aggravate chances to attack successfully. Influence may be seen in players skills’ ratio displayed next to each shot in match chronology.
Similar situation is with "Defence IQ" skill, which may help to steal the ball. However, even if player didn’t steal the ball, he may have disturbed making a fine pass or intervened dribbling (including during drives to the basket).
Also it should be noted that there is always more than one skill important. Each action during match is determined regarding few related skills.

Why opponents shoot 3-pointers well even against man-to-man defence?
When using man-to-man defence players are rarely left free near 3-point line. However, man-to-man defence itself does not guarantee that opponents won’t be able to shoot 3-pointers successfully. Defensive players’ skills also have big influence. Quite often teams choose not to invest in purchasing players that will be good at defence. Poor players’ defesive skills may let opponents to shoot with good accuracy percentage even against man-to-man defence.
Sometimes managers pay attention only to percentage of accurate shots and ignore the number of total shots. The effect of man-to-man defence may be not only worse accuracy but also smaller number of 3-point shots (depending on tactics of team in offence).

Why match was played not according to my set tactics? Why starting players were different?
This may happen due to three reasons:
1) Quite often users make changes not in that tactics which is used during the match. Often users forget that they have set individual tactics for the match - not the standard tactics was used. Sometimes users inadvertently set individual tactics for the match (instead of using standard). Also sometimes users think that they made changes in standard tactics though they actually did it in individual match’s tactics.
2) Sometimes users save changes in tactics too late. If matches scheduled on that time have already been started to simulate, changes in tactics are not available (even if that match hasn’t started yet)
3) Sometimes managers set positions for starting players incorrectly. Also sometimes users do not notice that there are injured players or that foreign players’ limit is exceeded.
Before the beginning of every match the used tactics is saved, thus Premium users can always check what tactics was used in the match.

Rules - General

纪录更新: 2014-05-31 00:27

Game’s users must follow the rules stated below. The main version of the rules is in English. In case of ambiguity or inaccurate translation, English rules are applied. It is only informed about update of English version if rules are changed. English version of the rules may be found HERE.


1. Rights and duties of Users
1.1. One person can register and manage only one team! It is forbidden to register a second team, a team for friend, a team for brother, etc.
1.2. Team name can not contain any insults, filthy phrases, swear-words, words that promote violence or racial discrimination. Team name can not contain advertisement without prior agreement with administration. Full team name and it's abbreviations have to be related - so that other users could easily identify the team from it's abbreviations.
1.3. During registration user must indicate his true country if it is displayed in the list of countries. If user was born in one country and now lives in the other, it is recommended to indicate native country but country of current residence is also allowed.
1.4. If few users play the game from the same computer/IP, they (all) must indicate usernames of other users playing from the same computer/IP and connection with each of other users. Information may be provided during registration or later in section "User information".
1.5. It is forbidden to use any tools of hiding or changing the real IP address.
1.6. It is forbidden to use any tools of blocking advertisements. If user doesn't want to see advertisements, he can purchase PREMIUM package and turn off display of advertisements.
1.7. Rules of exchanges must be followed when exchanging players.
1.8. Rules of press conferences must be followed when writing a post in press conference.
1.9. Rules of forum must be followed when writing a post in forum.
1.10. The only allowed types of help for other users are: transferring credits and consulting. All other actions and interaction between teams must obviously represent aim to get use for your own team. It is forbidden to lose matches deliberately, make ineffective trades or help another team in any other ways.
1.11. It is forbidden to write unwanted messages (over private messages, forum, press conferences, etc.) to other users. Unwanted messages usually contain advertisements. Messages that are sent after the other user states that he doesn't want to receive any more messages (of particular content or from particular user) are also considered as unwanted.
1.12. It is forbidden to use filthy phrases, swear-words, provoke or offend other users when communicating (in press conferences, private messages, etc.)
1.13. Team's logo can not contain any political or racial hints, nakedness or porno. Logo must be neutral and not offend anybody. Logo can not contain advertisement without prior agreement with administration.
1.14. In any place of the game (press conferences, forum, private messages and other) it is forbidden to discuss any matters that are against the law (country's, international and other) - propagate illegal software, drugs, etc. It is also forbidden to use insults, filthy phrases, swear-words, words that promote violence or racial discrimination, discuss politics.
1.15. User must indicate e-mail address that is actually used by him, so that under the necessity administration could contact user over e-mail. E-mails may be sent in few cases:

  • informing about important actions related with user's activity (for example, change of important data, reminder of password, punishment for rules' violation)
  • informing about important actions related with the game
  • informing about actions related with user's club (for example, weekly newsletter that may be unsubscribed from receiving)

1.16. User commits to ensure secrecy of his log in data and not to reveal log in data to other people. User commits to ensure that no other person will use his log in data. User is fully responsible for any actions made using his log in data (by himself or other person) and for results determined by these actions.
1.17. It is forbidden to sell or exchange your team (or any other similar actions). One team may be used by only one person!
1.18. Any kind of advertising in the game (including game's forum), without prior administration's permission, is forbidden.
1.19. It is forbidden to exploit errors of the Game in order to acquire advantage against other users that do not exploit these errors. If user notices some error or incorrect behaviour, he must inform administration using forum, "Message to administration" section or sending an e-mail to administration.


2. Premium services
2.1. Payment is considered as made when middlemen send confirmation of the received payment into the Game's system.
2.2. Money paid for the services are not returned (no money back possibility).
2.3. Administration can ex-parte change the price and the features of PREMIUM packages.
2.4. Situations when some feature (including features of PREMIUM package) doesn't work correctly or doesn't work at all may occur. If user notices incorrect behaviour, he must inform administration using forum or "Message to administration" section.
2.5. Purchase of PREMIUM package doesn't allow cheating. In case of rules' violation, user can be punished according to rule: 4.5. In case of rules' violation, money is not paid back.
2.6. Holder of PREMIUM package can not violate the Rules or abuse features of PREMIUM package (for example: spam, use inappropriate phrases or pictures in press conferences or as team’s logo). Such behaviour can lead to limitation or withdrawal of the features. The list of PREMIUM features is given in section “Credits - Premium packages”. In some cases, these lists may not include all PREMIUM features.
2.7. If the Game is closed forever, BasketballZone obligates returning money for the purchased credits that are left unused.


3. Related users (that at least sometimes play from the same computer/IP)
3.1. All users playing from the same computer/IP must indicate usernames of other users that sometimes use the same computer/IP (in User Information section). Relation with each user has to be indicated, too (for example, “roommate”, “brother”, ...)
3.2. Teams, playing from the same computer/IP, can have no relations in the Game - they can not exchange players (directly or using third teams), can not borrow players from each other, can not deliberately lose and etc.
3.3. When related teams are suspected of cheating, they are closed without a thorough investigation. Such cases are investigated more detailed only when ALL teams playing from the same computer/IP somehow contribute to the development of the Game (for example: active community members, publishers of the newspaper, financial supporters of the game, etc.)
3.4. When there are few teams playing from the same computer/IP, users that do not manage their teams actively can be deleted without a prior warning. If there are few people who want to play the Game from the same computer/IP, they all have to be active and there can be no relations among their teams (rule no. 3.2.)


4. Rights and duties of Administration
4.1. As long as the Game is running, administration commits improving and maintaining the Game, keeping it as stable as possible and eliminating errors.
4.2. Administration commits not to disclose personal users’ information to third parties (except cases when law enforcement officers may require some information or when the Game or a part of it is sold/transferred to another owner).
4.3. Administration has the rights to repair, update, develop and do other necessary actions in the Game without prior caution.
4.4. Due to updates or some failures the Game can be temporarily unavailable. In case of unexpected situations some part of data may be lost. Administration commits to put all possible efforts in reducing emerged inconveniences or losses.
4.5. Administration has the rights to apply sanctions with or without prior caution for violations of the Game’s rules (General rules, Rules of exchanges, Rules of Forum, Rules of Press Conferences) or other inappropriate behaviour that can have negative results on the Game’s stability and/or good morality. Possible sanctions: warning, fine from club’s money, subtraction of club’s points (all or a part) in league’s standings, removal of club’s players, restricting or banning some game’s features, restriction or cancellation of PREMIUM package (or some of it’s features), banning a team or user. Applied sanctions may differ depending on the violation and the previous behaviour of the user.
4.6. In cases of cheating, administration has the rights not to reveal particular indications of cheating to the user if it could affect further quality rendering of services or development of the Game.
4.7. It is forbidden to announce or discuss the received sanctions in public (forum, press conferences and elsewhere). If user has some questions, he can reply to the message informing about the sanctions.
4.8. Administration can transfer the rights and duties related with these Rules to another owner at any time without users’ consent and without prior warning.
4.9.  Administration has the rights to change the Rules of the Game ex-parte and at any time. Changes of the Rules come into effect when they are published. The user is considered to accept the new Rules if he logs into the Game after the Rules are changed. If user doesn’t accept the Rules of the Game, he loses the rights to use the Game and must close his account (section “User Information - Close account”)


5. Restriction of responsibility
5.1. User and Administration agree that Administration will do all its functions and use its rights regarding that user has given correct information. Administration is not responsible for any damage to user and/or third parties that emerged because user indicated incorrect information or didn’t update it after it has changed. 
5.2. User agrees that Administration is not responsible for faults that may appear in game’s operation and for user’s or third parties’ loss or damage due to it.
5.3. User understands and agrees that the Game and/or premium services in it are given without any guarantees from Administration. We can not guarantee that the Game will operate and premium services will be provided properly, on time, qualitatively, full extent, without any faults or that it won’t have any negative outcome for user or third parties.
5.4. User takes all responsibility for compensating any kind of loss or damage that emerged for him or third parties when using the Game and/or premium services.
5.5. User understands and agrees that virtual player’s name and surname indicated during registration or later will remain in the game regardless of further user’s actions or the fact that user stops playing the Game.

 


Privacy policy. Cookies

Cookies are used in the game. Cookies may contain information like: username, type of browser, used language, visitor statistics, ads targeting information and other data required for running the game.
Cookies can be deleted at anytime but due to it playing the game may become less convenient. Browser settings may be changed so that cookies are forbidden. However, in this case playing the game will be unavailable because data saved in cookies is necessary for running the game.

Rules - General

纪录更新: 2014-05-31 00:27

Game’s users must follow the rules stated below. The main version of the rules is in English. In case of ambiguity or inaccurate translation, English rules are applied. It is only informed about update of English version if rules are changed. English version of the rules may be found HERE.


1. Rights and duties of Users
1.1. One person can register and manage only one team! It is forbidden to register a second team, a team for friend, a team for brother, etc.
1.2. Team name can not contain any insults, filthy phrases, swear-words, words that promote violence or racial discrimination. Team name can not contain advertisement without prior agreement with administration. Full team name and it's abbreviations have to be related - so that other users could easily identify the team from it's abbreviations.
1.3. During registration user must indicate his true country if it is displayed in the list of countries. If user was born in one country and now lives in the other, it is recommended to indicate native country but country of current residence is also allowed.
1.4. If few users play the game from the same computer/IP, they (all) must indicate usernames of other users playing from the same computer/IP and connection with each of other users. Information may be provided during registration or later in section "User information".
1.5. It is forbidden to use any tools of hiding or changing the real IP address.
1.6. It is forbidden to use any tools of blocking advertisements. If user doesn't want to see advertisements, he can purchase PREMIUM package and turn off display of advertisements.
1.7. Rules of exchanges must be followed when exchanging players.
1.8. Rules of press conferences must be followed when writing a post in press conference.
1.9. Rules of forum must be followed when writing a post in forum.
1.10. The only allowed types of help for other users are: transferring credits and consulting. All other actions and interaction between teams must obviously represent aim to get use for your own team. It is forbidden to lose matches deliberately, make ineffective trades or help another team in any other ways.
1.11. It is forbidden to write unwanted messages (over private messages, forum, press conferences, etc.) to other users. Unwanted messages usually contain advertisements. Messages that are sent after the other user states that he doesn't want to receive any more messages (of particular content or from particular user) are also considered as unwanted.
1.12. It is forbidden to use filthy phrases, swear-words, provoke or offend other users when communicating (in press conferences, private messages, etc.)
1.13. Team's logo can not contain any political or racial hints, nakedness or porno. Logo must be neutral and not offend anybody. Logo can not contain advertisement without prior agreement with administration.
1.14. In any place of the game (press conferences, forum, private messages and other) it is forbidden to discuss any matters that are against the law (country's, international and other) - propagate illegal software, drugs, etc. It is also forbidden to use insults, filthy phrases, swear-words, words that promote violence or racial discrimination, discuss politics.
1.15. User must indicate e-mail address that is actually used by him, so that under the necessity administration could contact user over e-mail. E-mails may be sent in few cases:

  • informing about important actions related with user's activity (for example, change of important data, reminder of password, punishment for rules' violation)
  • informing about important actions related with the game
  • informing about actions related with user's club (for example, weekly newsletter that may be unsubscribed from receiving)

1.16. User commits to ensure secrecy of his log in data and not to reveal log in data to other people. User commits to ensure that no other person will use his log in data. User is fully responsible for any actions made using his log in data (by himself or other person) and for results determined by these actions.
1.17. It is forbidden to sell or exchange your team (or any other similar actions). One team may be used by only one person!
1.18. Any kind of advertising in the game (including game's forum), without prior administration's permission, is forbidden.
1.19. It is forbidden to exploit errors of the Game in order to acquire advantage against other users that do not exploit these errors. If user notices some error or incorrect behaviour, he must inform administration using forum, "Message to administration" section or sending an e-mail to administration.


2. Premium services
2.1. Payment is considered as made when middlemen send confirmation of the received payment into the Game's system.
2.2. Money paid for the services are not returned (no money back possibility).
2.3. Administration can ex-parte change the price and the features of PREMIUM packages.
2.4. Situations when some feature (including features of PREMIUM package) doesn't work correctly or doesn't work at all may occur. If user notices incorrect behaviour, he must inform administration using forum or "Message to administration" section.
2.5. Purchase of PREMIUM package doesn't allow cheating. In case of rules' violation, user can be punished according to rule: 4.5. In case of rules' violation, money is not paid back.
2.6. Holder of PREMIUM package can not violate the Rules or abuse features of PREMIUM package (for example: spam, use inappropriate phrases or pictures in press conferences or as team’s logo). Such behaviour can lead to limitation or withdrawal of the features. The list of PREMIUM features is given in section “Credits - Premium packages”. In some cases, these lists may not include all PREMIUM features.
2.7. If the Game is closed forever, BasketballZone obligates returning money for the purchased credits that are left unused.


3. Related users (that at least sometimes play from the same computer/IP)
3.1. All users playing from the same computer/IP must indicate usernames of other users that sometimes use the same computer/IP (in User Information section). Relation with each user has to be indicated, too (for example, “roommate”, “brother”, ...)
3.2. Teams, playing from the same computer/IP, can have no relations in the Game - they can not exchange players (directly or using third teams), can not borrow players from each other, can not deliberately lose and etc.
3.3. When related teams are suspected of cheating, they are closed without a thorough investigation. Such cases are investigated more detailed only when ALL teams playing from the same computer/IP somehow contribute to the development of the Game (for example: active community members, publishers of the newspaper, financial supporters of the game, etc.)
3.4. When there are few teams playing from the same computer/IP, users that do not manage their teams actively can be deleted without a prior warning. If there are few people who want to play the Game from the same computer/IP, they all have to be active and there can be no relations among their teams (rule no. 3.2.)


4. Rights and duties of Administration
4.1. As long as the Game is running, administration commits improving and maintaining the Game, keeping it as stable as possible and eliminating errors.
4.2. Administration commits not to disclose personal users’ information to third parties (except cases when law enforcement officers may require some information or when the Game or a part of it is sold/transferred to another owner).
4.3. Administration has the rights to repair, update, develop and do other necessary actions in the Game without prior caution.
4.4. Due to updates or some failures the Game can be temporarily unavailable. In case of unexpected situations some part of data may be lost. Administration commits to put all possible efforts in reducing emerged inconveniences or losses.
4.5. Administration has the rights to apply sanctions with or without prior caution for violations of the Game’s rules (General rules, Rules of exchanges, Rules of Forum, Rules of Press Conferences) or other inappropriate behaviour that can have negative results on the Game’s stability and/or good morality. Possible sanctions: warning, fine from club’s money, subtraction of club’s points (all or a part) in league’s standings, removal of club’s players, restricting or banning some game’s features, restriction or cancellation of PREMIUM package (or some of it’s features), banning a team or user. Applied sanctions may differ depending on the violation and the previous behaviour of the user.
4.6. In cases of cheating, administration has the rights not to reveal particular indications of cheating to the user if it could affect further quality rendering of services or development of the Game.
4.7. It is forbidden to announce or discuss the received sanctions in public (forum, press conferences and elsewhere). If user has some questions, he can reply to the message informing about the sanctions.
4.8. Administration can transfer the rights and duties related with these Rules to another owner at any time without users’ consent and without prior warning.
4.9.  Administration has the rights to change the Rules of the Game ex-parte and at any time. Changes of the Rules come into effect when they are published. The user is considered to accept the new Rules if he logs into the Game after the Rules are changed. If user doesn’t accept the Rules of the Game, he loses the rights to use the Game and must close his account (section “User Information - Close account”)


5. Restriction of responsibility
5.1. User and Administration agree that Administration will do all its functions and use its rights regarding that user has given correct information. Administration is not responsible for any damage to user and/or third parties that emerged because user indicated incorrect information or didn’t update it after it has changed. 
5.2. User agrees that Administration is not responsible for faults that may appear in game’s operation and for user’s or third parties’ loss or damage due to it.
5.3. User understands and agrees that the Game and/or premium services in it are given without any guarantees from Administration. We can not guarantee that the Game will operate and premium services will be provided properly, on time, qualitatively, full extent, without any faults or that it won’t have any negative outcome for user or third parties.
5.4. User takes all responsibility for compensating any kind of loss or damage that emerged for him or third parties when using the Game and/or premium services.
5.5. User understands and agrees that virtual player’s name and surname indicated during registration or later will remain in the game regardless of further user’s actions or the fact that user stops playing the Game.

 


Privacy policy. Cookies

Cookies are used in the game. Cookies may contain information like: username, type of browser, used language, visitor statistics, ads targeting information and other data required for running the game.
Cookies can be deleted at anytime but due to it playing the game may become less convenient. Browser settings may be changed so that cookies are forbidden. However, in this case playing the game will be unavailable because data saved in cookies is necessary for running the game.

规则 - 新闻发布中心

纪录更新: 2014-05-20 04:39

在新闻发布中心球队经理可以发布与俱乐部和游戏有关的信息和看法。因此,新闻发布中心里的信息必须是整洁而详实的

1. 禁止使用具有侮辱性的字眼。
2. 禁止发布其他网站的链接或广告。
3. 发布的信息必须是有意义或有趣的,即严禁无意义的灌水。
4. 支持或赞成必须通过点击信息旁相关的按钮来表达。禁止发布简短无意义的支持贴或顶贴。
5. 新闻发布中心不是用来联络GM的地方。禁止在新闻发布中心向GM询问关于游戏的问题,提供建议或提交游戏BUG(这些应该去论坛发布)。只有一种情况例外 - 可以讨论贴在这里的游戏新闻信息。
6. 禁止把新闻发布中心当作个人备忘录来记录一些只对你个人有用的信息。
7. 与交易有关的信息必须发布在“交易”类里。禁止在特定球员或其他类型的新闻中寻求交易。
8. 游戏总规则中的一些关于言论的规则也适用于新闻发布中心。
9. 如果由于违反规定被封了,你只可以在如下情况下才可能被解封:
 - 从被封开始计算一个赛季后;
 - GM有充足的理由相信该用户以后不会再违反规定了;
 - 该用户在其它方面对游戏做出了贡献。例如:是社区里的重要成员,对游戏发展做出贡献,对游戏推广做出贡献等等。

规则 - 球员交易

纪录更新: 2013-08-16 04:03

交易是游戏的一项重要功能。俱乐部可以通过球探,市场购买和与其他俱乐部交易等方式获得实力提升。为了确保所有的用户能够获得平等的机会,交易将受到约束。

交易的限制(当生成交易提案时自动生效):

    * 工资总额差别不能超过30%
    * 提案中双方最好的球员实力差距不能超过30%
    * 之前两周效力于其他球队的球员也不允许被交易
    * 通过交易获得的球员,3周内无法买断。
    * 球员薪水低于最低薪水要求两倍或以上的也不能交易(他们拒绝在另一家俱乐部还以这样的待遇打球)
    * 系统会自动判定球队的关联交易(使用同电脑/IP),这是不能被允许的。

企图绕过这些限制的行为将被视为作弊

交易规则必须为每个用户所遵守: 

1) 首要规则是,每个用户只能拥有一支球队。

2) 每个用户开档获得的年轻球员(可自己命名的那个)是不可交易的(他将无法显示在交易窗口)。他是一个特别球员,是俱乐部的基石。

3) 交易必须在某种意义上使双方球队获利(比如财政方面,以使俱乐部避免罚款等等)。
你可以用一个不错但是工资昂贵的球员换取一个差一点但是便宜的球员。不过这种类型的交易方式不能够滥用。

4) 球员只能通过交易功能进行交易。信用点或其他方式是不应该介入交易的。也就是说,严禁球员+信用点的交易方式。

5) 你将不允许将那些“多余的无用球员”兜售给其他俱乐部(不允许私下送礼,等等)。如果你想摆脱这名球员,你可以买断他。

6) 所有企图伪造的交易(其中一家俱乐部打算关闭了;一家俱乐部是专门的“交易”仓库;一家俱乐部的交易不合逻辑等等)均考虑视为作弊。

7) 使用同电脑/IP进行游戏的球队相互间是不能进行交易的。即使系统未自动发现两支球队间的联系,而管理员手动分析发现了关联性,这样管理员有权判定这可能是同一人所为,那么两支球队均会受到严厉处罚。

8) 处罚不可更改,也不会进行讨论。受处罚的俱乐部不能评价处罚是否太严厉或者没有必要,也不能在论坛,skype会议等等场合试图证明清白。

9) 如果管理员看到了一个球员的交易是明显不公平的,那么管理员有权对俱乐部进行处罚,即使这家俱乐部遵守了上述规定。

10) 提供假信息(比如假的球员技能,经验和训练报告)给对方来达成的交易将被视为作弊。违反规则的玩家将会受到惩罚。但是,被骗的玩家不会得到补偿也不能撤回已完成的交易。当洽谈交易时玩家必须提供相关球员真实的信息给对方(球员技能,场均数据等)。

不要忘了适用于游戏所有环节的规则:
通过游戏的缺陷,BUG或者其他错误以使自己受益的行为也将被视为作弊。如果你发现了这些问题,你应该告诉管理员这个BUG,管理员会进行修正的。

所有关于球员交易的信息都会被登记并存档。所以如果管理员某次没有发现不公平的交易,当他下一次翻看交易存档发现作弊行为时,俱乐部也将会受到严厉处罚。

规则 - 论坛

纪录更新: 2012-08-16 05:42

1. 适用于整个游戏的规则也适用于论坛:禁止种族性,政治性,侮辱性,宣扬暴力和犯罪的语言。禁止传播非法事宜(非法软件,药物等等)。
2. 禁止发送垃圾信息 - 发送无意义的信息,重复发送信息,发送多条信息刷屏等等。
3. 禁止以全大写格式发送信息或者使用太多其他格式工具(颜色,所有文字粗体等等)。
4. 禁止人工对非活动状态的帖子进行置顶。
5. 在发一个新帖前,请确认没有相类似的帖子存在。
6. 当创建一个新主题的时候,请亮明能够反映该主题的标题。标题名字必须清晰准确。好的例子:”教练。解雇年轻的教练。”不好的例子:“重要!”,“BUG”,“建议”等等。
7. 不同的问题请以不同的主题分开亮明。如果你有3个不同的建议,你需要创建3个不同的主题。
8. 相同的主题只能创建一次。有一个例外 - 相同的主题可以在国家和全球论坛各提交一次。
9. 在"Bugs"与"建议"论坛禁止发表与主题事项不相关的帖子。(无关的言论或笑话)
10. 在管理员同意前,任何广告都是禁止的。
11. 禁止进行关于处罚的讨论。
12. 严禁侮辱管理员或者贬低游戏(欢迎提供建设性建议)

违反规则的帖子将会被删除。如果该主题发表在了错误的子论坛呢,它将会被移动或者删除。违反规则的用户将会收到警告或者处罚(比如,持续破坏规则的用户)。

Privacy Policy

纪录更新:
General information

„bballzone.net“ game (further in text – we, our, etc.) strives to protect personal data and clients’ privacy. Personal data is handled in compliance with EU General Data Protection Regulation (GDPR).

This Privacy Policy describes how “bballzone.net” collects and handles personal data - what information we collect, how we collect information, retention period, whom we share information with, what rights data subjects have, how to contact us regarding any personal data related questions.

Your use of this website signifies that you agree with all terms of this Privacy Policy. Please do not use this website if you disagree with any part of this Privacy Policy.

This Privacy Policy may be modified in the future. If we make material changes to it, we will inform so that you could review the changes. If you object to any changes, you may close your account and stop using the game.

Children who are under 16 can not provide their personal data in our website. If you are younger than 16 year old, you have to get consent from your parents or guardians before providing your personal data.


How we collect your data?

Your personal data (any information that could identify you) is collected:
  • when you fill out a form yourself (for example, during registration or other forms)
  • automatically when using the website. For example, IP address is detected automatically, also browser information and data that is saved in cookies (more information about Cookies may be found below).

Data we collect and lawful bases

We collect minimum required amount of data:
  • Information about you - e-mail address, username, country, date of birth, facebook id, google e-mail address.
  • Technical data - IP addresses, browser information.
Part of this data is essential (e-mail address, username, country, IP addresses, browser information). Other data is optional but it may help you to use the game more conveniently (date of birth, facebook account, google account).

Lawful bases include your consent and “legitimate interests”.


Who we share data with?

We may share your personal data with:
  • Banks/companies that help operating payments;
  • Other responsibly selected business partners. For example, MailerLite and others. These partners can not use your data in any other ways than those described in the contract with us.
  • Law enforcement agencies;
  • Other parties when required by law or when necessary to protect our lawful interests.

How we protect your data?

There are reasonable and adequate physical, organizational and technical measures that help protecting your personal data. However, we cannot warrant total security - no website, no internet operation, no computer system or wireless connection is totally secure.


Data retention

When account in the game is fully closed, your personal data will be deleted over the upcoming 30 days.


Your rights

Depending on the situation data subject (whose personal data is handled by data controller) has these rights:
  • Right to be informed - about management of his personal data.
  • Right of access - know what personal data is held about him and how it is processed.
  • Right of rectification - in case of inaccurate or incomplete data possibility to have personal data rectified/edited.
  • Right to erasure (the right to be forgotten) - to have personal data permanently deleted upon request.
  • Right to restrict processing - block processing of personal data in case of legal reasons.
  • Right to data portability - where reasonably possible, measures to retain and reuse personal data for his own purpose.
  • Right to object - in certain circumstances, data subjects are entitled to object to their personal data being further used. 
In specific cases of legal reasons, investigations, prevention of violations or protection of rights the above mentioned data subject’s rights may not be realized. 

In order to use your rights, you can use links in the game or e-mails. You can also contact us by this e-mail: [email protected] 


Cookies

In order to provide you with a better experience in the game, we use cookies.
Cookies are small data files transferred onto computers or devices by websites for record-keeping purposes and to enhance functionality. Information stored in cookies helps to ensure that you could use the main functions of the game or allows to browse the game more conveniently.
Cookies are stored on your individual device and you have full control over their use. You may deactivate or restrict the transmission of cookies by changing the settings of your web browser. Cookies that are already stored may be deleted at any time. However, if you choose to deactivate cookies, You may not be able to use the game or the system may operate worse because part of information stored in cookies is essential for game’s operation.
More information about cookies may be found here: AllAboutCookies.org 

Cookies that are used in the game:
  • Functional - necessary for providing the services. For example, user’s login information, user’s selected language, etc.
  • Statistical - helps to analyze and improve the system. For example, how long users stay in the game, how many users visit the website, which website’s pages are the most popular, etc.
  • Advertising - helps to select relevant advertisements, collects statistics about performance of advertisements, etc.

Contact information

In case of questions regarding this policy, you can contact us by e-mail: [email protected]