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Suggestions > No shot clock with less then 24seconds to play

No shot clock with less then 24seconds to play

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This Post:
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202419.1
Date: 11/13/2011 1:41:55 PM
Overall Posts Rated:
99
Its again just a little and small detail at the game. But i always asked my self why do they show a 24second shoot clock with less then 24seconds to go in a quarter.
In real games there are no shoot clocks at this time. Would be a logical step to stop showing the shot clock at this moments.

This Post:
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202419.3 in reply to 202419.2
Date: 11/13/2011 1:55:48 PM
Overall Posts Rated:
99
sure it is...
but you have work on the game to make it better...the way to change it is to have more difficult codes....

This Post:
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202419.5 in reply to 202419.4
Date: 11/13/2011 4:24:41 PM
Overall Posts Rated:
105105
To be more presice on last minute, the shot clock is more presice, and gives the time in 100's of milliseconds.
I don't realy find it imporant to add this to the game, but it cannot harm.

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202419.7 in reply to 202419.1
Date: 11/13/2011 11:36:00 PM
Overall Posts Rated:
766766
I was actually thinking about this the other day.

I think a lot of the game engine functionality is driven by the shot clock. eg: as a general statement, a shot inside the last 5 seconds of shot clock by opposing team means you are playing good defence for that play.

I think there is some point where the game clock takes over the shot clock in terms of game engine. ie: 10 seconds left on game clock, your players will play as though they have 24 seconds.
But
then when game clock hits 5 seconds, players play like there is 5 seconds left in game and a different game engine code takes over. PS: Im not saying its 5 seconds, im just guessing!

so i guess my point is, is that, if my player takes a shot at 15 seconds on shot clock, it should always be 15 seconds on shot clock, even if there is only 6 secodns left in the actual game.
that way i can say 'that shot was made in early time based on game engine' and allows me to compare all other shots that were made using shot clock 'game engine'.
This is same as thingy's tool, which i can never remember the name of. Moultinho's MS Excel tool is it? yer. that one.

This Post:
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202419.8 in reply to 202419.6
Date: 11/14/2011 7:26:44 AM
Overall Posts Rated:
105105
Oh it can if miscoded or even by taking to code it.

Once Olympics were decide by manual clock. It's probable than many basketball game have clock without precise time to the millisecond.

I agree it could add realism to the esthetic of the game, but that's all. For me, it's not an urgent thing.
That was exactly what I've said...
It will not add much to this kind of game, but it will definately not harm it.

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202419.9 in reply to 202419.7
Date: 11/14/2011 7:30:53 AM
Overall Posts Rated:
105105
Just a short clarification - There is an explanation about the game engine on the help-topics.
Basically, it is not exactly as you described.
The player doesn't choose to take a shot only upon time on the clock, but upon other parameters - is the shot is a good one, is it an inside shot, how high is his Inside Shot skill, etc.

This Post:
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202419.10 in reply to 202419.9
Date: 11/14/2011 9:03:18 AM
Overall Posts Rated:
766766
Yes absolutely - but i never suggested that it was purely time based.

In the BB Game Analyzer (178926.1) built by moutlinho (70514) - It is stated that the shot quality can be measured somewhat by the time during the 24-shot clock period a team takes a shot.
the idea being that, shot quality is a measure of your individual and team's offensive tactics and player abilities - as you said, inside shot, passing etc.

So for eg: If your team is consistently taking shots inside the last 5 seconds of the 24 second time allocation, it means opposition team is playing awesome defense + you are playing a slow offense + your players are crap + you have aweful offensive flow etc etc etc.

Now - taking the way it currently works as a real life example. If there are 12 seconds left in the game, the shot clock starts at 24. when the game clock hits 4 seconds, shot clock is at 16 and if my team's offense run for that run is good, i might get a shot up. It will be measured as a shot taken at 16 seconds - which according to moutlinho's rules - is a shot above 5 seconds which to quote moultinho's spreadsheet - "are expected to have more possibility of going in compared to the shots taken under 5 seconds."

So if you change the shot clock to match game clock, in that example above, my shot will be taken at 4 seconds, which, is classified as a lesser-quality shot, which, either in terms of the game engine, or in terms of moultinho's spreadsheet, i really dont want. :)

This Post:
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202419.11 in reply to 202419.10
Date: 11/14/2011 9:25:40 AM
Overall Posts Rated:
105105
Yes absolutely - but i never suggested that it was purely time based.

In the BB Game Analyzer (178926.1) built by moutlinho (70514) - It is stated that the shot quality can be measured somewhat by the time during the 24-shot clock period a team takes a shot.
the idea being that, shot quality is a measure of your individual and team's offensive tactics and player abilities - as you said, inside shot, passing etc.

So for eg: If your team is consistently taking shots inside the last 5 seconds of the 24 second time allocation, it means opposition team is playing awesome defense + you are playing a slow offense + your players are crap + you have aweful offensive flow etc etc etc.

Now - taking the way it currently works as a real life example. If there are 12 seconds left in the game, the shot clock starts at 24. when the game clock hits 4 seconds, shot clock is at 16 and if my team's offense run for that run is good, i might get a shot up. It will be measured as a shot taken at 16 seconds - which according to moutlinho's rules - is a shot above 5 seconds which to quote moultinho's spreadsheet - "are expected to have more possibility of going in compared to the shots taken under 5 seconds."

So if you change the shot clock to match game clock, in that example above, my shot will be taken at 4 seconds, which, is classified as a lesser-quality shot, which, either in terms of the game engine, or in terms of moultinho's spreadsheet, i really dont want. :)
OK, I understand what you are saying now...
Another solution is just to use the min(ShotClock, GameClock) at their code for defining the shot to be taken.

In other words, I agree with your observation, and suggests to open a new Bug thread about that, but I'm not sure which solution is to be chossen.