aside from the end of season database update there has been no significant release since may of 08 and issues arising from that release remain unaddressed - of course you have seble stating that wis wants to limit updates/releases to just 'a few times a year' instead of a lot of little continual updates so I guess that they are using the activity on the nba engine to average out the activity on mlb one to come up with a site wide average - 29 updates in 2 mos + 0 in 14 mos averages out to something like 'a few times a year' doesnt it?

(continuing hypocrisy, and obfuscation but Im the bad guy) so it goes
8/3/2009 1:18 PM
They are just letting it die on the vine.
8/3/2009 2:11 PM
on a mixed usage or high usage team why are individual players' TOs almost always up despite the fact that all their other touch stats are down?
8/4/2009 10:00 PM
Quote: Originally Posted By chester_o on 8/04/2009on a mixed usage or high usage team why are individual players' TOs almost always up despite the fact that all their other touch stats are down
running up tempo and/or the opponents having high stl% can cause this
8/4/2009 10:02 PM
Quote: Originally posted by chester_o on 8/04/2009on a mixed usage or high usage team why are individual players' TOs almost always up despite the fact that all their other touch stats are down?

because the sim is bad. nc's answer hits on some truths, but you'll see the same thing running half court unless you drafted a ridiculous amount of possessions.
8/4/2009 10:18 PM
Quote: Originally Posted By ncmusician_7 on 8/04/2009
Quote: Originally Posted By chester_o on 8/04/2009
on a mixed usage or high usage team why are individual players' TOs almost always up despite the fact that all their other touch stats are down?
running up tempo and/or the opponents having high stl% can cause thi
uptempo impacts the other touch stats less than it does TOs? and what is high stl% to IRL in a given season? does the engine know and compare?
8/4/2009 10:33 PM
Quote: Originally Posted By chester_o on 8/04/2009uptempo impacts the other touch stats less than it does TOs? and what is high stl% to IRL in a given season? does the engine know and compare
Do you have a specific team in mind? Perhaps I could explain it better that way.
8/4/2009 10:42 PM
This post could not be converted. To view the original post's thread, click here.
8/5/2009 10:48 AM
I've argued in the past that pre-3 players should be given 3 point shooting abilities comparable to players in the early 3 era, say the ABA years and the NBA from the 80's, rather than comparable to all players who actually shot 3's, many of which are 3 point specialists or relentless 3 ball gunners in more recent years. These older players need to be given the ability to shoot threes, but that never should be a big part of their game since it wasn't in reality.

Of course, under the current system, if the older players don't shoot 3's frequently, they are at a further disadvantage to newer players since defenses can pack it in against them. To some degree, I'm fine with that since it feels realistic. On the other hand, I think the current system probably over benefits 3 shooters. Most threes are shot when the player is open. Weaker defense on the perimeter should mean more threes taken, but it shouldn't improve the odds of making those shots significantly. The same wouldn't necessarily apply for paint players, since shots from the paint are almost always contested (except for some fast break shots). Thus, I would think weaker interior defense would result in more paint shots at a slightly better percentage.

How does either situation affect midrange shooters by the way? It would seem heavy paint defense might make it easier to get open midrange shots, but that most of the time, a player would be able to help to challenge the shot itself at normal levels. Again, probably a relative increase in midrange shots without a great difference in the percentage of made shots. On the other hand, a heavy perimeter defense would seem likely to result in similar numbers of midrange shots as normal since the man would still be on that player. However, the help defense would be either further away or more reluctant to leave the post, making it slightly easier to make the shot when it is taken. (I envision a player getting past his defender on the perimeter and pulling up for the midrange shot before getting into the paint. Getting into position to take the shot is just as difficult as normal, but taking the shot should be easier without significant help defense.)

Under this theory, everyone shoots normally at balanced defense. For each move toward paint defense, there is a relative increase in shots allowed by perimeter and midrange players (with perhaps perimeter players increasing their shots at a slightly faster rate) and a relative decrease in the percentage of paint shots made. For each move toward perimeter defense, there is a relative increase in shots allowed by paint players (all at the expense of perimeter players) and a relative increase in the percentage of midrange and paint shots made.

8/5/2009 12:21 PM
look at his steal% and Orbd% - not stats kept in that era - guess what? all fabricated by WIS and he's a freak - that's pure snafu right there

http://www.basketball-reference.com/players/m/masinal01.html

8/5/2009 12:49 PM
Those %'s do look strange, but I know that at least the reasoning behind using all comparable players to come up with those figures makes sense. Players have always attempted to rebound the ball while on offense or steal the ball while on defense - they haven't always attempted to fling up long distance shots as part of their game (except in desperation situations).

He only played 207 minutes (and probably less than that in reality since the seasons were shorter), which is a really small sample for the stats involved, which can lead to statistical oddities, and in the end, it is unlikely they will make much difference for a player who will barely play.

I'd be more concerned with three pointers for players who did play significant minutes, and again I think the paint/midrange/perimeter system needs some tweaking to make it so three point shooting isn't the end all be all of this game.

8/5/2009 3:06 PM
what do you suppose the number of 5'10" Gs is that have ever actually averaged 11% of their team's offensive rebounds? - according to WiS it is 1, Masino - and that's a made up number

according to WiS Masino is the all time leader in stl% - again a made up number

they cut Bill Russell's balls off on shot blocking despite the fact that he pretty much introduced the strategy to the game and that there are piles of contemporary accounts of his prowess and protest that they dont have any concrete numbers to support requests for higher numbers (also made up btw)

but they made this Masino dude a freak?

it's because there is something wrong either with their data entry or their algorythm

I know he's a scrub but he's emblematic of their approach which is best characterized as 'snafu'
8/5/2009 3:21 PM
His numbers probably do justify a look to see if there was an error in the process, and if he has the highest of all time, then I would guess an error is likely. That said, it wouldn't surprise me if their methodology resulted in unusually good stats for some low minute players, and I can live with that because (A) the process is being performed uniformly and consistently and (B) they aren't likely to have much impact on the game.

Russell's block percentages, as I understand, are undervalued if so because there is no one comparable to him in the period since blocks were tallied. So he gets short-changed, but I'd rather that than some subjective adjustment to get him where someone thinks he should be. Once missing stats are fabricated, in one sense it doesn't matter if they are accurate since the salary structure theoretically makes them fair to use and play. (That the current salary structure is broken is probably an area we agree on.)

8/5/2009 4:13 PM
NameTeamPMinPer%Mid%Pnt%Usg%2pt%3pt%eFG%OReb%DReb%
Ast%
A/TStl%
Blk%
Salary
Wallace, Ben01-02 PistonsC2921199010.653.624.953.212.426.95.41.62.25.7$7,439,094
Wallace, Ben02-03 PistonsPF28761197910.348.816.748.211.332.76.21.41.85.1$6,871,439
Wallace, Ben03-04 PistonsPF30501297015.442.812.542.211.823.66.51.12.25.0$6,998,283
Wallace, Ben98-99 WizardsC2019099111.058.20.057.812.222.82.00.51.94.6$4,755,143
Wallace, Ben04-05 PistonsC26711207915.245.911.145.412.224.66.41.51.94.0$6,45
8/5/2009 4:25 PM
NameTeamPMinPer%Mid%Pnt%Usg%
2pt%3pt%eFG%OReb%
DReb%
Ast%
A/TStl%
Blk%
Salary
Russell, Bill56-57 CelticsC19310297119.444.70.042.713.730.06.40.71.24.5$4,701,362
Russell, Bill57-58 CelticsC30070316918.646.10.044.213.329.68.81.01.24.3$7,727,237
Russell, Bill63-64 CelticsC35700346614.844.00.043.312.232.411.31.61.33.9$9,042,418
Russell, Bill64-65 CelticsC35530336714.044.70.043.812.231.612.81.81.33.8$9,041,951
8/5/2009 4:33 PM
◂ Prev 1...10|11|12|13|14...39 Next ▸

Search Criteria

Terms of Use Customer Support Privacy Statement

© 1999-2025 WhatIfSports.com, Inc. All rights reserved. WhatIfSports is a trademark of WhatIfSports.com, Inc. SimLeague, SimMatchup and iSimNow are trademarks or registered trademarks of Electronic Arts, Inc. Used under license. The names of actual companies and products mentioned herein may be the trademarks of their respective owners.