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Game Shape Anomaly

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This Post:
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242043.19 in reply to 242043.18
Date: 5/25/2013 1:22:51 PM
Overall Posts Rated:
6969
Then that player is probably like mine I was talking about in the sense that he needs a little bit more or a little bit less. These are things I just notice since my player stayed at 7 for weeks of 55-65 mins, and one week I over played him by accident (70+) and he went to 8, and then I realized he needed more mins than average. Like I said 55-65 is the general, but you have to notice exceptions within your own team.

This Post:
00
242043.20 in reply to 242043.15
Date: 5/25/2013 1:47:13 PM
Overall Posts Rated:
32293229
when your player is coming back from a 2 or more week injury, you need to be really careful with his minutes the first week back. My experience has been anything over 48 minutes in the first week back will limit his GS growth.


Unless you're fortunate enough that the player goes out and gets injured again in the first quarter of the scrimmage game you play him in to try to get him to 48 minutes.

(*) - Any similarities between this and any current or former Clogs players are unintentional, but you know who you are.


This Post:
00
242043.22 in reply to 242043.14
Date: 5/25/2013 2:58:45 PM
Overall Posts Rated:
485485
i have been playing this game since season 7, so my expectations for what to expect were based on that level of experience. i am not one to keep individual or private records on my team, so i don't have hard and fast data, but it certainly was my impression that i knew what to expect when this player was going to (finally) come of the Injury List. in fact, i had the general impression that managing GS was one of the more controllable, even predictable elements of the game -- i learned the importance of it early on, and distributing minutes properly has a big impact, for example, on the structure of my team (this is why my squad goes deeper than most teams and i have fewer superstars). so i thought i knew what i was doing.

and then this incident comes along. to be accurate, the rest of my squad is more or less where they should be at this time of year, all proficients and strongs, all 8s and 9s (except for my minutes-filler for scrimmages) -- and then there is anomaly. i've accepted the rare event this game produces -- what i call "randomness" -- but from the reactions in this thread, i realize i may have been luckier than i could have dreamed.

This Post:
00
242043.23 in reply to 242043.12
Date: 5/25/2013 6:43:44 PM
Milwaukee Lethargy
II.3
Overall Posts Rated:
849849
Second Team:
MiƂwaukee Lethargy
i had the general impression that managing GS was one of the more controllable, even predictable elements of the game

This reminds me, I once kept my highest paid player under 70 minutes all season...
Week 1 one the playoffs? RESPECTABLE GS!!! I even trained GS the previous week!

here's a crap story: another player in my league had a four week injury -- one week of playing, and his GS is an 8.

when you're hot, you're hot -- and when you're not, you're not.

Yeah there's a lot of randomness. In the playoffs last season, the team I faced in the finals had a key guy at proficient with 96 minutes. While my best player lost half his DMI with only about 80 minutes, a massage trainer, & GS training for multiple weeks in a row. (The other team had terrible minutes for lots of players, yet were all strong-proficient). Of course 80 is a little high, but not too bad. (I had 4 starters injured in the playoffs + 2 backups injured. So had to.)

This Post:
00
242043.24 in reply to 242043.1
Date: 5/26/2013 7:59:29 PM
Overall Posts Rated:
455455
Definitely not a bug. That's certainly not ideal for but the drop is normal and there's no guarantee that a player returning from injury will bounce back quickly. In my experience, they're always slow to regain their gameshape. So are players that have their gameshape abused during the season.

The biggest problem is nobody fully understands how gameshape works. just tons of theories, approximations and a good deal of randomness thrown in.


Last edited by Beener not Beanerz at 5/26/2013 8:01:00 PM

From: Wakes
This Post:
00
242043.27 in reply to 242043.26
Date: 5/27/2013 9:07:45 AM
Overall Posts Rated:
6868
I'm curious how many have had problems with GS while keeping it in a consistent range that works by player. For example, I have 8 players regularly in my rotation whose GS I try to maintain. Within that, the minutes I am for each player vary individually- I have two players whose GS best improves with 70-80 minutes, several within 60-70, and one best in the 50-60 range. If my 70-80 minute guys go into the 50-60 range, their GS drops, even though that's widely considered the "ideal" minutes per week. May just be unique to my team combined with some luck, but it's worked fairly consistently over the course of the past few seasons once I figure out which guys need which minutes.

This Post:
00
242043.28 in reply to 242043.27
Date: 5/27/2013 11:32:17 AM
Overall Posts Rated:
455455
I'm curious how many have had problems with GS while keeping it in a consistent range that works by player.


Everybody has these problems with players from time to time. It's not an exact science, there is some randomness and hidden features invovled in gameshape. It's a code that hasn't yet been fully cracked by the community.

If there's one thing I've noticed but don't have any actual proof on, it's that players with higher stamina appear be able to handle more minutes a week and still keep high gameshape than players with lower stamina.

This Post:
00
242043.29 in reply to 242043.8
Date: 5/29/2013 6:44:13 AM
rimmers
II.3
Overall Posts Rated:
483483
Second Team:
Redbacks
the likelihood (only) drops to around 40%. it is still positive (likely) to produce an increase, and two weeks running -- i have no skills at statistics -- but wouldn't that make very likely to produce an increase?


I disagree. 40% chance is not likely, it is below 50%, therefore less likely to produce an increase. And therefore the most likely outcome happened, no pop.

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