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Training Simulator

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This Post:
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229484.145 in reply to 229484.134
Date: 6/7/2021 10:45:24 PM
The Orchestra
NBBA
Overall Posts Rated:
132132
No idea if you still want to do this, but you're welcome to do that.

This Post:
00
229484.146 in reply to 229484.143
Date: 6/7/2021 10:51:00 PM
The Orchestra
NBBA
Overall Posts Rated:
132132
Thanks! I wasn't the guy who had the know-how to do the data analysis. So I would only be guessing if I tried to update the Training Simulator. And to be honest, I don't have the time to devote to that. Hopefully this works well enough as is.

This Post:
00
229484.148 in reply to 229484.147
Date: 6/8/2021 11:36:47 AM
Le Cotiche
III.1
Overall Posts Rated:
772772
Sure. Sublevels are just decimals. You train a player and get part of the way to the next level. Sublevels are just a way of keeping track of how close you are to the next level. I think there is still debate about whether the game engine takes sublevels into account (at least there was at one point). I don't think it does.


Pretty sure the current consensus is that sublevels are taken into account during games.


was there even ever a debate?

This Post:
11
229484.149 in reply to 229484.148
Date: 6/11/2021 7:07:03 PM
The Orchestra
NBBA
Overall Posts Rated:
132132
Maybe I was the only one suggesting it wasn't. I guess I played too much D&D as a kid and just always imagine that most game engines are built like that, where leveling up is a tier-to-tier event. It seems like there's plenty of randomness and enough complexity in the GE to make folks think that they see evidence of sublevels. But I remember being the odd-ball out in conversations I had about this back in the day as well. That said, it seems like there is evidence of sublevels in potential, which suggests they might exist everywhere. In any case, I don't think you ever need to base any non-training decisions based on sub levels, so I think the question is basically moot.