Posted by wildcat98 on 5/7/2014 4:47:00 PM (view original):
Posted by nachopuzzle on 5/7/2014 4:15:00 PM (view original):
Posted by nachopuzzle on 5/7/2014 2:41:00 PM (view original):
Here is the follow-up to the original ticket that I posted on this thread a few days ago.
Ticket:
Hello, this is a follow-up to a ticket I previously submitted about a thread in the HD forum named "long overdue...user polls". I would have attached these responses to that ticket, but for some reason that ticket was closed. I believe seble was the admin that wrote the original reply to my ticket.
Keep in mind, the majority of the poll options originated from the HD community and not myself, so I will do my best to interpret their meanings.
- Eliminate halftime "feedback" used by the engine
* I'm not sure what's meant by this one.
> "halftime feedback" as popularly understood by the HD community refers to the correctional measures that kick-in to make sure teams aren't vastly under and/or over performing.
- Improve the ways fouls are determined and assessed to individual players
* This is a little vague. Is there a specific scenario or type of player you're talking about?
> This refers to the discrepancy with the way fouls are sometimes determined, like wild swings between team fouls in the first & second halves of games and a team's best defensive player picking up two fouls in the first minute of a game, etc.
- Increases chances of offensive of offensive fouls for teams running uptempo
* Not sure I see the reasoning behind this one, but if there's data to back this up I'm open to incorporating it.
> I'll ask around and see if any body that can offer insight or produce any data/specifics on this option...but considering it's overall lack of success in the poll, I don't think this is high on the community's list either.
Thanks
Response:
More feedback:
- Eliminate halftime "feedback" used by the engine
* I was not aware of this concept floating around. This isn't accurate. What happens is that the current outcome in the engine may be somewhat affected by previous outcomes. This is not something that flips on at halftime. It happens throughout the game and is meant to prevent extreme results. An example would be instead of a guy shooting 8/10 in a game he may shoot 6/10 or 7/10. It's not an overwhelming adjustment.
- Improve the ways fouls are determined and assessed to individual players
* There's no discrepancy in how fouls are determined, it's always the same logic. The variables affecting that logic may change throughout the game. Normally there's a reason (even if it's not always obvious), but sometimes it's just random luck. That stuff happens in real life too, so I don't see a reason to eliminate it from the sim.
Again, its safe to assume that seble is the one speaking here.
I agree that's a safe assumption. I disagree with Seble's assertion "that stuff happens in real life too", at least not in all the cases. Quite awhile ago, I had a team that was up something like 49-19 at half at home (it was either 29 or 30 points), against a really bad team. In the second half, we got outscored something like 54-13. The foul disparity in the second half was HUGE--something like 23-5, and the other team shot like 40-45 FTs, while my team shot 12 or 13. I have never seen a similar game result occur in real life. I've had similar--though not so egregious--results spit out every couple seasons. It's not even necessarily losing the game that frustrated me, just the completely unrealistic way the game plays out every so often.
I'll show my hand here and admit that my first vote relating to the engine was for "Improve the ways fouls are determined and assessed to individual players", and this has been my biggest problem with the game by far over the years. Way to many times have I seen a team with better ATH, SPD, DEF, and IQ commit more & earlier fouls that there worse counterparts.
In Seble's response, he said "the variables affecting that logic may change throughout the game. Normally there's a reason (even though it's not always obvious)," by which I'm assuming that fatigue plays a portion in this equation...as I agree it definitely should. However, I rarely set players above fairly fresh, yet I still see it happen so many times (and to be intellectually honest I have to admit that players could be tired and I wouldn't necessarily know it).
Nor do I think that luck shouldn't play a part in the equation. However, the current method for determining and assessing fouls just drives me crazy...I could go on all day about this, but I'll leave it at that for the moment.