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Post by trulskaare on Jun 15, 2015 5:47:09 GMT
Scott, I'd imagine this will all be totalled, giving you one total ST, TK, PS and SH for the whole team. I've never dived into the mysteries of how the game engine calculates the matches, but that's part of the fun. If you knew exactly how it worked, it could become boring perhaps?
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Post by bigdan on Jun 15, 2015 7:09:18 GMT
The second part is where nobody really seems to know if for example all shooting is added for the entire team then somehow divided between the players or if they act as individual players throughout the game. As I have mentioned rather boringly in the past i have a copy of the ESMS 2.7.3 source code. This will obviously be quite different from ESMS+ 3.35 but you would expect that the fundamentals haven't changed. the overall way it seems to work is that every minute it does the following: 1. Works out the skill contribution of each player to Tk, Ps, Sh - depending on position, fatigue, etc 2. Adds them all up for each team 3. Decides which team (if any) gets a scoring chance 4. Decides which player(s) were involved in the chance - e.g. highest Sh is most likely to be the one who takes a shot, but there is a lot of randomness 5. Based on the skills of THE CHOSEN PLAYER, decides the outcome of the chance So an AM DOES increase your team's chance of getting a shot. But there is a lot of randomness involved in choosing the player that takes the shot, so over a season an AM might not show up significantly better records than a MF. One thing we can be sure of is that the engine doesn't simulate 22 individual men running around. It looks at the team as whole, decides what will happen, and then retrospectively decides who did it.
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Post by andieglen on Jun 27, 2015 21:31:12 GMT
The game engine is like a pot of sh1t, the more you add to it the fuller your pot is!
it might only be a few extra shooting deposits but when it comes at you there's a lot of sh1t coming your way?
and that sh1t is allocated to the guy who is better at flinging that sh1t, rather than the guy that is p1ss poor at it (most of the time)
That's the game engine and how it works in a nutshell!
If you have a team full of flingers and not enough providers then your pot will always be half full?
Idiots guide to flinging shit lmfao
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Post by trulskaare on Jun 28, 2015 8:48:07 GMT
The game engine is like a pot of sh1t, the more you add to it the fuller your pot is! it might only be a few extra shooting deposits but when it comes at you there's a lot of sh1t coming your way? and that sh1t is allocated to the guy who is better at flinging that sh1t, rather than the guy that is p1ss poor at it (most of the time) That's the game engine and how it works in a nutshell! If you have a team full of flingers and not enough providers then your pot will always be half full? Idiots guide to flinging shit lmfao You'd probably prefer wingdings to numbers too.
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Post by scott777 on Jun 28, 2015 12:46:32 GMT
The second part is where nobody really seems to know if for example all shooting is added for the entire team then somehow divided between the players or if they act as individual players throughout the game. As I have mentioned rather boringly in the past i have a copy of the ESMS 2.7.3 source code. This will obviously be quite different from ESMS+ 3.35 but you would expect that the fundamentals haven't changed. the overall way it seems to work is that every minute it does the following: 1. Works out the skill contribution of each player to Tk, Ps, Sh - depending on position, fatigue, etc 2. Adds them all up for each team 3. Decides which team (if any) gets a scoring chance 4. Decides which player(s) were involved in the chance - e.g. highest Sh is most likely to be the one who takes a shot, but there is a lot of randomness 5. Based on the skills of THE CHOSEN PLAYER, decides the outcome of the chance So an AM DOES increase your team's chance of getting a shot. But there is a lot of randomness involved in choosing the player that takes the shot, so over a season an AM might not show up significantly better records than a MF. One thing we can be sure of is that the engine doesn't simulate 22 individual men running around. It looks at the team as whole, decides what will happen, and then retrospectively decides who did it.
So if this is indeed how it operates, Newcastle should surely rule the game as they have triple statted players throughout? Their totals should be a LOT higher than other teams, so if they capped that with a star forward lone frontman who would be allocated more shots, would they not destroy teams?
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Post by scott777 on Jun 28, 2015 12:47:28 GMT
I guess the way to work it out would be create two teams, one with 28 as their main stats and 1 as secondaries etc, then a second team with say, 24 as their main stats, and 12 as secondaries?
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Post by trulskaare on Jun 28, 2015 20:16:28 GMT
This is where tactics and formations come into play. With certain tactics, AM and DM positions are not very favourable. Triple statted players won't do much good, as only one secondary skill is really relevant. For example, playing Attacking with an AM who is triple statted. Take this Newcastle player:
M_Oakley 29 spa 2 10 23 12
in attacking formation as an AM (A:AM [0.00, 0.90, 1.15]) he'd equate to:
0 0 20.7 13.8
in defensive formation as a DM (D:DM [1.10, 0.65, 0.05]) he'd equate to:
0 11 14.95 0.6
So total skills as an AM is 34.5 and as DM 26.55.
I don't think this player is better than a 24-25 rated player without second skills to be fair, but when you get close to 20 or higher for second skill, they can make a big difference when used with the right tactics.
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Post by bigdan on Jun 28, 2015 20:23:45 GMT
So if this is indeed how it operates, Newcastle should surely rule the game as they have triple statted players throughout? Their totals should be a LOT higher than other teams, so if they capped that with a star forward lone frontman who would be allocated more shots, would they not destroy teams?
Not sure I agree with you there Scott, because in my list above we don't really know what happens in step 3. But yes I agree the experiment would be interesting. I don't think the skill difference needs to be so high though. You could have two teams with say primary skill 25 / secondary skills 5 throughout. Then make a second team which is the same, but replace a couple of the midfielders with AMs of say Ps 23 and Sh 18. Run 100 games, 50 home and 50 away, and take a look at the results. See if the AMs really are any good.
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Post by scott777 on Jun 29, 2015 10:19:22 GMT
This is where tactics and formations come into play. With certain tactics, AM and DM positions are not very favourable. Triple statted players won't do much good, as only one secondary skill is really relevant. For example, playing Attacking with an AM who is triple statted. Take this Newcastle player: M_Oakley 29 spa 2 10 23 12 in attacking formation as an AM (A:AM [0.00, 0.90, 1.15]) he'd equate to: 0 0 20.7 13.8 in defensive formation as a DM (D:DM [1.10, 0.65, 0.05]) he'd equate to: 0 11 14.95 0.6 So total skills as an AM is 34.5 and as DM 26.55. I don't think this player is better than a 24-25 rated player without second skills to be fair, but when you get close to 20 or higher for second skill, they can make a big difference when used with the right tactics. Sorry im using my phone so editing is gard, your last sentence, do you believe that? By rights valencia playing A could end up with 600% more shooting ans than their opposition, but the stats don't suggest the difference works. Same with newcastle if they played E... Im thinking more and more its all a fluke
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Post by trulskaare on Jun 29, 2015 11:26:26 GMT
If they played attacking with with their three highest rated AMs, Toure as a CM and two best strikers, they'd end up with:
SH 154.15
Which is not bad, but their passing would be a bit more shabby considering they're only 23 rated to start with.
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