I think I touched on this area before. Perimeter defense should stifle the number of three pointers shot a game. Paint defense should allow more. But the odds of making a given three pointer shouldn't really change. It is an open shot in most cases (except perhaps at the end of games when you have to shoot them, which is covered under the game by three point offense), and if it isn't open, the team won't take them (or shouldn't).

9/1/2009 4:51 PM
So at least now we have the answer to all the 4-point play opportunities in the sim.
9/1/2009 4:51 PM
Quote: Originally Posted By ncmusician_7 on 9/01/2009
Quote: Originally Posted By seble on 8/31/2009
Statistical bad luck or a bad matchup. Also if you have one high foul guy on the court with 4 low foul guys, then his rate may exceed real life.
Why would 4 low foul teammates (everything else being equal) increase a player's tendency to foul
Seble, did you answer this?
9/1/2009 5:27 PM
Quote: Originally Posted By seble on 9/01/2009By positioned correctly, I mean focusing on where the current shot is coming from
sounds like this is only really useful in extreme circumstances where you can be fairly certain that your opponent will be shooting from one zone

otherwise unless it's a finely balanced and elegant routine you stand a chance of being screwed as often as not - i.e. even a team with 30%+ perimeter shooters at all positions is going to take upwards of 70% of it's shots from 'not perimeter' spots on the floor with all the attending advantages that would entail if you are playing +3
9/1/2009 5:38 PM
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9/1/2009 8:39 PM
Quote: Originally Posted By seble on 9/01/2009Because the foul is distributed based on foul rate (with an adjustment for the on-ball defender). Granted, with 4 low foul players on the court the overall odds of a foul will be greatly reduced, but probably not low enough to produce foul rates equal to real life
I understand that playing opponents with a lot of real life FTA, playing up tempo, etc will likely result in a player having more fouls than real life. I just want to make sure that (if everything else is equal) a high foul player isn't more likely to committ a foul on a particular possession just because his teammates are low foul players (as opposed to having mid foul teammates).
9/1/2009 9:12 PM
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9/1/2009 9:20 PM
Maybe there is some misunderstanding here, but how else would you do it?
9/1/2009 10:38 PM
Quote: Originally Posted By seble on 9/01/2009Maybe there is some misunderstanding here, but how else would you do it
IMO, a particular player's likelihood to committ a foul on a particular possession should not be affected at all by his teammates. Instead, it should be dependent on the player's foul rate, defensive positioning, FTA rate of the opponents, pace of the opponents, defensive style (half court or press), and any "penalties" (such as fatigue).
9/1/2009 10:53 PM
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9/1/2009 10:55 PM
The way the sim does fouls, to my understanding, is as follows:

There are five players on the floor. Their foul rates are 1,1,1,3,1, four low foul players and one average.

The sim determines a foul. The player with the rate of 3 will be charged with the foul 42.9% of the time (3 of 7).

This is the same way that the sim determines who shoots, rebounds, etc, etc.
9/1/2009 11:20 PM
Quote: Originally Posted By ncmusician_7 on 9/01/2009
Quote: Originally Posted By seble on 9/01/2009
Because the foul is distributed based on foul rate (with an adjustment for the on-ball defender). Granted, with 4 low foul players on the court the overall odds of a foul will be greatly reduced, but probably not low enough to produce foul rates equal to real life.
I understand that playing opponents with a lot of real life FTA, playing up tempo, etc will likely result in a player having more fouls than real life. I just want to make sure that (if everything else is equal) a high foul player isn't more likely to committ a foul on a particular possession just because his teammates are low foul players (as opposed to having mid foul teammates)
my experience with a couple of teams (authored by either 98 or Uva) was advantageous FTAs for low PFs without high FTAs
9/2/2009 1:59 AM
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9/2/2009 6:47 AM
Quote: Originally posted by ncih on 9/01/2009The way the sim does fouls, to my understanding, is as follows:There are five players on the floor.  Their foul rates are 1,1,1,3,1, four low foul players and one average.The sim determines a foul.  The player with the rate of 3 will be charged with the foul 42.9% of the time (3 of 7).This is the same way that the sim determines who shoots, rebounds, etc, etc.
This is basically correct. I think it's just a misunderstanding when I said that teammates affect a player's foul odds.
9/2/2009 8:50 AM
Going back to the positional D settings (+3 to -3), I've seen and experienced teams at a +3 and the other team shoots a ridiculous percentage from the arc.

Also, I've used 50 pt Wilt and my opponent has doubled him and used a -3 D setting and he has gone off for 60+ pts multiple times.

Basically, the positional D settings don't really work all that much, imo. Not enough consistency there.
9/2/2009 9:01 AM
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