well i dont know about succinctly but i can explain what is going on.
feedback to reduce 'extreme outliers' was built into the engine ~8 years ago, and some post somewhere by seble i believe states which things it applies to, but it definitely includes shooting on a per player basis and foul committing on a per player basis, i believe there's about 5 things total. they may all operate at a player level; i don't recall. major team level stuff like team shooting, team rebounds - are NOT impacted.
basically, to avoid highly unlikely outcomes, and to reduce complaining about 'unrealistic' outcomes, seble put feedback on these items. so if a player misses their first 8 shots, they are pretty likely to make that 9th, more than they'd normally be.
feedback takes a little while to kick in for each item, but in general, feedback is 'engaged' for much of the game, there's nothing special about the last 5 minutes except that the effect of feedback is based on deviation from norm, and the more events that have happened, the bigger room for deviation. feedback won't act on too small a sample size.
basically, we simplify in our thinking about feedback by thinking things like 'if you should be even and are up 15 with 5m, feedback is probably kicking you pretty hard by the end'. that isn't how it actually works; its really a lot of small feedbacks on small items. however, its probably reasonable to think about it on a game level, just be aware its not really how it works. on the flip side, if a favorite team is up 5 when they should be up 20, they are less likely to get upset late, not more. so its not just like a general upset or comeback function; its just pushing for reversion to the mean, to the norm.
its a pretty controversial thing, for a number of reasons...
three big changes happened game play wise from my standpoint. first, the favorite wins more. if you are regularly upset that you got upset, you aren't coaching as well as you are thinking you are. its definitely significantly easier today for favorites to win titles than it was previously. also, individual shooters taking lead roles in the offense was always good, but because feedback works on a per-player level, higher end teams reap an additional theoretical volatility-based benefit from using higher scorers when possible. a big one for me was the per-player foul feedback, it means the 3rd and 4th fouls are definitely less likely to come - which helps press teams (many things were done to hurt press teams around the same time). i saw a significant reduction in early foul outs on my press teams after. also note this means the aggressive setting (leave in longer maybe it is called now?) on the distro page is even more attractive; if you still aren't using that as a default for every player on every team, you should.
i guess when i say big changes... those are ones i felt were pretty noticeable. i don't really know how any of that affects the planning of the average HD coach. i just figured it would be good to talk about the practical impacts of the feedback changes to help folks wrap their head around what feedback even means, i guess. i think the extent of what most people notice is the last 5m seems crazy sometimes, but frankly people used to talk about weird game outcomes at least as much, probably more.
3/26/2021 11:07 AM (edited)