BuzzerBeater Forums

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

No shot clock with less then 24seconds to play

Set priority
Show messages by
This Post:
00
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.

This Post:
00
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:
00
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:
00
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.

This Post:
00
202419.12 in reply to 202419.11
Date: 11/14/2011 9:31:25 AM
Overall Posts Rated:
766766
dont get me wrong, i actually dont really like the way its been built. It SHOULD be equal as you say.

I just know there is a fair bit riding on it terms of post-game analysis (and possibly game engine - but dont quote me on that).

so ive just accepted it. :)