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- #51
extra points for quad girth?Ok first thing Id do is feed the monkeys more bananas when they reward Hurn points.
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extra points for quad girth?Ok first thing Id do is feed the monkeys more bananas when they reward Hurn points.
That's how the HS get a return on their investment .....they want you reading their articlesless bloody articles about who to trade in and how to pick a starting team, too many teams are the same at the start of the year
I'm pretty sure they get a return on their investment every time those ******* dead chicken parts rain down from the sky.That's how the HS get a return on their investment .....they want you reading their articles
I don't think clearances have ever been a source of scoring. Gather from hitout/hard ball gets are which are the nitty gritty of clearances and obviously if it's an effective clearance it's almost always an effective possession which boosts their scoring.I would agree with ineffective disposals being awarded for rushed kicks out of congestion etc.
If the player has no option other than to dump kick the ball under pressure then it shouldn’t matter who it goes to.
Taranto and Cripps perfect examples of players with lots of contested possessions being punished for it after having first hands on the ball.
Do players still get points for clearances regardless of whether it’s effective or not? This used to be a huge strength for Cripps scoring. Then if it was effective it was worth the add on points. Ineffective and it was still like +5 for a clearance.
I don't think clearances have ever been a source of scoring. Gather from hitout/hard ball gets are which are the nitty gritty of clearances and obviously if it's an effective clearance it's almost always an effective possession which boosts their scoring.
For example hardball get (4.5 pts) + effective handball (1.5) = 6 points for a good handball if you've won the ball in dispute. But if CD deemed the handball to be a clanger its -4 so your net is 0.5 and you may as well have not won the pill to start with.
Doubt in this scenario CD would deem that play a clanger .....moreso an ineffective handball = 0 pointsFor example hardball get (4.5 pts) + effective handball (1.5) = 6 points for a good handball if you've won the ball in dispute. But if CD deemed the handball to be a clanger its -4 so your net is 0.5 and you may as well have not won the pill to start with.
How Points Are Scored
Effective kick = 4 Points
Ineffective kick = 0 Points
Clanger = -4 Points
Effective Handball = 1.5 Points
Ineffective handball = 0 Points
Handball clanger = -4 Points
Handball receive = 1.5 Point
Hardball get = 4.5 Points
I'm pretty sure they get a return on their investment every time those ******* dead chicken parts rain down from the sky.
I’ll use my workplace as an example. Years ago everyone was playing it and obsessed. I’ve watched most of them drift away and they all use the same excuse that it’s too time consuming now.So far there hasn't been a lot of suggestions that address buttox 's question .....how to keep Coach's engaged in the game longer in seasons ......surely this is an issue that the HS see's as a priority over improving the scoring system .....self interests of HS
So far there hasn't been a lot of suggestions that address buttox 's question .....how to keep Coach's engaged in the game longer in seasons ......surely this is an issue that the HS see's as a priority over improving the scoring system .....self interests of HS
You have way too much faith in CD my friend if you think they don’t pay some first possessions at stoppages as clangers. I agree there’s a lot of “ineffective” clearances (ie dump kick 30m around the body to a 50/50) but there’s absolutely a fair portion that get paid as clangers.Doubt in this scenario CD would deem that play a clanger .....moreso an ineffective handball = 0 points
So the points for the hardball get would remain & not be diluted
I do believe the point scoring system hasn't been adjusted for changes in the rules, like playon from kickouts .....points should be allocated in exactly the same manner as kicking out from the square
Getting rid of VC loop, emergency's and the reverse changes trade loop would be a good start.I’ll use my workplace as an example. Years ago everyone was playing it and obsessed. I’ve watched most of them drift away and they all use the same excuse that it’s too time consuming now.
Definitely a lot more strategic with VC loops, trading during the rounds, etc.
I prefer it now myself, but even then I’m down 600+ points through work commitments where I miss late outs, unable to capitalise on a decent VC score.
Well that is a reason given for people quitting.Does anyone have any suggestions on how to make the game harder instead of easier?