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Game Shape Anomaly

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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.

This Post:
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242043.30 in reply to 242043.29
Date: 5/29/2013 6:25:33 PM
Overall Posts Rated:
485485
ok, this is why i was always flunking math classes . . .

then, according to your statement, if i do stamina training a third week, then his chances of rising a level is even less!

i suppose my problem is saying "likely", as though it were chance. i think it is, rather, the result of work (minutes played) -- sort of like if i pile sand up, the sand is very likely to form a bigger pile with each shovelful. the chart actually relates the average rise (or fall) as a function of minutes played. the average between 40+ minutes and a bit under 80 minutes is a positive increase in GS. if my player's minutes were within that range, and it was, for two weeks running, i was suggesting, awkwardly, that if such minutes produce a positive increase once, then a second time with minutes within those limits should be that much more likely to produce an increase. i suppose i could start to mumble at this point about sublevels, but in my colloquial formulation, i would say that "the odds are of an increase are pretty high" based on the information on the graph.

but apparently he has a deep bone bruise on his knee and is going to be hobbled through the playoffs, no matter how many minutes i get out of him.

This Post:
11
242043.31 in reply to 242043.28
Date: 5/29/2013 6:41:17 PM
Overall Posts Rated:
6868
I agree there's some randomness involved, but as long as I'm able to hit the ranges I've figured out per player, I've never had a problem other than wavering between "strong" and "proficient", which isn't a back breaker.

I've noticed the same thing relating to stamina. There seems to be something similar in substitution patterns as well- whenever I have a backup covering two spots, he invariably subs in for the lower stamina player more, regardless of their relative skill level. Likewise, when I play with a unique backup at each position, the players with lower stamina get subbed out more frequently than my high stamina guys. I can't imagine they'd have that happen in-game without game shape being in part by stamina.