Competitive for a half, Fall apart in 2nd half Topic

This is Iba D2. My team (Harding) is following the same script in my last 6 games. My team is a NT type team and these 6 games were non-conference games vs NT type teams.

I'm competitive for a half... or perhaps 30 minutes... then fall apart in the end.

@ Longwood, up 4 at half, lose by 22
vs Limestone, up 7 at half, go to OT, somehow hang on and win
@ Cal San Diego, up 9 at half, lose by 10
vs Hillsdale, down 1 at half, lose by 14
@ Lander, down 1 at half, lose by 15
vs St Marys, down 7 at half, down 1 with 17 min left, lose by 12

Is it stamina? Tempo? IQ? I'm full of questions with no answers.
1/5/2014 12:25 PM
Without looking at your roster, my first suspect would be stamina. 

Then, I'd look at whether my ATH and DEF were sufficient to stay out of foul trouble when guarding the opponent's scorers.

If that's ok, my last check would be my substitution settings ("Fairly fresh", "Getting Tired" under Depth Chart, "Leave in longer" under Player Distro.).  Tired players will foul more, but if you have a couple of superstars you want them to stay in the game as much as possible.  That's a judgment call.




1/5/2014 2:37 PM
A lot of times this has to do with how the engone works.   If you are an underdog over performing in the 1st half the engine/stats will tend to correct themselves in the 2nd half.
1/5/2014 2:52 PM
Posted by mullycj on 1/5/2014 2:52:00 PM (view original):
A lot of times this has to do with how the engone works.   If you are an underdog over performing in the 1st half the engine/stats will tend to correct themselves in the 2nd half.
This is my suspicion as well. Much the reason I brought this up as a rhetorical question so to speak. I've been playing this game a LONG TIME. So I know the ends and outs of stamina, game-planning, and such. I'm a zone/press team and recruit ATH, SPD, and STA. All my guys are fairly fresh except my better upperclassmen and they are at getting tired. I was an underdog in most of those games. So I was thinking the engine was making halftime corrections which undermines my coaching and game-planning. Very frustrating when you spend 15 minutes or so coming up with what you think will win. And it's working... until the engine trumps you at halftime.

If this really is the case, seble needs to fix this.
1/5/2014 4:58 PM
Posted by hackerhog on 1/5/2014 4:58:00 PM (view original):
Posted by mullycj on 1/5/2014 2:52:00 PM (view original):
A lot of times this has to do with how the engone works.   If you are an underdog over performing in the 1st half the engine/stats will tend to correct themselves in the 2nd half.
This is my suspicion as well. Much the reason I brought this up as a rhetorical question so to speak. I've been playing this game a LONG TIME. So I know the ends and outs of stamina, game-planning, and such. I'm a zone/press team and recruit ATH, SPD, and STA. All my guys are fairly fresh except my better upperclassmen and they are at getting tired. I was an underdog in most of those games. So I was thinking the engine was making halftime corrections which undermines my coaching and game-planning. Very frustrating when you spend 15 minutes or so coming up with what you think will win. And it's working... until the engine trumps you at halftime.

If this really is the case, seble needs to fix this.

Try losing multiple national title games to teams you beat by double digits in non con on the road only to somehow be an underdog to them in said title game despite a better ranking and seeding... You'll also notice spreads get very fishy once tournaments start. A team you played only 3 days before in a game you were favored against and beat you will suddenly be an underdog against in the CT. The 2nd time the former happened to me in Smith - my #1 overall seeded Oxy team was somehow the underdog to a solid but not spectacular #4 seed Springfield squad we had easily beat on their court during the season. We lost and the coach was nice to enough to almost apologize for winning, lol. After that one I pushed CS on the spreads issue and they assured me that the spreads have no effect on the game. The exact quote I got was "No, spread is purely cosmetic - it does not affect game results in any way." I pushed them with fishy examples and again the answer I got was "I can only reiterate that spreads have nothing to do with game results."

Don't ask me if I believe it, but that's the answer CS was sticking to. They seem to believe who the engine thinks is the favorite/underdog doesn't matter at all.

1/5/2014 6:23 PM
I remember they supposedly introduced logic in the simulator that lessoned the amount of upsets. This logic is flawed. Kinda like playing Madden on PS3 and you got a lead on say a New England and the simulator kicks into "No effing way" mode and you can't even make a first down anymore and lose.
1/5/2014 9:13 PM
Posted by hackerhog on 1/5/2014 4:58:00 PM (view original):
Posted by mullycj on 1/5/2014 2:52:00 PM (view original):
A lot of times this has to do with how the engone works.   If you are an underdog over performing in the 1st half the engine/stats will tend to correct themselves in the 2nd half.
This is my suspicion as well. Much the reason I brought this up as a rhetorical question so to speak. I've been playing this game a LONG TIME. So I know the ends and outs of stamina, game-planning, and such. I'm a zone/press team and recruit ATH, SPD, and STA. All my guys are fairly fresh except my better upperclassmen and they are at getting tired. I was an underdog in most of those games. So I was thinking the engine was making halftime corrections which undermines my coaching and game-planning. Very frustrating when you spend 15 minutes or so coming up with what you think will win. And it's working... until the engine trumps you at halftime.

If this really is the case, seble needs to fix this.
That doesn't happen man. The game doesn't punish you for being an underdog. The team you playing might just be better and played that way in the 2nd half.
1/6/2014 5:44 AM
Also, you tend to "lose" the last two minutes a lot when you have a subpar offense and have to score points quickly.
1/6/2014 6:32 AM
Posted by Trentonjoe on 1/6/2014 6:32:00 AM (view original):
Also, you tend to "lose" the last two minutes a lot when you have a subpar offense and have to score points quickly.
I used to have the same problem.  Then I discovered Viagra
1/6/2014 7:24 AM (edited)
Posted by jsajsa on 1/5/2014 6:23:00 PM (view original):
Posted by hackerhog on 1/5/2014 4:58:00 PM (view original):
Posted by mullycj on 1/5/2014 2:52:00 PM (view original):
A lot of times this has to do with how the engone works.   If you are an underdog over performing in the 1st half the engine/stats will tend to correct themselves in the 2nd half.
This is my suspicion as well. Much the reason I brought this up as a rhetorical question so to speak. I've been playing this game a LONG TIME. So I know the ends and outs of stamina, game-planning, and such. I'm a zone/press team and recruit ATH, SPD, and STA. All my guys are fairly fresh except my better upperclassmen and they are at getting tired. I was an underdog in most of those games. So I was thinking the engine was making halftime corrections which undermines my coaching and game-planning. Very frustrating when you spend 15 minutes or so coming up with what you think will win. And it's working... until the engine trumps you at halftime.

If this really is the case, seble needs to fix this.

Try losing multiple national title games to teams you beat by double digits in non con on the road only to somehow be an underdog to them in said title game despite a better ranking and seeding... You'll also notice spreads get very fishy once tournaments start. A team you played only 3 days before in a game you were favored against and beat you will suddenly be an underdog against in the CT. The 2nd time the former happened to me in Smith - my #1 overall seeded Oxy team was somehow the underdog to a solid but not spectacular #4 seed Springfield squad we had easily beat on their court during the season. We lost and the coach was nice to enough to almost apologize for winning, lol. After that one I pushed CS on the spreads issue and they assured me that the spreads have no effect on the game. The exact quote I got was "No, spread is purely cosmetic - it does not affect game results in any way." I pushed them with fishy examples and again the answer I got was "I can only reiterate that spreads have nothing to do with game results."

Don't ask me if I believe it, but that's the answer CS was sticking to. They seem to believe who the engine thinks is the favorite/underdog doesn't matter at all.

CS's answer here is perfectly reasonable. you are inappropriately characterizing spreads as "who the engine thinks is the favorite". that is just not the way it is - they are not simming games to determine that spread. rather, some independent logic looks at the two teams and devises a spread. the engine would never put you at a 107 point favorite to a simAI team when you score 90 ppg... there are tons of things in HD where there are different pieces of logic used to calculate similar things. top 25 logic, projection report, pre season rankings... spreads... these things all approximate how good teams are, but none of them use the sim engine to do so.
1/6/2014 10:04 AM
Posted by Trentonjoe on 1/6/2014 5:44:00 AM (view original):
Posted by hackerhog on 1/5/2014 4:58:00 PM (view original):
Posted by mullycj on 1/5/2014 2:52:00 PM (view original):
A lot of times this has to do with how the engone works.   If you are an underdog over performing in the 1st half the engine/stats will tend to correct themselves in the 2nd half.
This is my suspicion as well. Much the reason I brought this up as a rhetorical question so to speak. I've been playing this game a LONG TIME. So I know the ends and outs of stamina, game-planning, and such. I'm a zone/press team and recruit ATH, SPD, and STA. All my guys are fairly fresh except my better upperclassmen and they are at getting tired. I was an underdog in most of those games. So I was thinking the engine was making halftime corrections which undermines my coaching and game-planning. Very frustrating when you spend 15 minutes or so coming up with what you think will win. And it's working... until the engine trumps you at halftime.

If this really is the case, seble needs to fix this.
That doesn't happen man. The game doesn't punish you for being an underdog. The team you playing might just be better and played that way in the 2nd half.
this isn't exactly true.

for starters, i think people misjudge the effect here. seble introduced feedback into the sim engine to cause certain events - not the game as a whole - but individual events - to correlate to the mean, after some time. this was to curb complains about extreme games where awesome players shot 0-11 and such. i can't remember (and it may not be known) what events have feedback, but i think fouls and turnovers were part of it. 

the overall effect of this feedback on games is *roughly* (but not necessarily) to cause teams who under perform relative to their expected performance in the first half, to have a slightly average mean performance in the second half. slightly higher - not nearly the difference in the first half performance and the expectation of the first half performance. similar, over performing teams will have a slightly lower mean performance later in the game.

so hacker, if you game plan well and have an advantage over the opponent, this effect is not really going to hurt your overall chance of winning. if you have a fluke first half, thats different - then you might have less of a chance. you get an advantage if you do worse than expected in the first half, which roughly evens things out. note that we are just talking about halves here - the engine really sees no difference in halves, as far as feedback as concerned. feedback can kick in before the half or not kick in at all, depending how things go.

there is a net reduction in underdogs, which is why I say TJ isn't really right here - but the feedback isn't explicitly or directly punishing underdogs - its just a result. the extreme results are now less likely, and underdogs clearly have a better chance of winning when extreme results are present. however, TJ is right in the sense that this should never significantly hurt a team who is less talented but has game planned their way to being even or having an advantage over the other team. coaches shouldn't get too hung up on this feedback thing - its not a very big effect, and if your team is good, it actually helps you.
1/6/2014 10:12 AM
for the record i am not a fan of feedback, its a little too superficial of a modification for my tastes. i was really ****** when it came out, but the more i think about it, the less unreasonable it seems (but i still dont like it). its just not having the great damaging effects on simulations that many people think it is - at least, in my opinion.
1/6/2014 10:15 AM
Posted by alblack56 on 1/6/2014 7:24:00 AM (view original):
Posted by Trentonjoe on 1/6/2014 6:32:00 AM (view original):
Also, you tend to "lose" the last two minutes a lot when you have a subpar offense and have to score points quickly.
I used to have the same problem.  Then I discovered Viagra
hahaha, now that is freaking witty.
1/6/2014 10:16 AM
Is feedback explained somewhere in the the developer chats?   It's designed to stop bad die rolling right?  
1/6/2014 10:32 AM
Competitive for a half, Fall apart in 2nd half Topic

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