Posted by emy1013 on 4/21/2015 4:55:00 AM (view original):
Posted by npb7768 on 4/20/2015 9:20:00 PM (view original):
Someone hinted at this in the forums several weeks ago...
Is there some sort of an HD factor that limits the score from being a complete blowout in the first half? Except in only a couple of the 300+ games I've played, whenever I am down big early in the 1st, I am always assured of slicing into the lead significantly. This also happens when I start a game up big. Almost always, games are single digits with around 12 to 14 minutes left to play in the game. At that point it seems the real meaningful lasting action begins.
Is there some auto-factor that pulls scores more even?
I was the one that mentioned it (unless someone else also did). Llamanunts said he had noticed the same thing. Don't care what anyone else says I've seen it happen way, way too many times to just have been a fluke game here or there. It's in the code and it shouldn't be. Let the ratings dictate what happens, for the ENTIRE game. Don't artificially manipulate just too keep scores close or keep numbers confined to certain ranges. If I'm playing a bad Sim team and his guys aren't good enough to stop me from scoring or to stop fouling then let me run up the score and foul every one of his players out. The last five that were still playing will come back anyway and for every foul after that, it'll be shots AND a technical, but you know what? So what. If it's that big of a mismatch, so be it!
it does emy... if you are playing a bad sim team and his guys are awful, it does let you run up the score. that's not what seble changed. there is nothing in the game that pulls the score closer together. there is something in the game that pulls towards the mean result. this works for you just as often as it works against you - actually, in your case, it works for you a lot more than it works against you. the worse team is less likely to pull upsets because of the change, that is the consequence, not to keep the score close.
now, when teams are evenly matched, the indirect effect is to keep the score close, generally speaking. i suspect the reality is that people are watching the games more closely when its a close game, not over analyzing the results when they are crushing crap sims or getting beat down by killer teams when they have down teams. i think this is causing a perception problem, where folks are mostly watching the close games - and thus, are mistaking the reversion to the mean effect as a "keep the scores close" effect, missing the cases when playing a 40 pt underdog sim who is even early in the game, and then quickly gets to down 20 because that is what the reversion to the mean is pushing for. if the mean is that you will foul out the entire other team (it virtually never is), then that is even more likely to happen today, than before seble's change.
so, im not saying you are seeing a ghost, seeing something that isn't there. but you are seeing something and taking it for something it isn't. im not suggesting i support the regression to mean (feedback) code either, i'm just trying to make sure its clear what the real effect is, so people can rail against the appropriate issue :)
4/21/2015 12:27 PM (edited)