Posted by dahsdebater on 10/3/2018 12:26:00 PM (view original):
That's a completely ridiculous analogy. Massaging the odds for a single decision is easy. Massaging the outcomes of a sequence of events is NOT easy. Your best solution is to make all the shooters less close to .500 shooters so that probability will favor the better ones? That's dumb as hell. Almost nobody has complained in over a decade about the bulk shooting percentages in the game. Why break something that works to fix a different problem?
And by the way, moving a 53% shooter to a 55% shooter reduces variance by less than a tenth of a shot per game. So that really doesn't address the problem in a meaningful way. You have to make him like an 80% shooter to really make a difference. Again - dumb as hell. Your solutions all basically involve making it less of a basketball sim. The implemented solution keeps all the basketball sim that it ever had but narrows the distribution of outcomes. Which is exactly what the player base was asking for.
Speaking of dumb as hell, let’s talk about how you think it would take making a player “like an 80% shooter to really make a difference.” You come off as a bit smarter than this, so I’m sincerely perplexed.
I think the problem is, as I said in my post to you, that you are misunderstanding the reference. You are stuck on “standard deviation”, when that probably wasn’t even really the term mully meant. The discussion is on a deviation from expected outcome, ie how much a user thinks it blows when the simulation produces an upset. If there are too many upsets - and this is a developer question, not a user question, except as far as a developer feels like listening to any given group of users - you can either address the deviation (from “expected” results) by adjusting the parameters that define the probability determining the outcomes *of possessions* (better), or you can lazily engineer the game to adjust parameters on the fly, so to skew towards “expected” final scores (what we have).
In other words, if you’re consistently seeing too many “random” upsets, then it’s a problem with the design of the parameters that determine the results of the possessions. You fix that design (adjust the parameters as needed, weight the applicable attribute discrepancies more, etc), you don’t just engineer the game to skew probability as it goes along toward the favorite. Because if you do the latter, you are no longer running a simulation, you’re engineering a god mode. Maybe lots of people want to play poker in a casino that deals you loaded hands based on how your night has gone so far. Lots of people want to play FarmVille too. I’m not obligated to join them.