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Drive Preference Cap

+12
WillyJakkz (ORL)
StOfTheStep (PHI)
Marcos_Beck (CHI)
emplep7 (DET)
goikiri (IND)
Dennis (BOS)
Myles (SAS)
Cyrisnyte (SAS)
Jake0890 (WAS)
andrei (MEM)
LakeshowAK7 (OKC)
Rizzo (NY)
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Post by Rizzo (NY) Wed Jul 02, 2014 12:25 pm

Another change we are looking to make for the re-start of the CSL is a cap/ceiling on drive preference for all players. As we saw in the first incarnation of the league, players would be maxed out on their drive preference, shooting an unrealistic percentage of their shots inside the paint and leading to some scoring problems. Right now, no player will have a drive preference higher than 60 in the base roster. The initial cap, which we are proposing, will be set at 70. This will allow teams to do some preference work to refine player preferences the way they like them. We will monitor the drive preferences for all players regularly to be sure that this cap is not exceeded and will edit players down if need be.

This is open for discussion and we would like to get your feedback on this. Let us know what you're thinking and a reasonable number to set the cap at.
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Post by LakeshowAK7 (OKC) Wed Jul 02, 2014 12:33 pm

Yes please. It's not even realistic that a player is able to drive 80-90% of the time they have the ball, let alone get efficient points off those drives at the same rate.
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Post by andrei (MEM) Wed Jul 02, 2014 12:39 pm

happy enough with that

But we are saying here that despite the restart and all the efforts that we are making, the engine will still find a way to f**k it up for us down the road, right?
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Post by Jake0890 (WAS) Wed Jul 02, 2014 12:46 pm

Smart move, even 70 might be a little high.
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Post by Cyrisnyte (SAS) Wed Jul 02, 2014 12:46 pm

Yes please. We aren't playing a And 1 league.
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Post by Myles (SAS) Wed Jul 02, 2014 12:47 pm

This was something we had no control over, as changing the ratings wasn't going to be enough to counteract the engine here. We will make sure the engine doesn't screw us here.
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Post by Rizzo (NY) Wed Jul 02, 2014 12:47 pm

Andrei, what do you mean but the engine will still find a way to mess it up?

Jake, it's a discussion so where do you think it should be set?
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Post by Dennis (BOS) Wed Jul 02, 2014 12:52 pm

Jake0890 (MIN) wrote:Smart move, even 70 might be a little high.

Keep in mind that Drives stopped = Jumper. So I believe 70 is a good rate. Assuming an average defender could stop ~50% drives faced. So for "shots" it would result in 3.5 drives and 6.5 jumpers

Obviously the amount of drives for harden and Lillard will be higher as they arent stoppable. But we cant just look at the Stars here. Always keep in mind the average.
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Post by goikiri (IND) Wed Jul 02, 2014 1:07 pm

Very important restriction. Great idea guys!
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Post by emplep7 (DET) Wed Jul 02, 2014 1:10 pm

70 seems good to me.
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Post by Jake0890 (WAS) Wed Jul 02, 2014 1:15 pm

Rizzo (NO) wrote:Andrei, what do you mean but the engine will still find a way to mess it up?

Jake, it's a discussion so where do you think it should be set?

It might be a minimal difference, but I think a cap of 60-65 might be better. As Lakeshow said, driving that much (even 70% of the time) is really, really high, and it could still lead to some excessively high percentages inside the paint from guards.

Maybe I'm wrong here, I dunno, 70 could be perfect.
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Post by Marcos_Beck (CHI) Wed Jul 02, 2014 1:32 pm

70 seems nice, agree 100% to this!
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Post by StOfTheStep (PHI) Wed Jul 02, 2014 1:41 pm

I wouldn't go any higher than 70, works for me!
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Post by WillyJakkz (ORL) Wed Jul 02, 2014 1:41 pm

Seeing as this all started with James Harden I don't mind.

I do think this decision however should also have an affect on the ridiculous strat settings of 10 FCP 10 zone etc.

If you're going for realism don't just stop at capping drives, cap other things as well as needed.
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Post by Jestor (LAL) Wed Jul 02, 2014 1:46 pm

Well, with drives you also have the tradeoff of higher turnovers by the player, though it appears the penalty may not be enough, and hence the cap's needed.

With the 10/10 stuff, you're going to pay for it with injuries.
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Post by WillyJakkz (ORL) Wed Jul 02, 2014 1:50 pm

Jestor (PHX) wrote:Well, with drives you also have the tradeoff of higher turnovers by the player, though it appears the penalty may not be enough, and hence the cap's needed.

With the 10/10 stuff, you're going to pay for it with injuries.

Injuries are a possibility, capping drives would be a definite.

Guys can possibly suffer injuries regardless of strat settings, capping guarantees players will take a x amount of shots and drives.

Also no team plays 10/10 irl, even the championship winning '11 Mavs utilized that zone against the Heat partially, not a 10.

That's college ball.
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Post by andrei (MEM) Wed Jul 02, 2014 2:58 pm

Just a note on this - for most of the season we played 10 on everything except 8 zone. We only had 3 minor injuries for the entire season. Is this an anomaly or high zone plus managed minutes mean much less injuries even if everything else is at 10?
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Post by andrei (MEM) Wed Jul 02, 2014 3:03 pm

Rizzo (NO) wrote:Andrei, what do you mean but the engine will still find a way to mess it up?

Myles answered this already but what i mean is that it seems the engine by definition is not built for realistic basketball and manual caps need to be introduced with drives and now Willy suggests also Strategy caps
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Post by dapralbe (ATL) Wed Jul 02, 2014 6:48 pm

if this is so simple it makes everything could be fine but some simmer tell me what are the ratings we can not see? triples, strength, speed etc.
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Post by dapralbe (ATL) Wed Jul 02, 2014 7:03 pm

I explained all this areas and full court has been lowered FGJ agree, I think here it could be a combination of ratings, if the shot three remains high as hidden value makes sense to lower the jumper because against areas Top-throw percentage is three points, but we do not see this because if you try a drive and modified hidden travel speed rating as the defense is not as important, if not intelligently now see six ratings can lead to the misconception drive or jumpers that will make very low percentages. but if dylan myles etc have high ratings because the hidden strength and speed trthree point shoot .we would be carrying to put nonserian effective areas. nonse'm just a little crazy and I think too that opinais this.
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Post by dapralbe (ATL) Wed Jul 02, 2014 7:52 pm

then there is another issue the correction of ratings in rebounding and scoring, I think I have tried sar importance to scoring because even bad as everyone has under the FGJ throwing more and have a few shoots per game for a team that does not throw. then I see the essential style of play more triple jumpers etc more drives that can be decisive in assessing the set of ratings. has lowered the steal fgj rebounding defense, we have to see the proportionality of these values ​​as a whole, because the IGF going to be above 50%. here also something very important if a player attempts a drive and stop it will resort to a jumper first and then the pass, here's good that they have gone down to bases and escorts is not normal to do 60% within the area . I suspect that there is a logical order in all this even though at first glance does not look cool. is all new to us we will see the results
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Post by dapralbe (ATL) Wed Jul 02, 2014 8:05 pm

Another question i think is important how many players have +65 scoring and +65 FGJ?
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Post by dapralbe (ATL) Wed Jul 02, 2014 8:19 pm

Interesting i count all players with this two ratings only 18 in the league.
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Post by Jamal (CHA) Wed Jul 02, 2014 8:23 pm

I can't imagine any player with that high FGJ...
I guess even 50 is huge for that one.

Unless you're once again talking about the FGJ that appears in the HTML and game, although you should already know it's useless, since shot preferences also affect that one...
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Post by dapralbe (ATL) Wed Jul 02, 2014 8:34 pm

I've never been commissioned not even have the game, but I can learn all memory ratings twice just to see them and try to relate them, in terms of preferences alone know which explains my good friend goikiri, so I usually use a real logic based on numbers and statistics that I can see, if I had the game like you or have been also commissioned as your jamal on a lot of information to make more complete analysis, but not to have that information alone have those numbers in my head is not bad. touche
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