Learning your team through Exhibition Topic

Posted by coach_billyg on 9/21/2012 6:30:00 PM (view original):
Posted by Iguana1 on 9/21/2012 6:17:00 PM (view original):
one pet peeve I have is accepting an exhibition challenge and then have the other team start his 5 recruits.

Just a reminder to all.  Work Ethic never changes in exhibtions.  Doesn't matter if you play a guy 40 minutes or 0 minutes.
i thought this was true (well, the WE part is for sure), but some people, i think including girt, said that the minutes played still impact player growth. if that is true, there would still be a reason.
I may be mistaken, but I've seen nothing to make me believe this is true for exhibtion games.
It's kind of difficult to judge but I've had just as many freshman that don't play improve a point or two during exhibtion games as guys that play 20+ minutes.

It would be interesting if the game engine is actually modified to eliminate minutes played in exhibitions for only the single category of Work Ethic,  while still able to include minutes as a factor to the improvement of other categories.
9/22/2012 2:34 PM
Posted by Iguana1 on 9/22/2012 2:34:00 PM (view original):
Posted by coach_billyg on 9/21/2012 6:30:00 PM (view original):
Posted by Iguana1 on 9/21/2012 6:17:00 PM (view original):
one pet peeve I have is accepting an exhibition challenge and then have the other team start his 5 recruits.

Just a reminder to all.  Work Ethic never changes in exhibtions.  Doesn't matter if you play a guy 40 minutes or 0 minutes.
i thought this was true (well, the WE part is for sure), but some people, i think including girt, said that the minutes played still impact player growth. if that is true, there would still be a reason.
I may be mistaken, but I've seen nothing to make me believe this is true for exhibtion games.
It's kind of difficult to judge but I've had just as many freshman that don't play improve a point or two during exhibtion games as guys that play 20+ minutes.

It would be interesting if the game engine is actually modified to eliminate minutes played in exhibitions for only the single category of Work Ethic,  while still able to include minutes as a factor to the improvement of other categories.
Work Ethic is its own beast in other ways already though. Starts, for example.

I've seen no evidence that starting and playing 10 minutes improves per (or any non-WE category) more than playing 10 minutes off the bench. That start does, however, help improve WE (I am nearly certain).
9/22/2012 3:03 PM
bump
9/24/2012 7:02 PM

What Girt said is correct, a player doesn't have a "personality" which determines whether he shoots the ball more than another player.  Just doesn't exist.

9/24/2012 8:50 PM
Girt may be right, you all may be right. But it's something that very recently did exist. If there are personality traits for how a player will react to a RS or to playing less minutes as an upperclassman, I just find it hard to believe that there aren't any tweaks for personality in game play that affects the probability of taking a shot.
9/25/2012 1:18 PM
Posted by reddyred on 9/25/2012 1:18:00 PM (view original):
Girt may be right, you all may be right. But it's something that very recently did exist. If there are personality traits for how a player will react to a RS or to playing less minutes as an upperclassman, I just find it hard to believe that there aren't any tweaks for personality in game play that affects the probability of taking a shot.
if i understand correctly (they were removed before i started 5+ years ago), personalities were always only supposed to impact out-of-game decisions, etc... never anything in game.
9/25/2012 1:19 PM
Posted by reddyred on 9/25/2012 1:18:00 PM (view original):
Girt may be right, you all may be right. But it's something that very recently did exist. If there are personality traits for how a player will react to a RS or to playing less minutes as an upperclassman, I just find it hard to believe that there aren't any tweaks for personality in game play that affects the probability of taking a shot.
theoretically they don't impact performance - but maybe you are the one coach who can prove something that everyone else believes is wrong...

on a similar vein, how about the rest of those stats that high schoolers have? We have been told to believe that only FT% and GPA matter. Here's some questions from a developer chat from July, 2009:

For recruits, do the FG%, 3FG%, and APG, RPG, SPG stats mean anything, or are the only meaningful numbers the ratings? If only ratings are meaningful, why have a sort function for the other stats?(emenator - Hall of Famer - 1:28 PM)

They are based on the player's ratings and how those ratings are used in the SimEngine, so they are useful.
 

Concerning emenator's question: We've been told for years that the only things that matter for HS recruits are FT% and GPA and that the stats are cosmetic. Is this incorrect and has it always been so?(mlatsko1 - Hall of Famer - 1:43 PM)

Well, the stats are technically cosmetic. They have no impact on performance, but they may give some insight on how the various ratings combined to impact performance in high school, which should be an indicator for college.
 

Does your comment about stats not technically being involved mean they're not used in the sim, but reflect a sim? (emenator - Hall of Famer - 1:55 PM)

Yes. They are not used anywhere, but can give you some kind of expectation of performance. Although keep in mind that there is some randomness involved since there could have theoretically been something in high school that led to a kid over-performing or under-performing.


 

9/25/2012 2:16 PM
Posted by dacj501 on 9/25/2012 2:16:00 PM (view original):
Posted by reddyred on 9/25/2012 1:18:00 PM (view original):
Girt may be right, you all may be right. But it's something that very recently did exist. If there are personality traits for how a player will react to a RS or to playing less minutes as an upperclassman, I just find it hard to believe that there aren't any tweaks for personality in game play that affects the probability of taking a shot.
theoretically they don't impact performance - but maybe you are the one coach who can prove something that everyone else believes is wrong...

on a similar vein, how about the rest of those stats that high schoolers have? We have been told to believe that only FT% and GPA matter. Here's some questions from a developer chat from July, 2009:

For recruits, do the FG%, 3FG%, and APG, RPG, SPG stats mean anything, or are the only meaningful numbers the ratings? If only ratings are meaningful, why have a sort function for the other stats?(emenator - Hall of Famer - 1:28 PM)

They are based on the player's ratings and how those ratings are used in the SimEngine, so they are useful.
 

Concerning emenator's question: We've been told for years that the only things that matter for HS recruits are FT% and GPA and that the stats are cosmetic. Is this incorrect and has it always been so?(mlatsko1 - Hall of Famer - 1:43 PM)

Well, the stats are technically cosmetic. They have no impact on performance, but they may give some insight on how the various ratings combined to impact performance in high school, which should be an indicator for college.
 

Does your comment about stats not technically being involved mean they're not used in the sim, but reflect a sim? (emenator - Hall of Famer - 1:55 PM)

Yes. They are not used anywhere, but can give you some kind of expectation of performance. Although keep in mind that there is some randomness involved since there could have theoretically been something in high school that led to a kid over-performing or under-performing.


 

Well, that clears it up. Who wrote those answers, the NFL?
9/25/2012 3:10 PM
they are window dressing, because the starting ratings are transparent (the other freshman ratings, i mean). if the starting ratings were unknown, sure, they'd be useful - but with the starting ratings there for all to see, there is no reason to worry about those other ratings. i guess if you have no clue what makes a player a good scorer, you could look at their scoring, but its so wildly inconsistent... i think all coaches over 3 seasons probably have a better idea from the ratings.
9/25/2012 3:36 PM
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Maybe pet peeve is the incorrect phrase.

I agree that exhibitions are a time to experiment with lineups or rotations.   But when I receive an exhibition challenge I'll generally accept on the premise that both coaches may want to try a few things and the two teams are a good matchup. 
But if you go with 5 freshman you've basically thrown in the towel with a lineup that many sims would dominate.  You've also essentially taken away an exhibition game from me to try my own changes against a solid opponent.   In these cases, I would get more from scheduling a sim.

I'm like Rainman with my little notebook where I keep my list of coaches to never accept challenges from.
9/25/2012 7:07 PM
damn, i never took exhibitions so seriously, i dont even schedule them anymore. i used to half care though, so i see where you are coming from. but then i just figured, regular season is really the time to experiment, so whats 2 more games?
9/25/2012 9:00 PM
Posted by Iguana1 on 9/25/2012 7:07:00 PM (view original):
Maybe pet peeve is the incorrect phrase.

I agree that exhibitions are a time to experiment with lineups or rotations.   But when I receive an exhibition challenge I'll generally accept on the premise that both coaches may want to try a few things and the two teams are a good matchup. 
But if you go with 5 freshman you've basically thrown in the towel with a lineup that many sims would dominate.  You've also essentially taken away an exhibition game from me to try my own changes against a solid opponent.   In these cases, I would get more from scheduling a sim.

I'm like Rainman with my little notebook where I keep my list of coaches to never accept challenges from.
This may be ridiculously useless because SAMPLE SIZE, but I try to schedule exhibitions against two Sims that run the same offense/defense and have as similar ratings as possible. That way, I try two things, and see which one works the best. As many constants as possible. Although that's still not very many constants. 
9/25/2012 9:05 PM
I have a really tough FCP team in my conference, so i'll always schedule a tough press team just to see how my team reacts to a press. Mostly, though, i schedule exhibitions because i like to see my team actually play games. I have tried switching out starters from one game to the next but mostly it's about getting a box score to study for my team.
9/25/2012 9:23 PM
Posted by tarvolon on 9/25/2012 9:05:00 PM (view original):
Posted by Iguana1 on 9/25/2012 7:07:00 PM (view original):
Maybe pet peeve is the incorrect phrase.

I agree that exhibitions are a time to experiment with lineups or rotations.   But when I receive an exhibition challenge I'll generally accept on the premise that both coaches may want to try a few things and the two teams are a good matchup. 
But if you go with 5 freshman you've basically thrown in the towel with a lineup that many sims would dominate.  You've also essentially taken away an exhibition game from me to try my own changes against a solid opponent.   In these cases, I would get more from scheduling a sim.

I'm like Rainman with my little notebook where I keep my list of coaches to never accept challenges from.
This may be ridiculously useless because SAMPLE SIZE, but I try to schedule exhibitions against two Sims that run the same offense/defense and have as similar ratings as possible. That way, I try two things, and see which one works the best. As many constants as possible. Although that's still not very many constants. 
+1
9/25/2012 9:24 PM
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Learning your team through Exhibition Topic

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