As we mentioned in the article - we needed to completely rewrite some parts of the engine. So a lot of formulas needed to be changed as well. Basically most parts of the match engine had some changes (bigger or smaller) and it is not possible to write everything in details. And in the upcoming few seasons we hope to balance everything.-- 10-17
I believe admins should cancel all tiredness for players from NL games today. I was making taktics no matter of tiredness today just for analysis of new tactics, but there is no feedback about it. Also all teams who had games with new tactics have many players with big tiredness (as far as I know). So I believe it would be fair to cancel all tiredness for players today-- 10-22
I watched my game with new engine and although I lost the match with 18 points difference, I liked the new in-game events and I believe it is more realistic; the tiredness issue could be reconsidered of course; but I hope the new engine is applied again in short notice; thanks for the design, I believe it is bug-free...-- 10-22
Just wondering if it is expected to have 30+ fast breaks with fast break set to rare, since I got less than 10 fast break normally with the same tactic setting in old engine. And also it is expected to have the successful rate of fast breaks increased significantly, isn't it? Just want to make sure they are not bugs-- 10-25
Today we also had a few problems that led to some youth matches being played with the new testing engine. That was not intentional and now it is switched back to the regular one.
Few users expressed opinion about ignoring tiredness in training - however that is not possible.
Currently our main goal is to fix bugs (such as marcinkus just reported. Thank you!)
Then we will go with various calibrations.
As for fast-breaks , it almost did not exist in the previous engine. So yes - we should have more of them in the new testing engine. But currently we probably have too many of them. So in the final version we hope to be somewhere in the middle.-- 10-25
It’s good that tiredness got increases, but one still should be able to to play 30mins . Hope it’s not final adjustment on tiredness , also not fixing the market before putting new engine to international leagues would be massive mistake .-- 10-25
9:11 žingsniai. Po 5 sekundžių kitoje aikštės pusėje 3 sekundžių pažeidimas. Dar po 2 sekundžių vėl kitoje aikštės pusėje daromas prasiveržimas (nebuvo greito paso į priekį) Manau gerokai per greitai vyksta įvykiai. Panašių įvykių buvo daugiau tarkim po baudų metimų (pataikyti) praėjus 2 sec. įmetamas tritaškis kitoje pusėje. (1 kėl. 1:35)-- 10-25
Also, if we adding more actions, can we add what kind of foul it was, from 2pt zone or 3 pt zone? Because when you watching live, you just waiting to see, it will be 3 free throw or just 2. Especially in game last minutes, when every point is important.-- 10-25
Also with me the player D. Schröder remained after its 5. foul still up to next play interruption on the field.
4Q 7:32 LEI Defensive foul during a drive to the basket (5 f ): D. Schröder
4Q 6:59 LEI Substitution out (fouls' limit exceeded): D. Schröder ( SG)
The impressions that some events happen too early (illogically), I can confirm. For example 3 seconds violation with 4 seconds played time.
The success rate of the fastbreaks is much too high in my opinion. Here for example a game with a total of 64/64 fastbreaks. Matches
In addition, the players should tire faster with many fastbreaks.
I don't have that impression. Especially if you compare a slow pace tactic against a fastbreak tactic. The fatigue of the players of both teams is comparable at the end. That makes no sense. For example in this game: Matches-- 10-25
00:4210 : 17ŠBSPataikyta bauda: Ž. Niaunys (2 tašk., 2/2 Baudų m.)K1 00:40 PVNepataikytas tritaškis: A. Barragán (Bloga situacija; 3/4 Trit žiūrėkit kaip nori per dvi sek išsimetus kamuoli metimo nepadarysi. Plius manau baudų pataikymas per daug sumažintas. Arba reik gražint prieš tai buvusius žaidėjų skilus kai buvo bauda ir vidutinis atskirai-- 10-25
Matches both teams make fast breaks 100%, Marcinkevičius, who foul out in the middle of 1Q, make „ghost“ appearance and tip the ball in first seconds of 2Q and then disappears again. And often after fast break, arrow, which shows who have the ball at the moment, stays in the same side and give 14 seconds to attack the basket to other team.-- 10-25
Partidos both teams make fast breaks 100%, Marcinkevičius, who foul out in the middle of 1Q, make „ghost“ appearance and tip the ball in first seconds of 2Q and then disappears again. And often after fast break, arrow, which shows who have the ball at the moment, stays in the same side and give 14 seconds to attack the basket to other team.-- 10-25
We will have to wait to draw more conclusions, but there is no doubt that an explanation is needed about what you want to present with this new engine because at first glance it is difficult to understand-- 10-25
Tragic situation with tiredness in new engine low tempo, relaxed defence and in 33 min tiredness is 87. Ok i agree tiredness should play bigger role, but now even 17 min player gets tired in low tempo game. For youth teams we also cannot have suvh engine - we have training plans for players and with such, they lose points. Maybe administration decides we cannot raise players by giving play 40 min, but this should be well known in advance. We can test engine in national league, but this should not be ruining our players! Also why we dont use the additional matches gor testing as we used to? Matches-- 10-25
1)The new match engine has physical problems. Players are easy to get tired. Old players can only play for 10-14 minutes. As a result, many tactics can not be used, such as fast, man to man, fast break, press, go all out to grab the front rebounds, not to mention the whole court press tactics. I hope you can adjust back to the original physical mode.
2)There are many traveling violations in the game, which should be related to the players' dribbling. But we think it depends on the location. For example, PG's dribble can require a high point, and PG's dribble pass line is 10. SG / SF dribble pass line is 8. The dribble pass line of C / PF is 6. Would that be more reasonable?-- 10-26
Is tiredness linear with respect to play time in new engine? 24 mins even on slow pace and zone defence is 60% already. Maybe make it exponential and average threshold to over 50% tired is around 30 min? Whichever will balance things out and not get players tired just playing little over 20 mins even on minimum effort.-- 10-26
Well, i am super happy to see, how other users complaining about tiredness. Finally, we will kick out teams with 7-8 players, that is absolute nonsence in this manager. I always was interested to use 10 or even more players in every match, but i was forced to have just 7-8 players not to lose game. That was nonsence, when gold medals in both leagues were collected by team with 7 players. This was creapy, i tried to discuss about that, but i was told, this is nba playoffs style to use less players. Of course, there are somw bugs, that need to be fixed, but not a tiredness. Thats perfect. This is just my opinion.-- 10-26
Yes , I agree with puntukas that it was necessary to have some update regarding low player teams . But couple issues , 1. Tiredness are way too high 2. What about youth development ? It has to be changed as well , because if playing 20-25 mins gives so much tiredness it will affect their development . 3. Market , Sometimes you just can’t afford 9 or more players , the prices have to be recalculated, especially for older people . And for god sakes bring back the function to borrow two players .-- 10-26
Increasing squad size is a good approach in principle, unfortunately it's just not that easy in the lower leagues to keep many players and remain successful at the same time. The financial strength is simply not there.
This would again favor the big clubs and the smaller ones would be left behind.-- 10-26
Thank you all for feedback, we are working on this!
As about tiredness:
In the previous system tiredness was hugely dependent on tactics. That leads to situations when:
Even young players can be completely exhausted only after 20 min
Even old players can be not tired at all after 40 minutes
Now tactical impact is significantly reduced and the impact of age/minutes is significantly increased.
The previous version probably is more correct and logic if we talk about “one match”. But as we do not have random injuries and the same scenario can be whole seasons - that leads to the possibility of using only 5 players the whole season.
There might be some more balancing updates regarding tiredness, but not to the level that you can play 35 minutes without making your player tired.
We understand that some of you planned to use national leagues as “training camp” for young players, and this update changes your plan. When we can, we always try to avoid such situations.
National leagues were chosen because it saves a lot of time for us, and that is the resource we really don't have now. Probably we will use the same model in the future as well.
Please use this topic only for your feedback about the match engine.
Currently we do not have time to answer your questions, but at some point of this season we hope to be able to write a bit more about some aspects of this match engine and in which direction we want to go.-- 10-26
In reality the tiredness was completely fine. NBA playoffs also go with few players and lower leagues in real life usually have very few players playing for them. The issue in real world are only injuries. That's why teams generally have more players. But even there you would find some teams with less players.
And not to mention fast breaks, they are getting increasingly unrealistic.-- 10-27
Do not forget, to mention, how real nba players are saving before playoffs :) you know, personaly for me, basketpulse is more similar to futzal basketball, because most of teams has less than 8 players.-- 10-27
Injuries in this game would be interesting update, but then your rate of success would corelate with your luck. It would be more realistic, but it would be unfair for someone.
I Would be happy if injuries were to be determined not only by health but ulso by factor of success-- 10-28
-3 seconds rule should not be violated too soon
-after turnovers some attacks instantly started in front court
-after 5th foul is received, sometimes substitutions occurred too late.
- sometimes players were a bit tired even without playing time
- wrong player was displayed in chronology events for deflections
-14s instead of 24s after free-throw shots
-a bit reduced influence of offensive rebounds and tight (double) defense towards tiredness.
-a bit reduced amount of traveling cases
-a bit increased amount of events related with tiredness
Many of you do not include match links in your comments.
Please, always include a match link and a few chronology events after the time of the reported occurrence.
On every match page you can find the ME (match engine) version. Please, double check if your example is from the latest ME before posting.
With every update we will try to fix all known bugs. So if some of the bugs repeat - please inform us. When all bugs are fixed - we will switch towards balancing.-- 10-28
O kodėl negalime gauti tam tikro kiekio nemokamų papildomų rungtynių būsimo varikliuko testams atlikti? Įdiegiant naujoves būtų logiška informuoti kiek įmanoma anksčiau, pateikiant išsamią informaciją kas pasikeis. Dabar Jūsų vartotojai nukenčia, nes buvo prisitaikę prie sistemos, čia strateginis ir ilgalaikis žaidimas, matomai nemaža dalis yra sunerimę. Tai ištikrųjų įtakoja ir rezultatus, žaidėjų būklę ir progresą, kažkam tikriausiai ir finansiškai atsilieps. Siūlyčiau pateikti išsamesnę informaciją apie pakeitimus ir testus perkelti į nemokamas papildomas ryngtynes. Būtų šaunu.-- 10-28
Has the rate of fast breaks been balanced?
The problems i see with fast breaks is that they don t seem to be dependent on players skills - they simply succeed, no matter if player is good or bad.
Second problem, there should be a way to stop / defend against fast breaks ( if the full court pressure is meant for this, doesn t seem to be working). Every attack should haver an optimal way to defend & and every defense should have amb optimal way to attack. If this is nit well balanced then the tactical richness is ruined.-- 10-29
There is a way to stop fast breaks, at least it was before. You have to reduce a chance to get an offensive rebound, then your team will reduce opportunities of fast breaks.
It was the main thing back in a day, i hope it still works.-- 10-29
Ye but still i playing WL with 10 and hoping to finish NL with 8, now i have to do trades that i don't need to keep balance 10-9 because otherwise they will get to tired. So basically i burred this season...-- 10-29
The physical problems are still like this. The players are still more tired than dogs. I don't know what GM wants. The health problems of the old players are also changed by GM. now GM thinks the old players are too powerful and wants to weaken the old players. But when we get used to one thing and follow this rule, GM feels there is a problem and must change it. That's it, over and over again. GM, aren't you bored? I'm bored. Forgive me for my impatience.-- 10-29
If GM doesn't like old players, I suggest GM force old players to retire at the age of 35. Stop messing around. Yes, we play your game. You have the right to change the rules. We can only adapt to the game. But you should also consider the feelings of our customers. I agree with you on the importance of changing dribbling. You weaken the scout, I can only accept it. If you change your physical strength, I just hope you don't change too much, but now the old players can only play for 10 minutes, I think it's too outrageous.-- 10-29
Regarding the new engine and GM's indifferent to players, I can only say that I am very disappointed, very disappointed, I will not spend 1 cent for this game, first of all I have stopped renewing my membership.-- 10-29
The changes are not even final. Admin has clearly stated that the version today is mainly for bug fixes, game balance comes next. They made changes to make the game better, better game earns more money, isn't it that simple?
But I do agree the direction of changes towards tiredness may not be the best. Here is my feedback.
Most of the tactic settings sacrifice tiredness for some other benefits (or vice versa). If effect of tiredness is reduced, the differences between different tactics would be reduced too.
Why can't a player of 40 yrs old stay on the court for 40 mins if they simply stand still all the time? So the problem does not actually come from how long they play, but what they do. Now the defender can create huge pressure to attacker even they have loose defense. Or team can still score too well even they have slow pacing. My 2 cents.-- 10-29
some notices of today's game Matches
1) best players come to court only at 2:06 before game end
2) is 2vs2 working ok? it said a lot that it was not good situation for shots for my shooters for 2vs2 (Ragauskas, Nekrašius), although i think before such message was given for centers only.
3) Still they shot a lot from under the basket - 16 shots from under the basket from shooters or guards, who should shoot only when necessary (never before such large number. Even in last 2 minutes there were 3 shots from my guards from under basked (setting only necessary), how come a shooter or a guard appears under the basked? also strange as i have much more good situations.
4) from what was the playing time, it might seem that I set to play a lot for young players, but actually most of my older players played ~3-4 minutes less than set, and younger played a bit more. No foul trouble, so difference seems quite big. For example, Maidin set 17min, played only 13.
5) still about tiredness, a) could we agree on the terms when player is tired? I think it is when indicator shows yellow or red and trainings get affected and risk losing form, i.e. from 60%. if some other limit, please then adjust the training side. It would be a lot of work for users to go adjust the trainings % each day.
b) could we agree when player should become tired, for example, on normal tempo, up to 30min player under 30. Up to 25min player above 30. Maybe up to 20min player above 35. If they exceed, maybe automatically they should go to be tired with small adjustment for tempo and fast breaks? Lets discuss, agree or vote! Now my 25-28y still prospect level plays 26min and is almost in the red zone. Set tempo was low and no fast breaks for both teams!
6) look that game would remain balanced lets say if we keep tiredness as bad as it is, maybe then some balancing could be done on the other sides - younger players get same training points for less time played, form adjusted, or if teams are forced to use more players, then decrease min wage (haha- not gona happen :)), but sad to see players being wasted in market. Also if you want to see less 35-40y players, decrease the impact of experience - it is one of the harder skill to accumulate, but is too valuable.
- new shot clock after fast break attack
-changes related passing/stealing/turnovers
-when shot clock is getting close to the end, team is trying to give the ball to the leader
-reduced events: quick pass forward with the goal to create fast break opportunity
-usually only perfect passes or passes before the end of attack are visible in chronology. To make it easier to understand what`s happening in the test engine all pases will be visible in chronology.
A bit information how ME works regarding passes/turnovers.
Passing is one of the ways to get players in a good shooting situation. Players who have ability to pass (or have “playmaker” type) are more willing to take risks with passes. A more risky pass can create great opportunities for team members but at the same time it can lead to turnover.
During the match players adapt and for some time after turnovers they tend to do less risky passes to avoid repeating turnover.
Similar system is in other parts. For example drives to the basket. So if player's drives are not working - he stops driving and goes to other options (passing/shooting).
In the new match engine players without good passing skill should not do many turnovers (instead they should use safier passes).-- 10-31
When you're watching the game live, you can't see "very bad situation". The place where the shot situation should be visible is just blank. When you are watching the chronology after the game ends, you can see "very bad situation".-- 11-01
Still ...10 players - zone defence , no fast brakes, defend mnostly normal , max player time 23min. Offeence slow, presing - never . And awerage tired 75% .... i dont give shit about NL i just trying to save players health , and put all tactics as slow as posible even i know that i'm going to loose and tirednes is 75. so what i can do more?....-- 11-01
It would be good to have an explanation about how this new engine is, what you want to achieve, not only to ensure that there is no fatigue, but even to take the shots, for example. It cannot be that the pg and sg shoot short when their strength is triple and they pivot practically or have thrown to the hoop-- 11-01
I watched this game live, and there were a couple instances, in the last minute or so, when the clock continued to run (didn't stop) after a basket made, or a foul.
Sorry, I cannot be more specific because the wording of the game report is now completely different from yesterday's live commentary.
For sure, click didn't stop after the last basket.
BTW, the endless sequence of "who passes to who" is utterly messed up!
The players of the 2 teams are mixed, without rhyme or reason :O
They keep passing to each other, all 10 players, on every possession-- 11-03
- during LIVE matches situation was not always visible
- still working with balancing passing. Also added possibility of foul during steal attempt.
- if team has only a few seconds for the last attack, it still attempts to move the ball closer and shoot from closer position instead of shooting from the other side of the court-- 11-03
Pastrigo rungtynės. Matches
1 kėlinys liko 05:45
Atvaizdavime pastebėjau bent kelias klaidas : atliekamas pasas priešininko komandos žaidėjams:
K1 06:44 SAKAtliktas nerizikingas perdavimas: R. Páez (→ S. Lund )
K1 06:29 BCGAtliktas nerizikingas perdavimas: A. Žukauskas (→ N. Laucys )
K1 06:17 SAKAtliktas nerizikingas perdavimas: R. Páez (→ L. Vörös )-- 11-04
- In match chronology not risky passes were displayed wrongly.
- still working with balancing passes.
- review every place where player defense type is used (tight/loose/double)
- due to some changes in other ME parts, tiredness completely changed and now is a bit rebalanced. However in the final version we still plan to increase it. So keep that in mind for your long-term plans.
We would like to explain a bit how player defense settings will work in the new engine.
In the previous ME the main disadvantage was a bit bigger tiredness. As in the current ME tactics impact on tiredness is significantly reduced, the bigger disadvantage will be visible during the match:
- For tight defense - chances to get foul is increased.
- For double defense - there will be bigger chances to create a good shooting situation for teammates.
- For loose defense chances to get fouled are minimum.-- 11-06
Ramune you say that we must take into account the setting of tactics due to the issue of fatigue, for that we will need teams with more players, so you take into account the renewal of contracts, they are becoming impossible to face, which forces us to reduce teams-- 11-07
I don't believe the fast break is working properly either. It has a very high success rate.
Example from the Turkish National League:
Game 1: success rate 16/17 Matches
Game 2: success rate 11/11 Matches-- 11-08
The fastbreaks are still unreal...
14/14 Fast breaks 5/5 Matches
After the successful 3 pointer shot, after 3 seconds a fast break comes... No:1
3:3 1Q 9:04 KSK logotipas 3PT shot: U. Karaman ( Average situation)
Players skills' ratio: 2; Shot quality ratio: 1 Defender: Ş. Çiçek
1Q 9:04 KSK Assist: B. Dinçöz
1Q 9:04 Genc Player speeds to make fast break: Y. Belaçmaz ( Excellent situation)
5:3 1Q 9:01 Genc logotipas Successful fast break: Y. Belaçmaz ( Excellent situation)
Players skills' ratio: 5; Shot quality ratio: 5 Defender: M. Juškėnas
After the successful midrange shot, after 4 seconds a fast break comes... No:2
22:21 1Q 2:07 KSK logotipas Mid-range 2PT shot: S. Yıkılmaz ( Good situation)
Players skills' ratio: 4; Shot quality ratio: 2 Defender: U. Pečinaitis
1Q 2:07 KSK Assist: K. Öz
1Q 2:07 Genc Player speeds to make fast break: N. Tunçeri ( Excellent situation)
24:21 1Q 2:03 Genc logotipas Successful fast break: N. Tunçeri ( Excellent situation)
Players skills' ratio: 3; Shot quality ratio: 5 Defender: M. Juškėnas
After the successful midrange shot, after 4 seconds a fast break comes... No:3
28:31 2Q 7:23 KSK logotipas Mid-range 2PT shot: Q. Yun ( Good situation)
Players skills' ratio: 4; Shot quality ratio: 2 Defender: M. Şanlı
2Q 7:23 Genc Player speeds to make fast break: N. Tunçeri ( Excellent situation)
30:31 2Q 7:19 Genc logotipas Successful fast break: N. Tunçeri ( Excellent situation)
Players skills' ratio: 3; Shot quality ratio: 5 Defender: M. Juškėnas
At the last quarter, the ball comes from the side after a travelling situation, after 4 second a fast break comes!.. No:4
4Q 4:07 KSK logotipas Traveling violation: Q. Yun
4Q 4:07 Genc logotipas Substitution out: N. Tunçeri ( SG)
4Q 4:07 Genc logotipas Substitution out: M. Şanlı ( SF)
4Q 4:07 Genc logotipas Substitution out: S. Bayram ( PF)
4Q 4:07 Genc logotipas Best players are substituted in: U. Pečinaitis ( SG)
4Q 4:07 Genc logotipas Best players are substituted in: Ş. Çiçek ( SF)
4Q 4:07 Genc logotipas Best players are substituted in: O. Sunalp ( PF)
4Q 4:07 KSK logotipas Substitution out: Q. Yun ( SF)
4Q 4:07 KSK logotipas Substitution out: K. Öz ( PF)
4Q 4:07 KSK logotipas Best players are substituted in: S. Yıkılmaz ( SF)
4Q 4:07 KSK logotipas Best players are substituted in: Q. Yun ( PF)
4Q 4:07 Genc Player speeds to make fast break: Y. Belaçmaz ( Excellent situation)
67:58 4Q 4:03 Genc logotipas Successful fast break: Y. Belaçmaz ( Excellent situation)
Players skills' ratio: 2; Shot quality ratio: 5 Defender: H. Conde
At last 32 seconds after a successful midrange shot, after 4 seconds a fastbreak comes... No:5
76:68 4Q 0:32 KSK logotipas Mid-range 2PT shot: S. Yıkılmaz ( Average situation)
Players skills' ratio: 4; Shot quality ratio: 1 Defender: U. Pečinaitis
4Q 0:32 Genc Player speeds to make fast break: Y. Belaçmaz ( Excellent situation)
78:68 4Q 0:28 Genc logotipas Successful fast break: Y. Belaçmaz ( Excellent situation)
Players skills' ratio: 5; Shot quality ratio: 5 Defender: T. Erbakan
I didn't write the fast breaks after rebounds and steals, there are 14 more fastbreaks after steals and rebounds all are successful, but the ones that are upside looks unreal and not logical, and the tirednesses that are making those fastbreaks looks unreal and not logical too; it must be considered and balanced again I suppose... Success rate also must be balanced again...-- 11-11
The fast break attempts and success rate of other matches in Turkish national league.. Matches
4/4 Fast breaks 6/6
10/10 success rate Matches
0/0 Fast breaks 0/0
No fast break attempts; strange... Matches
0/0 Fast breaks 17/17
17/17 success rate by only one team, strange... Matches
9/12 Fast breaks 1/1
10/13 success rate... Matches
0/0 Fast breaks 4/4
4/4 success rate..
So in 6 matches, only one team missed 3 fast break shots in 12 attempts, the other 60 fast break shots are successful, it is %95 (60/63)
And fast break attempts variance is very high; 0 4 10 13 17 19 in 6 matches
0 0 0 1 4 4 5 6 10 12 14 17 in 12 teams
It has to be looked over and balanced again I suppose...-- 11-11
A bit of information on how fast-break is supposed to work.
In the new match engine fast-break usually starts in two ways:
1. With a good pass soon after rebound. Usually starts when the player who rebounded the ball has good passing/IQ skills. Such fast-breaks can be significantly reduced by the opposing team if they do not fight for offensive rebounds.
2. After a steal. Usually starts when the player who stole the ball has good dribbling and speed. Such a fast-break highly depends on how many steals the team makes.
Fast breaks in excellent situations almost always will end successfully, it is quite similar to real basketball.
In the other situations it will also depend on the closest defender’s skills.
So if a team uses tactical setting “rarely”, it can expect to have little fast-breaks but with a percentage close to 100%.
Also we would like to update information about when we expect to have the match engine in all games. As we still have a lot of work, we probably won't finish balancing everything until the end of this season. So we expect that the match engine will be used in all leagues not earlier than 87th season.-- 11-13
I looked at all Türkish National League matches fast break numbers, as I see, fast break calibration worked good, In our match, all fast break attempts came after rebounds or steals, so balancing worked I think, thanks...-- 11-14
Kelios pastabos dėl greitų atakų suprantu kad pasibaigęs laikas ir pražanga puolime yra priskiriama prie klaidų ir po klaidų greitų atakų reikšmė yra padidinta, bet šiaip šios dvi klaidos dažniausiai neturi įtakos žaidėjų grįžimui į ginybą nes kamuolys išsimetamas iš už galo, tad labai keista kai po jų greitos atakos veikia taip pat kaip po perimto kamuolio. Taip pat labai keistai atrodo kai rezgama ataka , prasižengia besiginanti komanda ir turi 14 naujų sekundžių ir komanda surengia greitą ataką.... kas iš principo yra neįmanoma.-- 11-17
0/5 Fast breaks - vidutinis nustatymas prieš 2WL klubą ir visos nesėkmingos atakos baigėsi taip:
1Q 2:38 BULL Player speeds to make fast break: N. Di ( Excellent situation)
1Q 2:34 BULL logotipas Fast break ended with turnover: N. Di
Žaidėjas turi greitį, turi varymasį, turi patirtį, turi kitus įgūdžius.-- 11-17
I looked at 6 Turkish league match stats at day 31; fast break numbers are more normal as I see, but I saw another strange stats; number of blocks are slightly decreased as I see; 0 0 0 1 1 2 ; total number of blocks in 6 matches is only 4, so average number of blocks per match is only 0.67 and average number of blocks per team is only 0,33, it is not logic and there is a problem I suppose; 0 0 0 0 0 0 0 0 1 1 1 1; 8 teams couldn't block any shot, 4 teams could block 1 shot only in whole match, it is not near a possible statistic I suppose... Matches Matches Matches Matches Matches Matches-- 11-18
When the difference in quality of the two teams is really big it used to be that there came a point as the leading team "slows down". It seems that this is not the case anymore.
I had this Impression in the last two NL Matches.
Is this effect intentional?-- 11-20
- some fast-breaks occurred due to full-court press and that was not visible in chronology. Now a full court press event will appear before starting the attack.
- fixed situations when in 8 seconds a team does not manage to advance to the frontcourt.
- reduced chances to have low-scoring matches.
- increased relaxation factor when one team leads by huge difference.-- 11-23
I set fast breaks to often and I believe that is the reason why every player on my team hit 100% tiredness. I get that, but they took a total of 9 fast breaks. Shouldn't the number of fast breaks be correlated with the player tiredness, not just tactic setting?-- 11-23
- sometimes in set plays the situation was created for the player that is not supposed to shoot from that place based on tactical settings.
- increased chances to miss shots from medium/three point range (even when there is a good/excellent attack situation).
- a bit increased amount of set plays. Also made some additional balancing updates here (bigger coach’s impact, reduced player defensive tactics’ impact)
- balancing of driving to the basket. Smaller players will have more chances to create better situations while driving against bigger/slower defenders. Also increased chances to commit a foul with tight defence when the opponent is driving.
Also we would like to explain a bit more about players’ situations and in which direction we are going.
One of the most important things in the new match engine is to create good shooting situations or to find mismatches.
Players that can do many things (for example, shoot from different ranges) should be able to create good situations a bit easier compared to players that can do only one thing on the court.
We hope that with time players (especially with good IQ skills) will become smarter and will choose the right decision based on the opponent. For example, if you are defending a sniper who never does drives - he should be guarded from closer distance.-- 11-26
Significantly reduced steal effect, will this skill become useless? Brings disbalance to training skills.
Minute distribution is very bad. I've been playing with this and it could go as far as +8 minutes, and as low as -6minutes.
Too many shots from PG, especially the ones who are not shooters, double checked they were not made at the last second, even if the clock is ticking, and you have given someone a role of 1. leader 2. shooter 3. aggressive dribbler the ball should be in their hand or/and lastly could stay in hands of the PG.-- 11-26
Volunteer was dismissed from his position by federation's president Last activity in this role from "83 S 48 d. 13:46"-- 11-14
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