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Clutch scorers

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This Post:
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211641.23 in reply to 211641.22
Date: 3/6/2012 4:26:59 PM
Overall Posts Rated:
406406
If you have LaBron on your team probability is high that he WONT take the last shot despite being the best player, so?

This Post:
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211641.24 in reply to 211641.23
Date: 3/6/2012 5:43:25 PM
Overall Posts Rated:
105105
If you have LaBron on your team probability is high that he WONT take the last shot despite being the best player, so?
Great example that proves me right.
Miami, in spite of Lebron being that great of a player, will prefer that the ball will be less on his hands at the clutch minutes.
The amount of shots is not equal during clutch minutes compared to the rest of the game.

You just brought (in addition of proving me right) another point that had already been raised on another suggestion:
A player should have a (hidden?) skill that defines how better/worse he will be on those clutch minutes.
And those two suggestions (current thread suggestion, and the one at the line above) are parallel.

Last edited by Pini פיני at 3/6/2012 5:45:37 PM

This Post:
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211641.25 in reply to 211641.24
Date: 3/7/2012 2:07:06 AM
Overall Posts Rated:
406406
You just brought (in addition of proving me right) another point that had already been raised on another suggestion:
A player should have a (hidden?) skill that defines how better/worse he will be on those clutch minutes.


XP is said to be that skill.

This Post:
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211641.26 in reply to 211641.25
Date: 3/7/2012 5:03:26 PM
Overall Posts Rated:
105105
You just brought (in addition of proving me right) another point that had already been raised on another suggestion:
A player should have a (hidden?) skill that defines how better/worse he will be on those clutch minutes.


XP is said to be that skill.
No it is not (in the real world).
Lebron now is far worse clutch player than Jordan at his first season in the NBA (for example)...

Yes - experience adds to the (same) formula. A more experience player will take better shots, but it is not equal to the probability to actually make those shot.
Again:
EXP raises the threshold to make shots, which means that an experience player will take LESS shots at clutch time.
Clutch player will shoot with HIGHER percentage at those clutch moments. [Not less shots, but higher percentage].

This Post:
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211641.27 in reply to 211641.26
Date: 3/7/2012 5:19:06 PM
Overall Posts Rated:
406406
Dude, what do I care about the real world.

XP is said to help in clutch situations in this game, what do I care about LaBron or Jordon...

This Post:
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211641.28 in reply to 211641.27
Date: 3/7/2012 5:31:52 PM
Overall Posts Rated:
105105
Dude, what do I care about the real world.

XP is said to help in clutch situations in this game, what do I care about LaBron or Jordon...
I guess two examples are not enough...

Experience is being told to give that player take better shots (meaning, lesser shots he will not take).
We will continue with examples about "EXP"...
If a player will take shots with 50% chance (for example), an EXP player will take only those with 60% chance (for example). Meaning, those extra 10% shots will not be taken and he will pass the ball.
This is nothing to be related to the definition of a clutch player.

A clutch player raises its performance.
Meaning, a player who shoots 50% (for example) on average (and w/o breaking it to ranges), will shoot 60% on clutch moments (for example).
He will not take LESS shots, but will make those he takes with better percentage.

I can't explain better than that.

This Post:
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211641.29 in reply to 211641.28
Date: 3/7/2012 6:49:29 PM
Overall Posts Rated:
959959
Xp helps you to keep cool on those situations, which makes you make a shot with 60 percent in this situation instead of 50 percent since you are nervous.

This Post:
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211641.30 in reply to 211641.28
Date: 3/8/2012 3:46:59 AM
Overall Posts Rated:
587587
A clutch player raises its performance.

Just a question for clarification. The original suggestion does not explicitly consider this sort of performance boost. It is only about choosing a preferred player for clutch plays. I understand this is not your interpretation or suggestion. So, is your suggestion to introduce an additional skill or trait for each player, or is it to simply give a boost for any player who is selected as a clutch player? I think both options are something that can be considered, but from the game play/design point of view they have different implications.

Let me explain what I mean and discuss the implications a little further. I will start with the latter, since it is the simple option. You select a player and he gets a (mostly scoring-related) skill boost for whatever plays the game engine considers a clutch play. Assuming this is already handled in some way in GE, the selected player is thus automatically more likely to take a shot (and score). This is potentially not a very difficult change to the GE. From the game play point of view, the choice is not necessarily a very challenging one but it should give some new variation in tactical choice. I have difficulty in seeing what is the real downside of the choice. It all seems strongly tied to your selected offensive tactic, which you can either enhance further or give a small safety net by making the clutch player decision. If you have a hero player who you can only make stronger, is the choice not obvious and thus not really interesting?

The other option is to give each player a new (hidden?) skill or ability to act as an effective clutch player. Thus, the manager sets his preferred clutch player and this player is given more weight in clutch plays. This is closer to how I understand the original suggestion, which has the disadvantage that the GE really needs some major work to make the suggestion in any way useful (based on what we know and can assume about the GE). This option however has one benefit over the original suggestion: the player now has a skill that directly affects the outcome. If it is a hidden skill, it would not even be as important to smartly rebalance the GE decision logic.

As I see it, the manager could override the "optimal" GE choices and force (or make significantly more likely) a certain decision, i.e. the decision to create the clutch player a scoring opportunity. By default, this is a suboptimal choice by the manager (it is important that you can make both a good and a bad decision). It also weakens your chances if you choose an otherwise good/hero player who is a weak clutch player. If the skill is shown, you will not make this decision (which suggests it should be a hidden skill). The obvious upside is that you can improve your chances, if you select a strong clutch player. I see that this would reward users who study their games and know their team. Thus, it is a fairly nice suggestion as such. I however think it needs some work in the GE. I don't mean this as critique of the suggestion, I mean it as a reality check.

There is an easy way to create a third option, which is to combine the other two. This would make it possible to have a "new player type" in the game: a role player who is a very strong clutch player. However, it would diminish the risk of selecting your hero player for clutch plays. It could also make the hero player with a good clutch ability too powerful. The third option would therefore need much more work, probably some balancing based on player skills or something.

This Post:
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211641.31 in reply to 211641.30
Date: 3/8/2012 4:03:45 AM
Overall Posts Rated:
959959
Let me explain what I mean and discuss the implications a little further. I will start with the latter, since it is the simple option. You select a player and he gets a (mostly scoring-related) skill boost for whatever plays the game engine considers a clutch play


if you force someone to take a shot, i believe his shooting percentage will decline instead of raise.

The hidden skill could work and maybe get easier, since it might work as a Xp bonus in the calculation and may use there formulas within(or maybe already have them).

This Post:
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211641.32 in reply to 211641.31
Date: 3/8/2012 5:02:39 AM
Overall Posts Rated:
587587
if you force someone to take a shot, i believe his shooting percentage will decline instead of raise.

I agree that this option does not seem entirely realistic, but more importantly I feel there is no real game-play benefit in this option.

This Post:
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211641.33 in reply to 211641.29
Date: 3/8/2012 4:20:54 PM
Overall Posts Rated:
105105
Xp helps you to keep cool on those situations, which makes you make a shot with 60 percent in this situation instead of 50 percent since you are nervous.
Now you begin with "inventing the wheel"...
Experience player is not the better clutch player in a team.
Experience just make him take shots with better percentage, and not making him better at those moments.

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