Sim engine halftime adjustments Topic

For those in the historical and statistical know does the sim engine still "adjust" at halftime to bring the game statistics in line with the engine parameters?  I know this was previously admitted by WIS but haven't heard anything on the topic in a long while.  The feel that i continuet to experience this "adjustment" with my teams (for better and worse) and believe that it is still built in to the engine.  Any comments are appreciated.  Thanks.
9/21/2012 8:06 AM
I'm not sure on this at all. I know that the "halftime adjustments" in your defense do seem to be in line with the way the other team's offense has been playing in the first half from my expereince. That wasn't really your question, but thought I'd mention that.
9/21/2012 8:20 AM
Coach BG recently said this was true, and others added that the effect was minimal.  For example, if you force the other team to commit 20 fouls in the first half, it becomes less likely for them to commit fouls in the second half.

I don't like that at all.  Flukes are flukes.  They happen.  They should happen.
9/21/2012 10:40 AM
I agree llama, flukes should happen. Sometimes in real life things don't always hit the averages. Outliers should exist or its not realistic at all.
9/21/2012 11:34 AM
outliers still do exist. i think it was the complaint about TOO many outliers that prompted seble to introduce "feedback" into this stuff. people tend to focus on the outliers more than the average cases, and whine too much about them by a lot. i am not a fan of the introduction but it has in a small way, curbed some of the ridiculous stuff, and i tend to think there are an appropriate number of outliers today.

i actually support feedback in a couple areas, but with side effects - a player with 2 fouls was picking up his 3rd foul just as easily as if he had 0, picking up his first. in real life, players modify their play if they play bad. so i could see putting feedback into fouls, to curb the rampant fouling that sometimes occurs (and still does, just not quite as often). id like to see a corresponding decrease in defensive ability though. or if a player turns the ball over three times fast, they are probably going to get their *** chewed out and will probably try to be more careful. but to say like, this player missed 6 of his first 8 shots, so he is more likely to make the next one... i dont really see it. now maybe you could argue he was missing because of something in the defense, and now hes used to it, or something like that. so i dont think its TERRIBLY unrealistic, but still, i feel like it degrades the integrity of the engine.
9/21/2012 12:12 PM
Posted by gillispie1 on 9/21/2012 12:13:00 PM (view original):
outliers still do exist. i think it was the complaint about TOO many outliers that prompted seble to introduce "feedback" into this stuff. people tend to focus on the outliers more than the average cases, and whine too much about them by a lot. i am not a fan of the introduction but it has in a small way, curbed some of the ridiculous stuff, and i tend to think there are an appropriate number of outliers today.

i actually support feedback in a couple areas, but with side effects - a player with 2 fouls was picking up his 3rd foul just as easily as if he had 0, picking up his first. in real life, players modify their play if they play bad. so i could see putting feedback into fouls, to curb the rampant fouling that sometimes occurs (and still does, just not quite as often). id like to see a corresponding decrease in defensive ability though. or if a player turns the ball over three times fast, they are probably going to get their *** chewed out and will probably try to be more careful. but to say like, this player missed 6 of his first 8 shots, so he is more likely to make the next one... i dont really see it. now maybe you could argue he was missing because of something in the defense, and now hes used to it, or something like that. so i dont think its TERRIBLY unrealistic, but still, i feel like it degrades the integrity of the engine.
+1.  and that's what's happening.  the sometimes drastic difference in the sim from 1st half to 2nd half distorts the sim to the point of riduculousness in certain games.  whether its fouls (most apparent) or shooting percentage (noticeable) it hurts the game.  the second half engineered "momentum" changes are tough to swallow sometimes, especially when your on the losing end (btw, i've been helped and hurt by this issue).  It just becomes more obviousl to me when you luckily outplay a better team in the first half only to get over-equalized in the second half with obscene statistical changes.

anyway, just wanted to make sure i was recalling the issue properly so i could assure myself i wasn't losing my mind.  thanks billy. 
9/21/2012 1:12 PM
i actually support feedback in a couple areas, but with side effects - a player with 2 fouls was picking up his 3rd foul just as easily as if he had 0, picking up his first. in real life, players modify their play if they play bad. so i could see putting feedback into fouls, to curb the rampant fouling that sometimes occurs (and still does, just not quite as often). id like to see a corresponding decrease in defensive ability though.
I agree, g1, that it could make sense, in the specific case of fouls, that an individual player might commit fewer as he gets in foul trouble.  I would also agree that that should lead to that player playing worse defense overall.  That's vital, though, to having "foul correction" exist at all.
9/21/2012 1:26 PM
Sim engine halftime adjustments Topic

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