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Gameshape Theory

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This Post:
11
278441.1
Date: 04/19/2016 20:35:46
Overall Posts Rated:
926926
Ok, I'm watching my game right now and I'm running Patient. I've always thought it interesting that in slow offenses starters are prone to play longer minutes and that in faster offenses like RnG or LI starters can hit the bench after ~30 mins if the team is winning by a big enough margin.

My completely non fact based theory is that maybe fast paced and slow paced minutes affect Gameshape differently. For example a player that played 75 mins of fast paced ball will get penalized more than a player who played 75 mins of a game in Patient because those 75 mins were easier for them.

I realize this is just an idea but I thought I'd ask the community and hear what you all think and see if if matches up with the times we often feel that GS is based too much on luck or times we feel a drop was unwarranted.

Thanks for any feedback (y)

This Post:
00
278441.2 in reply to 278441.1
Date: 04/20/2016 07:57:04
Durham Wasps
II.2
Overall Posts Rated:
16171617
Second Team:
Sunderland Boilermakers
I'm not dismissing your notion, but I don't think the game shape calculation is sophisticated enough to take into account the pace of the offence. I do think it would be a good idea if it was though.

What I always try to do is to avoid using slow paced offences twice in the same week.

This Post:
00
278441.3 in reply to 278441.2
Date: 04/20/2016 08:34:45
Overall Posts Rated:
926926
This is basically my thoughts on it as well. I think it would be difficult for them to have coded that but it would kind of make sense and it could explain some of the jumpiness of GS.


This Post:
00
278441.4 in reply to 278441.3
Date: 04/20/2016 12:02:39
Overall Posts Rated:
485485
an aspect to GS that i have noticed is an expectation / allowance for greater minutes per player as the season progresses. the first weeks of the season, i think players are penalized for 80+ minutes. Last week, i had two players with 80+ minutes with no penalty to GS, but a player with less than 48 dropped two levels.

the randomness of the GS assessment is also real, I believe. no simple mechanical input produces x output.

this is only to suggest added levels of (possible) complexity to GS, on top of your idea that GS responds (possibly) to the offenses run.

This Post:
00
278441.5 in reply to 278441.4
Date: 04/20/2016 14:26:57
Durham Wasps
II.2
Overall Posts Rated:
16171617
Second Team:
Sunderland Boilermakers
I think that when game shape is calculated, the most important variable isn't the number of minutes, but the starting game shape. Which, in my opinion, is why the first week is very difficult, since the starting game shape is always 7. Again, this is only my opinion, if the player has game shape 9, there's a wider range of minutes which will keep his game shape up, and then as you go down to 7, you need to be much closer to the sweet spot.

This Post:
00
278441.7 in reply to 278441.6
Date: 04/21/2016 05:55:19
Overall Posts Rated:
4242
Maybe we can ask the developer or something and not make theories haha

From: SPLASHER

This Post:
00
278441.9 in reply to 278441.8
Date: 04/21/2016 06:15:46
Overall Posts Rated:
4242
Maybe they can tell so that we can improve our teams more and so we don't have people guessing about stuff in the forums.

From: SPLASHER

This Post:
00
278441.11 in reply to 278441.10
Date: 04/21/2016 06:20:14
Overall Posts Rated:
4242
Well ok.

Straight forward answer from you by the way. I like that. :)