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發表於 2008-3-9 13:41:15
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More deterministic: Basketball can be a random game, with large differences from night to night (Knicks 89, Pistons 65 earlier this year), but in a 22-game season, and especially in single-elimination conference semifinals and finals, this can present a problem. It's also a problem for new users trying to understand why they won or lost the game. We have artificially decreased the random factor quite substantially so that the better team will win more often, and so that the results will make more sense. Please also note that the matchup ratings themselves will continue to vary from game to game, as will star ratings, since those depend upon the particular outcome.
Changes in Enthusiasm: With a decrease in the random factor, we can now use enthusiasm in a way that makes more sense than the current implementation. Right now, Take it Easy and Crunch Time affect the skills of the players; for example, the same player will behave as if his rebounding skill is higher when the team is playing Crunch Time. In the new version, his rebounding skill will remain the same, but he'll have a better chance at getting to rebounds that come down between players. You can think of the combination of these changes as our decreasing the random factor by averaging more dice, and then Crunch Time as a way of weighting the dice in your favor.
Boxscore: Because Take it Easy and Crunch Time no longer directly influence the team ratings, we will instead report on the boxscore which team tried harder, or whether they tried equally hard. If you find out that the home team tried somewhat harder than the away team, you will not know whether it means the home team was playing Crunch Time against Normal or whether the home team was playing Normal against Take it Easy, although if one of the teams is your own, it's pretty easy to figure out.
Forfeits: Improved handling of forfeits so that players play a reasonable number of minutes but do not set records, skew league leaders, etc.
Better Shooters: We've noticed how difficult it is to run an outside shooting-based offense. We were initially confused because many more users are training forwards than are training guards, so we thought that might be responsible, but as more information has come in it's clear that we need to help out outside offenses more than we have been. We will be increasing the efficiency of longer-range jump shots in order to improve this balance.
Injuries: We will decrease the length of all injuries generated by the game engine; you will approximately find that all injuries that currently are X weeks will now be of a length so that the player will miss approximately X league games. We'll also cut the length in half of all injuries that occur prior to the all-star break (this will be done at the all-star break). Further, doctors will have a larger role in determining the fraction of player injured during the game who pick up a longer-term injury; with a better doctor, more injured players will get quick help and be ready to come back for your next game.
New Draft Procedure: This really deserves its own news, and will get one in a few weeks when we're ready to release the final version. The current draft procedure will be overhauled and replaced with a more realistic scouting system. I'd advise you to invest in scouting if you are going to finish with a high draft position (like my own team, sadly).
Training/Salaries: Finally, a reminder that as previously announced, salaries will continue to update at the all-star break and training pace will be slightly reduced as we slowly bring it back to the long-term value. More changes to this will be announced for the upcoming offseason as part of the draft rewrite.
Training efficiency 減低 
[ 本帖最後由 leewaikei23 於 2008-3-9 01:43 PM 編輯 ] |
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