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Randomness in the game

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259746.11 in reply to 259746.10
Date: 6/26/2014 10:00:11 AM
Overall Posts Rated:
766766
thats ok

just remember though, that there was a difference between the games, and this played more of a factor than the randomness. There are other examples out there where people have played the game with very similar enthusiasm and lineups, and the end-score was exactly the same.

So sometimes, the randomness factor basically gets cancelled out by other factors.

So just be aware of that.


This Post:
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259746.12 in reply to 259746.11
Date: 6/27/2014 6:21:12 PM
Overall Posts Rated:
170170
I could have sworn i read somewhere that skill pops are linear? Happy to be corrected but i thought the gap between skills 8-9 was the same as the gap between 14-15?

This Post:
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259746.13 in reply to 259746.12
Date: 6/27/2014 10:38:30 PM
Overall Posts Rated:
766766
from a training perspective, skill pops are linear, so when training, thats linear.

I was talking about in terms of, the differences between your player, and the opponents player.

ie: OD of 15 vs JS of 16 is 1 skill point of difference right?
OD of 15 vs JS of 17 is 2 skill points of difference right?

Lets say by having 1 skill point of difference, you get a standard benefit of X

If it was linear then having 2 skill points of difference would get you the benefit of 2X - However im suggesting that this is not the case. I dont know what it is exactly, probably logorithmic. read somewhere recently someone suggesting this.

In terms of 8-9 vs 14-15 thats both 1 skill point of difference, so the benefit is still X So yer, what you are suggesting is not what I was saying :)

This Post:
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259746.14 in reply to 259746.13
Date: 6/28/2014 4:17:30 PM
Overall Posts Rated:
9191
Right,
Slightly off topic, but I think the big thing to look at is differences, especially in percentages. So, although the difference between atrocious and pitiful and pitiful and awful are both a single skill point, pitiful is twice as good as atrocious and awful is only 50% better than pitiful.

Basically, what I am saying is that a player with pitiful JS should school a player with atrocious OD more so than a player with awful JS would school a player with pitiful OD.

Or rather, the difference between atrocious versus respectable and average versus sensational is both 6. However, sensational is only double average, whereas respectable is 7 times as good as atrocious.

Make sense?

This Post:
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259746.15 in reply to 259746.14
Date: 6/28/2014 10:33:30 PM
Overall Posts Rated:
766766
BreakerJ meantioned this, and so yer i know what you are saying, but i just dont tihnk thats the way it works.

I dont think the GE knows what level of the individual player stats, i tihnk the GE just takes into account the difference. If what you are suggesting is true, then you would see a player with Strong JS absolutely massacaring a guy with atrocious OD. Or even better, a guy with Phenominal JS massacaring a guy with Strong OD..... but you dont see it... sure he beats him, but not like Wilt Chamberlin 100 point game style.

Im suggesting that the GE only knows the difference. And as that difference goes up, it isnt linear. So for example, Atrocious to pitiful = X, then pitiful to awful is 1.95X, then awful to Inept is 1.89X

But only as a difference! Not specifically for those stat levels. So Atrocious to Inept is a difference of 3.... But so is Strong to Prolific.

Im actually starting a thread which discusses the Game Engine as a whole - (259783.1) Ive started with some general comments and then ive moved into the patterns i believe happen, feel free to comment in there because at the moment its getting hijacked by people wanting to use it as a Suggestion forum post! grrrr. :)