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Sim Sim update planning

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If I were to introduce weather, I'd be fairly content for it to only have a marginal effect tbh and not define the pattern of the entire game
Absolutely agree. Weather effects in Qooty are too pronounced.
 

Spent some time cleaning up the commentary, so it should look a bit more coherent now. Still some noticeable bugs:

  • players will occasionally tackle their own teammates
  • players can occasionally mark their own kick
  • sometimes commentary will say that a player has taken a contested mark, but the next line the other team has the ball
  • sometimes commentary will say that a player releases a teammates with a handball but end up still having the ball themselves or the opposition have it.
  • a free kick could be paid to someone on team A and team B have the ball the next line
 

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I jiggled around stuff for years trying to get scores to both be sane but also variable, and same with players stats. Every tweak tends to effect everything else and the perfect balance is really tricky (if achievable), no matter what. I think you will be faced with this same challenge regardless of what approach or tools you use, and it just takes trial and error and testing a bunch of scenarios out, being ready to backtrack every time.
I managed to stabilise the scoring. Set it so that players actually retained possession after a mark or free kick which made the game a lot more free flowing up and down the field and reduced scrummages. Now scores are fairly consistently around the 100 points mark for either team.
 
Sent the app for NaturalDisaster to user test today

The first few lines of commentary were this.

{1}[Contest] 0:00: U2tigers gets the hit out
{1}[a_C] 0:04: Elton Johns Wig is wins it from the bottom of the pack
<<<ON: Jackbero | OFF: U2tigers>>>
{1}[a_C] 0:08: nahnah lays a crunching tackle on Elton Johns Wig

First time somebody other than me has used the sim and the result is U2tigers getting benched in 4 seconds lol
 
Sent the app for NaturalDisaster to user test today

The first few lines of commentary were this.

{1}[Contest] 0:00: U2tigers gets the hit out
{1}[a_C] 0:04: Elton Johns Wig is wins it from the bottom of the pack
<<<ON: Jackbero | OFF: U2tigers>>>
{1}[a_C] 0:08: nahnah lays a crunching tackle on Elton Johns Wig

First time somebody other than me has used the sim and the result is U2tigers getting benched in 4 seconds lol
Sounds like you’ve struck perfection
 
Sent the app for NaturalDisaster to user test today

The first few lines of commentary were this.

{1}[Contest] 0:00: U2tigers gets the hit out
{1}[a_C] 0:04: Elton Johns Wig is wins it from the bottom of the pack
<<<ON: Jackbero | OFF: U2tigers>>>
{1}[a_C] 0:08: nahnah lays a crunching tackle on Elton Johns Wig

First time somebody other than me has used the sim and the result is U2tigers getting benched in 4 seconds lol

If you need other testers I'm happy to give it a spin
 
I would have also thrown my hat in the ring, but my laptop broke and I'm on what can only be described as a potato-flavoured lemon with a keyboard, which is also potato flavoured and lemon in nature.
I should get a new laptop in about a week and then I might want a copy to test for you, Kennedy Parker
 

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I added an algorithm to calculate best on ground votes now.

The technical coding is easy, it's just a bunch of conditionals. Getting a metric that makes sense is the hard part.
 
I added an algorithm to calculate best on ground votes now.

The technical coding is easy, it's just a bunch of conditionals. Getting a metric that makes sense is the hard part.
Is it generally consistent, with a few outliers? Inconsistent enough to not make it predictable?
 
Is it generally consistent, with a few outliers? Inconsistent enough to not make it predictable?
If implemented as is, it would consistently enrage all glory hunting stats whores.
 
If implemented as is, it would consistently enrage all glory hunting stats whores.
Lock it in!


Seriously, it needs an element of unpredictability, if you can manage it. Happy to spitball ideas if you're at an impasse.
 

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Lock it in!


Seriously, it needs an element of unpredictability, if you can manage it. Happy to spitball ideas if you're at an impasse.
The general premise is that I've designed it to reward territory gains instead of raw possession stats. So someone with 10 disposals could get the three votes if 5 of their kicks were torps that help advance their team from the halfback line to the full forward line.

Meanwhile, someone who gets 25 disposals mostly consisting of chip kicks, sideways handballs would get **** all points under the current algorithm.
 
The general premise is that I've designed it to reward territory gains instead of raw possession stats. So someone with 10 disposals could get the three votes if 5 of their kicks were torps that help advance their team from the halfback line to the full forward line.

Meanwhile, someone who gets 25 disposals mostly consisting of chip kicks, sideways handballs would get fu** all points under the current algorithm.

Did the tests come back with all positions able to get 3,2,1 as long as the possession is going forward? i.e. FF still gets points for kicking goals as they can't really kick anywhere else except sideways/into the goals?
 
Did the tests come back with all positions able to get 3,2,1 as long as the possession is going forward? i.e. FF still gets points for kicking goals as they can't really kick anywhere else except sideways/into the goals?
Yea It's a bit more complicated than that, basically rewards: territory gain, goals, marks, free kicks
Penalises: behinds, out on the full, frees against, getting tackled/dispossessed, letting your direct opponent do anything good
 
I'm gonna leave the best on votes calculation. The structure of the code is already there and it's just a matter of tweaking some values.

Gonna work on putting together the weather feature instead. Trying to get as much done as possible and move into stage 3 as the next 3 months will be busy.
 
Meanwhile, someone who gets 25 disposals mostly consisting of chip kicks, sideways handballs would get fu** all points under the current algorithm.
Andrew Gaff dislikes this
 
Implemented weather and did some preliminary test sims. I've noticed that even marginal changes in the speed of the game dependent on 'weather' can have some pretty dramatic effects on the scoring and stats output.
 

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