conferência de imprensa

Analysis in News: do game engine changes really work?
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Match engine has been updated:
https://www.basketpulse.com/en/Pagalba-sarasas.htm#hlpanc_632c567404b00
Please, pay attention to the attack time after rebounds. Especially, in the last seconds of the quarter or of the attack time (in matches of the national league) -- 89 T 51 d.

Please, pay attention to the attack time after rebounds. Especially, in the last seconds of the quarter or of the attack time (in matches of the national league) -- 89 T 51 d.
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K5 00:39 MiraAtliktas nerizikingas perdavimas: M. Viñas (→ G. Šidlauskas )K5 00:38 MiraNepataikytas tritaškis: G. Šidlauskas (Vidutinė situacija; 1/10 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:37 MiraNepataikytas tritaškis: G. Šidlauskas (Vidutinė situacija; 1/11 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:36 MiraPramestas tritaškis - nelietė lanko: G. Šidlauskas (Vidutinė situacija; 1/12 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:36 MiraBaigėsi atakos laikasK5 00:25 MiraSpaudimas pasiteisino - perimtas kamuolysK5 00:25 G-ViPrarastas kamuolys: R. Karūnas (5 kl.)K5 00:20 MiraŽaidėjas tempia laiką ir neskuba atakuoti: M. ViñasK5 00:02 MiraAtliktas blogas perdavimas: M. Viñas (→ L. Stere )K5 00:02 G-ViDėl besiginančio žaidėjo nuovargio atsirado gera situacija atakuoti: Z. KruopisK5 00:02 MiraNetaiklus metimas iš tritaškio. Kamuolys išsisuko iš lanko.: L. Stere (Gera situacija; 6/18 Trit.)
Žaidėjų įgūdžių santykis: 2; Metimo kokybė: 3; Gynėjas: Z. KruopisK5 00:0179 : 77MiraPataikytas tritaškis: L. Stere (Gera situacija; 23 tašk., 7/19 Trit.)
Žaidėjų įgūdžių santykis: 2; Metimo kokybė: 3; Gynėjas: Z. KruopisK5 00:00 G-ViKėlinio pabaiga -- 89 T 51 d.
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:37 MiraNepataikytas tritaškis: G. Šidlauskas (Vidutinė situacija; 1/11 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:36 MiraPramestas tritaškis - nelietė lanko: G. Šidlauskas (Vidutinė situacija; 1/12 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:36 MiraBaigėsi atakos laikasK5 00:25 MiraSpaudimas pasiteisino - perimtas kamuolysK5 00:25 G-ViPrarastas kamuolys: R. Karūnas (5 kl.)K5 00:20 MiraŽaidėjas tempia laiką ir neskuba atakuoti: M. ViñasK5 00:02 MiraAtliktas blogas perdavimas: M. Viñas (→ L. Stere )K5 00:02 G-ViDėl besiginančio žaidėjo nuovargio atsirado gera situacija atakuoti: Z. KruopisK5 00:02 MiraNetaiklus metimas iš tritaškio. Kamuolys išsisuko iš lanko.: L. Stere (Gera situacija; 6/18 Trit.)
Žaidėjų įgūdžių santykis: 2; Metimo kokybė: 3; Gynėjas: Z. KruopisK5 00:0179 : 77MiraPataikytas tritaškis: L. Stere (Gera situacija; 23 tašk., 7/19 Trit.)
Žaidėjų įgūdžių santykis: 2; Metimo kokybė: 3; Gynėjas: Z. KruopisK5 00:00 G-ViKėlinio pabaiga -- 89 T 51 d.
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Ir chronologijoje daug kartu taip. Net dėl tokio bajerio pralošiau varžybas
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Definitelly bugged now. Messages in the same or next seconds. Shoots stats are calculated, rebonds in between are not :D
Q2 06:08 LWZ:Unlucky 3PT shot: M. Ponitka (Very bad situation; 1/4 3PT)
Players skills' ratio: 4; Shot quality ratio: -1; Defender: R. Meidus
Q2 06:07 26 : 30 LWZ:3PT shot: M. Ponitka (Very bad situation; 7 pts., 2/5 3PT)
Players skills' ratio: 4; Shot quality ratio: -1; Defender: R. Meidus
Q1 04:35 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/1 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
Q1 04:34 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/2 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
Q1 04:33 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/3 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
And my favorite - shot with teleport behind 3 point lane without rebound ;)
Q1 02:14 LWZ:Free throw missed: M. Kaczmarek (0/1 FT)
Q1 02:13 11 : 20 LWZ:3PT shot: M. Kaczmarek (Excellent situation; 8 pts., 2/2 3PT)
Players skills' ratio: 1; Shot quality ratio: 3; Defender: R. Meidus
And many more here -
Jogos
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Q2 06:08 LWZ:Unlucky 3PT shot: M. Ponitka (Very bad situation; 1/4 3PT)
Players skills' ratio: 4; Shot quality ratio: -1; Defender: R. Meidus
Q2 06:07 26 : 30 LWZ:3PT shot: M. Ponitka (Very bad situation; 7 pts., 2/5 3PT)
Players skills' ratio: 4; Shot quality ratio: -1; Defender: R. Meidus
Q1 04:35 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/1 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
Q1 04:34 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/2 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
Q1 04:33 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/3 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
And my favorite - shot with teleport behind 3 point lane without rebound ;)
Q1 02:14 LWZ:Free throw missed: M. Kaczmarek (0/1 FT)
Q1 02:13 11 : 20 LWZ:3PT shot: M. Kaczmarek (Excellent situation; 8 pts., 2/2 3PT)
Players skills' ratio: 1; Shot quality ratio: 3; Defender: R. Meidus
And many more here -

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what do you mean the influence of chance reaches the peak at every fourth lucky three-point (miss) hit.
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does it means when the 4th luck event happen, the next shot will not have luck event?
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and does the chance of luck events gradually increase from the 1st to the 4th events?
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Same for me. Opponent shooting 2-3 ina row without rebound
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Would you please explain this part:
The greater the shot distance, the greater the influence of chance, which reaches its peak at every fourth lucky three-point (miss) hit. -- 89 T 51 d.
The greater the shot distance, the greater the influence of chance, which reaches its peak at every fourth lucky three-point (miss) hit. -- 89 T 51 d.
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Thank you for feedback.
The match engine has been updated with hotfix. Version: 1.2.0-b.8-rc2 -- 89 T 51 d.
The match engine has been updated with hotfix. Version: 1.2.0-b.8-rc2 -- 89 T 51 d.
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In this game referee got probably a new house, or a car....
Jogos
Ps. There's an obvious bug in those 3p, T2M / Free Throw shoots , that are repeated magically 2-3 times in a row -without offensive rebound. -- 89 T 51 d.

Ps. There's an obvious bug in those 3p, T2M / Free Throw shoots , that are repeated magically 2-3 times in a row -without offensive rebound. -- 89 T 51 d.
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I would suggest to stop changing the Game Engine during the finals.
At least for the medal games (1st and 3rd place, and relegation)
My team, as 10th in league, will play in a single game for staying in the league/relegation/promotion with the 2nd place of the lower league. If you keep changing engine every game, i have no idea how my team will play. Which tactics to use - totally random -- 89 T 51 d.
At least for the medal games (1st and 3rd place, and relegation)
My team, as 10th in league, will play in a single game for staying in the league/relegation/promotion with the 2nd place of the lower league. If you keep changing engine every game, i have no idea how my team will play. Which tactics to use - totally random -- 89 T 51 d.
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I feel like there's heavy bias towards unlucky shots. In my last 4 games there have been a total of 2 lucky or miracle shots across ALL teams, not just my own. But every game there are between 12 and 16 total unlucky shots across both teams. I know the feature exists to keep teams from hypothetically going 200 - 0 but if one team is so much better than the other, they should probably not be matched together at all. In my opinion, unlucky is not the only random variable, there should also be lucky. I am new though, so if I'm misunderstanding something, can someone please explain it to me?
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i dont understand the question, you ask "how you want that randomness factor would work in a game" - from my previous post it is obvious how i feel about such big randomness. But the answer choices are hide randomness in chronology and i dont understand what is meant "change randomness by increasing safety factors"
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elprof yra tas kenya ports authority kur užbanintas dėl multi team :D
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anybody noticed there are almost no rebounds?
only 10 per team -- 89 T 52 d.
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Thank you for answering, previous principle preferred by Darius was not to have too big random factor. It cannot be in the simulation tha randomness can cause 20 points difference - this means its much bigger impact compared to tactics or maybe even player skills
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I like recent changes. I would even increased a bit more amount of blocks.
According randomness factor I like:
1. Do not change anything and leave as it is. -- 89 T 52 d.
According randomness factor I like:
1. Do not change anything and leave as it is. -- 89 T 52 d.
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one more thing , it is great that now during the games we see the number of engine version ( 1.1.3) but it would be great if we could see it before the game. Before it starts , in case if be miss that something was updated we will se that game will run on 1.1.4 so we will know that we have to change something
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I had several games when my best shooter missed 7-9 unlucky 3pts so thats way higher than 1/4. Maybe add some random, than if player already missed 5, he would make another 5? Anyway, I would prefer just hide these luck events, because it makes me mad while watching the game
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Definitely hide. The amount of unlucky events that are currently shown, makes me think basketball is gambling, not skill.
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I am very confused why would anyone want the GM to hide the information? Hiding luck events is just fooling yourself and doesn't change anything. No matter how the GM ultimately decides to change the randomization mechanism, I would like to see the information displayed in the game chronology without hiding, so that when we miss a shot , we clearly know what the cause it is, whether it's lucky, skills, tactics, or something else.
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update - the 3rd game - again the away team won! Maybe there is a bug of some kind of reverse home court advantage???
Jogos
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3. Change the randomness by increasing the effect of safeguards.
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I believe 3pt shot skill should influence 2pt shot some if it doesn't already. Otherwise Dwayne has been doing a fantastic job! Releasing the information we need on how the game works helps lot. Thanks!
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4. Randomness factor to be linked to players shape & game tiredness & relaxation factor & atmosphere- the more tiredness, relaxation, worse shape - the more unlucky events, the more atmosphere more lucky events....
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I have other proposal. Didn't know where to put it, so I write it here. Consuming time. For me it is most annoying part of the game. For some reason usually time is consumed by SG, who in most cases has lower ball handling skill than PG. So the ball often is stolen. And result is opposite than intended. My proposals are: 1. consuming time should be done mostly by PG, alternativelly best ball handler should be chosen. 2. Put consuming time in the tactics option. When you like to use it in the game, you just toggle it on and perhaps choose points difference, when it should be applied.
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My 1st game with the latest update. 1st quarter just ended and there were 18 deflections. I repeat - 18 in just 1st quarter.
Jogos
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In the end, there were 37 deflections in this match.
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10 unlucky 3point miss out of 42 shot vs 3 unlucky 3point miss out of 27 shot
It seems the random is penalizing teams with higher skill and better tactics -- 89 T 53 d.
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Why players whom i put to play 0 minutes (in case of foul trouble) already comes in 1st quarter and plays 4 minutes? You're forcing me to put them DNP or ruin my rotation
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With recent changes in match engine of national league, there was a bug that shot clock was not reset after a missed shot. This is why in the recent few days there were many expired shot clock violations and less rebounds than usual. It should be fixed from version: 1.2.0-b.9
Match engine updated:
https://www.basketpulse.com/en/Pagalba-sarasas.htm#hlpanc_632c567404b00
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Match engine updated:

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Bring back zone defenses!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The old match settings were much better for structuring defense. The new game settings kill the opportunities for game changing defenders.
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There is zone defence in game...
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There is NOT zone defenses any longer
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Taller is too advantageous against shorter. Many current NBA teams go small ball. Yet, this game is still decided by tall centres and tall shooters, which is outdated like the 90s, and makes the game a bit boring.
This forces us to give up better but shorter players, and only to choose the tallest centers and shooters.
I suggest increasing the advantages of shorter players, who can help balance the game. -- 89 T 56 d.
This forces us to give up better but shorter players, and only to choose the tallest centers and shooters.
I suggest increasing the advantages of shorter players, who can help balance the game. -- 89 T 56 d.
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for that matter, BasketPulse is based on player's "positions".
Totally unrealistic in today's NBA. Even the All-Star Game and First Team NBA selections are now position-less.
You only need to watch NBA highlights to see that LeBron is playing PG, and Kevin Durant can do that too on occasion. They would be a PF and a C in this game.
On the other hand, Doncic and Harden are playing PF on defense.
It's a different game.... -- 89 T 56 d.
Totally unrealistic in today's NBA. Even the All-Star Game and First Team NBA selections are now position-less.
You only need to watch NBA highlights to see that LeBron is playing PG, and Kevin Durant can do that too on occasion. They would be a PF and a C in this game.
On the other hand, Doncic and Harden are playing PF on defense.
It's a different game.... -- 89 T 56 d.
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In the examples given, the teams are similar level, the atmosphere in the match is low and the home advantage has minimal influence. It is normal that when the teams are of a similar level, the winner might be different each time.

@Šabas it's a nice to have feature, not a priority right now. We comment in the press conferences on the small changes and write a separate post for the bigger updates. You may want to check information on this page on the game day, just in case:






Thank you for the suggestion, not a priority right now, we will consider it in the future.






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are you saying that we don't have the penalty for playing a player 2 position away from his own?
From game manual:
"Positions
In the position setup you can assign each player three positions that he can play in. According to these assigned positions the player substitutions take place during the match. However you have to remember that all the players cannot play in all the positions."
and later on:
"This primary position is displayed in player‘s page, trades’ page and elsewhere. But this does not mean that he can not play in other positions. Players can play same well in their primary positions and in adjacent positions. For example, SG position player can play same well in PG or SF positions."
are you saying that this rule does not apply anymore?
Because in BasketPulse, a 208cm like LeBron is automatically given the position of PF, or maybe SF.
He cannot play PG by the above mentioned rule. -- 89 T 57 d.
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dwyane3: "time is usually consumed by PG, especially when the player has offensive setting set at playmaking. Could you share an example when SG was consuming time?"
it doesn't happen "always", but very often. Look here, game2 of WL4.3 Finals:
Jogos
4Q 0:21 Muli Player consumes time and holds attack: R. Paguinto
He's playing as SG:
4Q 4:20 Muli Best players are substituted in: R. Paguinto ( SG)
it's irrelevant that this player is also a back up PG, it would happen the same with any one else playing SG. Actually I'm using him at SG just because of this bug.
In game1, the same happened to my opponent (with "funny" results):
Jogos
4Q 0:22 BRO Player rushes to organize an attack: S. Pereira
4Q 0:03 BRO Due to good preparation of defending team's coaches attack wasn't finished with shot: S. Pereira
4Q 0:03 BROShot clock expired: S. Pereira -- 89 T 57 d.
it doesn't happen "always", but very often. Look here, game2 of WL4.3 Finals:

4Q 0:21 Muli Player consumes time and holds attack: R. Paguinto
He's playing as SG:
4Q 4:20 Muli Best players are substituted in: R. Paguinto ( SG)
it's irrelevant that this player is also a back up PG, it would happen the same with any one else playing SG. Actually I'm using him at SG just because of this bug.
In game1, the same happened to my opponent (with "funny" results):

4Q 0:22 BRO Player rushes to organize an attack: S. Pereira
4Q 0:03 BRO Due to good preparation of defending team's coaches attack wasn't finished with shot: S. Pereira
4Q 0:03 BROShot clock expired: S. Pereira -- 89 T 57 d.
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Thank you dwyane3. 220cm centres can overpower 210cm centres with higher RT, both rebounding and scoring inside. Please help list any specific aspects that shorter centres, such as Ben Wallace , Draymond Green, Bam Adebayo can help us win games, over the taller centres.
Lilkewise, please help list the specific aspects that shorter shooters are more useful? Such as speed boosting for 3pt chances and 3pt accuracy.
If the help manual is updated, when you have time, it would be very useful for new players understanding the game engine. Thank you. -- 89 T 58 d.
Lilkewise, please help list the specific aspects that shorter shooters are more useful? Such as speed boosting for 3pt chances and 3pt accuracy.
If the help manual is updated, when you have time, it would be very useful for new players understanding the game engine. Thank you. -- 89 T 58 d.
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good morning, when will you be able to calculate that the new game engine will be finished?
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2. Yes, if the player is playing two positions away then he will play worse than a player who plays his position. On the other hand, if the taller player plays out of primary position and has better skills than other player with lesser skills, the taller player might perform better.


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So why did we do a beta of 3 seasons? If then we are like this with a bigger problem, I'm very sorry but I don't understand anything of what is currently happening in the game and I don't know what the idea of the future of all this is, forgive me ignorance but I still think it is a psychological experimental test
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Couldn't you switch back to former engine while new one is still not mature enough to be playable / enjoyable?
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john1, tiredness is just a number. When player reach 100% he just cant get more tired.
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how will the tiredness and player's status work in the next season?
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OT: how Is It possibile that I gained 3 popularity positions (from 10 to 7) in my league and my sponsor offers are still lower than the past season??
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Example that fatigue is useless, because I make a squad of 10 players if others with 7 and with fatigue easily win games
Jogos
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