Posted by dukenilnil on 7/21/2010 5:42:00 PM (view original):
A few quick thoughts:
1) Disclipline/personality used to be a part of the game as far as I understand. It was appearantly removed, but vestiges of it remain (pyschological testing, and quotes on character from the recruit and in evals). Perhaps, a few stray bits of code remain in the game engine that still takes into account a player's discipline. Thus, a loose cannon/party type player may have more bad games than their attributes would suggest.
2) Even though admins say there are no "hidden" attributes, maybe we take them too literarly. Conventional wisdom says that the eval notes such as - "teen wolf"/shoots a lot; "found a $20 bill and turned it in"; "supports his teammates even on the beacnh" - are meaningless. Maybe they are not. Maybe the provide clues to how a player will affect his teammates around him by making everyone better or worse by how he plays. Thus, while it's not a metric people use to judge a player, it is not a truly hidden characterisitc becuase we receive information on it. I can see the stuff that has no bearing on basketball (Ladies man; finding the money) being filler, but the stuff that is basketball related (ball hog; team player) might have more value than we currently put on it. The admins went to the trouble of including dialogue on it for a reason.
3) During testing, admin refused requests to allow us to sim the same game multiple times in a row to see how minor changes affected the game against the identical opponent. Admin said they didn't want us to learn more about how the engine worked. Maybe we would have discovered a factor/variable that isn't obvious on first appearance
4) Perhaps the "randomness" admins talk about when explaining a result is actually a hidden factor that they don't want us to know. Otherwise, the game becomes a math problem where the person with the best spreadsheet and equation can win by figuring out a winning formula. Or perhaps, the randomness isn't as random as they state because the code is written that way to have a predisposition to certain events.
this is quite a bit of wordiness. anyway:
1) there are non rating factors that influence a players' decision, but supposedly, only outside of game situations. could there be bits of code left? after the sim engine rewrite, i would bank on not.
2) admin's don't say there are no hidden attributes. they say, the only thing that goes into the outcome are the ratings and settings (including hca and home/awayness).
3) seble was absolutely, unquestionably correct not to allow us to sim the same game multiple times. the reason being, you could break down uncertainty to an unacceptable level, i mean seriously some of us would have taken the sim engine outline (the steps that show the decision making process) and assigned actual formulas to those steps. it would jeopardize the integrity of the game and give a ridiculous advantage to those with the mathematical and analytical ability to exploit the opportunity. things like, for a guard at 50 ath 90 spd 60 def 80 per/bh/pass, how many points of ath is 1 spd would become facts, not opinions, and that is a terrible thing.
4) the randomness is the product of the game being a series of a relatively small number of coin flips (not even weighted coins). for example, there might be 800 coin flips in a game, and if you expect to win 420, its still pretty likely you would win 399 or less. on the subject of a hidden factor, dubbed "upset factor" by some users, both admins deny its existence. however, something as simple as, randomizing the game-long effect of HCA is mathematically equivalent to a hidden upset factor. so personally, i am very open to the idea an upset factor does in fact exist. i do not think it is coded as such, but that really doesn't matter from a user's perspective.