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Randomness in the game

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259746.9 in reply to 259746.8
Date: 6/26/2014 12:29:56 AM
Overall Posts Rated:
766766
So the differences is that, because you TIE'd and he Normaled on the 21st, the difference in enthusiasm score for the game on the 24th would be larger.
eg: Lets say goign into the game you had an Enthusiasm score of 9, and he had a score of 6. You Tied, he Normal'd. So on the 24th, your enthusiasm score would have probably spiked up to about 12, but then drifted back down to about 10. His Enthusiasm would have gone back to 5.

So on the 21st, the enthusiasm difference was 3. On the 24th, the difference was 5. (roughly).

Ok so i think something to look at are the Game Ratings (Inside Scoring, Outside Scoring, Permimter Defense etc)
You will notice that the HCA slightly improves your opponents ratings.

However you will then notice with the Points Per 100 possessions, the differences really start to shine through. your SG gets much higher, and etc.

So what will happen is the enthusiasm difference will extenuate any advantages a player might have And likewise, reduce the effectiveness of the opposition.

In saying all this, you asked the question about randomness. yes why did your SG suddenly decide to explode for 21 poitns when in the first game he only hit 8?

Look at the Points per 100 possessions....- Game 1 - 109... game 2 - 134 AND this was the highest. So it could be tht, basically the enthusiasm difference really highlighted the matchup difference between your SG's and so your's went on a scoring rampage.

WHy did the enthusiasm benefit your SG more than your other players? This is probably where some randomness comes in, but also the fact tht the game doesn't work with linear differences. A bit like an earthquake richter scale, 7 is 10 times stonger than 6. (this is actually just my opinon, not fact). NOt saying that Proficient is 10 times stronger than Strong, just using that as an example to say that the differences are not linear.

This Post:
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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:
00
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. :)