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New article - info about shooting accuracy from various distance
-- (Versti) (Versti EN)
+12
I would like to know more stats:
-5 SR percentage in different shooting situations
0 SR percentage in different shooting situations
5 SR percentage in different shooting situations.
I hope that your decisions depends on this data.
-- 89 sez. 29 d.
-- (Versti) (Versti EN)
+2
Testing Match engine has been updated: https://www.basketpulse.com/lt/Pagalba-sarasas.htm#hlpanc_632c567404b00 -- 89 sez. 29 d.
-- (Versti) (Versti EN)
+2
I don't think 67% mid-range in good situations is way far from where it should be. Maybe the thing is if there are too many good situations or if the mid-range shooting volume is way higher than irl, where it's almost unused, except for precise situations or with specific specialists players.
But I'd say people like Cory Higgins or Lorenzo Brown (specialists) could be around 75% on GOOD SITUATION mid-range shots, which would make that 67% as a mean quite accurate).
I agree with the Close range and three pointer discussion.
-- 89 sez. 29 d.
-- (Versti) (Versti EN)
+0
But what is the problem with the shot... improve the defense system, it is incredible with a bad situation and -5 in shooting with a good defender +X defending hit almost all the shots -- 89 sez. 29 d.
-- (Versti) (Versti EN)
+0
I have noticed the 2C accuracy has been too high as if my people got zapped by a microwave signal that made them forget what defense is. It took so long to respond that we may get demoted as a result of concentrating so much on defense. -- 89 sez. 29 d.
-- (Versti) (Versti EN)
+0
DarjusKleins sure:
Three point range accuracy based on shooting situation. W1-3. Shooting skill (9-11)
Situation Accuracy (%)
Perfect 44
Good 44
Average 43
Bad 40
Allmost impossible 42
Close range accuracy based on shooting situation. W1-3. Shooting skill (9-11)
Situation Accuracy (%)
Perfect 96
Good 95
Average 74
Bad 2643 1013 38
Allmost impossible 1026 115 11
Middle range accuracy based on shooting situation. W1-3. Shooting skill (9-11)
Situation Accuracy (%)
Perfect 73
Good 67
Average 41
Bad 21
Allmost impossible 8
zurda10 yes, it is not way too far from reality, we will tweak it slightly. Leading NBA mid-range shooters shoot all mid-range shots in the interval between 42 and 61%.
joancrumor yes, this is a problem with 3pt shots and it has been fixed in the testing engine and we are monitoring now if it needs to be updated anymore. We are also assessing the shot contesting skill influence on shooting percentage and will update you about it in the next post.
-- 89 sez. 30 d.
-- (Versti) (Versti EN)
+4
For me accuracy is ok. Only one thing I don't understand is these "Lucky" and "Unlucky" shots... So many of them during game. -- 89 sez. 30 d.
-- (Versti) (Versti EN)
+4
Kos pataikymas dvitaskiu ir tritaskiu po atkovotu kamuoliu puolime?
Ten vejai svilpia jau seniai, siandien atkovota puolime 12 kamuoliu, bet. naudos 0, nes nesigebeta imest nei vieno tasko po atkovotu kamuoliu, taip nutinka maziausiai 15 rungtyniu per sezona.
-- 89 sez. 30 d.
-- (Versti) (Versti EN)
+1
pasiziurejau dabar paskutines savo 4 rungtynes, puolime atkovota nuo 9 iki 13 kamuoliu, per ketverias rungtynes nepelnytas nei vienas taskas atsikovojus kamuoli :-/ -- 89 sez. 30 d.
-- (Versti) (Versti EN)
+1
Thanks for additional information.
Let's talk more about this case. Let's talk about three points.
The same percentage is from all different shooting situations. It means that chances to score points against perfect defence and without defence is the same.
I think less skilled player than defender should score around: 60%, 40%, 20%, 10%, 5%.
Equal attacker against defender:
60%, 45%, 35%, 20%, 10%.
Better attacker than defender:
60%, 50%, 45%; 35%; 25%.
Or something like that
-- 89 sez. 31 d.
-- (Versti) (Versti EN)
+1
Many "unlucky" shots are under good situations, pretty annoying and confusing. -- 89 sez. 31 d.
-- (Versti) (Versti EN)
+2
Tai nesuklysiu nustates geriems metikams “kai tik imanoma” nustatyma, nes didelio skirtumo nera ar gera metima mes ar bloga? Svarbiausia, kad grybai nemetytu? -- 89 sez. 31 d.
-- (Versti) (Versti EN)
+2
Thank you for waiting for the answers.
bananajohn david1992 the lucky/unlucky shots is the influence of randomness, just the way it is in real life - some games players are hot, some games cold but in the long run the shooting average shows how good the player shoots. Without random events, we would have some games that would finish with huge margins like 200:5 and we want to avoid. We will have a look at the lucky/unlucky shots and we might tweak it a little bit to make it less annoying. :)
Saulys the shooting percentage should not differ from the regular inside shooting average. In reality usually there's a shot within a few seconds after the offensive rebound and we believe we lack these events in our game at the moment. This is not a priority task, but we will look at this in more detail in the future.
DarjusKleins Yes, we have tweaked this in national league games and we'll see how it works after the first week after the changes, we'll share the results with the community.
Blackacid yes, in WL games it makes sense to use looser 3pt settings as the shooting situation pretty much has no effect on the accuracy. In the NL games that should not be the case anymore.
-- 89 sez. 32 d.
-- (Versti) (Versti EN)
+2
dwayne3, I don't mind having them in game as long as it brings balance but having 18-25 of them during game don't think it's ok.
Also don't understand "unlucky" situation when player shoots with shot quality -4, this is no more a luck but simply a poorly prepared shot. I would say a "lucky" shot would be more appropriate in such case. Same goes the other way with +5 shots and them being labeled as "lucky" ones, should be more of opposite. But again if its a tool to control the balance of the score not sure what that would bring to the game.
-- 89 sez. 32 d.
-- (Versti) (Versti EN)
+1
One thing that seems to be forgotten, this is a game and big part of the fun comes with analysing the games and prepare the tactical settings . With the new GE - game is highly dominated by random in big extent, somehow by strategy ( how the players are built), but you can't really play that much with tactics. Offensively, you may be able to tweak it in some extent - but defensively is a disaster - you can't really notice a difference of defensive setting / player / etc ( this may be one of the consequences of the lack of importance of the defense, it doesn't t matter what setting you put influence of defense is just too low to get noticed over randomness or other factors). And if you can't control what players will do ( or if you can't read why they played how they played) then game becomes boring. It is good to look for realism, but please don't forget to make it playable. If i want sth 100% realistic I watch a Euroleague game. -- 89 sez. 32 d.
-- (Versti) (Versti EN)
+12
really, there are no baskets scored on offensive rebound. NOT ONE in the last 10 games of my team, or my opponents. Never scored on offensive rebounds. That is: offensive rebounds are USELESS, if you cannot possibly, never, score.
Add to that very few slam dunks, and almost no blocks.
Too low FT%.
The Game engine we are using is not realistic at all.
:(
-- 89 sez. 32 d.
-- (Versti) (Versti EN)
+2
I don't care that much about game engine, but what you mean "really, there are no baskets scored on offensive rebound" those doesn't count?

3K 5:22 CONT Atkovotas kamuolys puolime: O. Yamamoto (Artimiausias priešininkas: I. Fantoni)
51:32 3K 5:19 CONT logotipas Dėjimas: O. Yamamoto ( Vidutinė situacija)
Žaidėjų įgūdžių santykis: 5; Metimo kokybė: -1 Gynėjas: I. Fantoni

1K 0:37 Muli Atkovotas kamuolys puolime: G. Trampus (Artimiausias priešininkas: W. Barón)
18:9 1K 0:33 Muli logotipas Taiklus metimas iš po krepšio: G. Trampus ( Vidutinė situacija)
Žaidėjų įgūdžių santykis: 3; Metimo kokybė: 1 Gynėjas: W. Barón

4K 9:13 Muli Atkovotas kamuolys puolime: M. Benigni (Artimiausias priešininkas: S. Kulchiy)
48:59 4K 9:09 Muli logotipas Taiklus metimas iš po krepšio: M. Benigni ( Bloga situacija)
Žaidėjų įgūdžių santykis: 5; Metimo kokybė: -2 Gynėjas: S. Kulchiy
-- 89 sez. 32 d.
-- (Versti) (Versti EN)
+6
The shooting percentages are too high because block was abolished from the game. -- 89 sez. 32 d.
-- (Versti) (Versti EN)
+0
I don't care that much about game engine, but what you mean "really, there are no baskets scored on offensive rebound" those doesn't count?

i don't know what is that you pasted: i can't read your language.
I can read a boxscore though, which this game provides to us. It says:
0 Second chance points 0
for every game.
That's the official boxscore we are provided.
If the bug is in the boxscore, then we found a bug
-- 89 sez. 32 d.
-- (Versti) (Versti EN)
+0
Match engine has been updated: https://www.basketpulse.com/lt/Pagalba-sarasas.htm#hlpanc_632c567404b00 -- 89 sez. 33 d.
-- (Versti) (Versti EN)
+1
good. it works today -- 89 sez. 33 d.
-- (Versti) (Versti EN)
+0
nofixations yes, I agree on that. We are currently analysing the effect of defensive focus tactics on the opponent's offence and we will share the data with the community next week.
barbabodom we have increased the amount of blocks slightly in the testing engine and we will see if it needs further adjustments. In addition, I will share more in-depth information about the shot contesting skill by Monday.
Thank you all for the help spotting these important bits so we can prioritise the adjustments rapidly. :)
-- 89 sez. 35 d.
-- (Versti) (Versti EN)
+2
And I ask myself, why have we come to this? Was this necessary, it is an experiment in the endurance of users? -- 89 sez. 35 d.
-- (Versti) (Versti EN)
+1
joancrumor I understand that the transition period is not easy and we are thankful for the patience and constructive feedback from our community. The game engine changes for made for several reasons:
1. The old match engine had a number of problems and we got criticised for the problems (i.e. 7 players were enough to win championships).
2. Some of the things that the new match engine is criticised have not been changed. For example, free-throw shooting has not been changed at all in the new match engine and free-throw shooting accuracy has been decreasing season-by-season due to constantly decreasing average of mid-range shooting skill.
3. Our community has voted for the new match engine to be our next priority in the game development.
4. We have ran the test engine for the last few seasons and the community could provide us with the feedback about it. We appreciate all the feedback we received in the previous seasons. However, the amount of feedback has way increased this season and we check the the main issues in a more efficient manner now, for example, we have increased free-throw shooting base and blocks slightly in the test engine and we will see if it need to be adjusted further.
Thank you very much for your patience again and I hope we can make our game better together.
-- 89 sez. 35 d.
-- (Versti) (Versti EN)
+4