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Devs can't count
Forum index >> Bug reports >> Devs can't count Goto page : 1, 2
 
hades
Posts: 12
Posted on 2018-04-14 13:44:23
This season I have decided to try some things out with the running game, and so far the only thing I have discovered is that the devs have some maths issues
let me explain..
In this game vs Kungälv Gulls I decided to set the run at 50% on first, second and third down and this is what I ended up having during the game :
9/19 first down were runs (close enough^^)
11/15 second down were runs (over 75%)
9/10 third down were runs (90%)

In this game vs Zaragoza Pro'sI decided to set the run at 20% on first, second and third down and this is what I ended up having during the game :
2/23 first down were runs (less than 9%)
2/19 second down were runs (10%)
1/9 third down were runs (11%)

I will continu to try things out in the coming weeks but I doubt the problem is coming from my QB being disobedient.
In the meantime, if some of you have noticed some similarities with your running game please let me know and post your results here.
  
projectrracing
Posts: 7952
Posted on 2018-04-14 23:37:52
Without knowing how things work behind the scenes. It is an uphill battle trying to figure it all out.

The data you have presented doesn't take into account the QB changing the orders and doesn't take into account the situation of each down in each game.

My own personal experience is that whatever you set the percentage of runs at, it normally is somewhat 10% less.
  
dumbarajko
Posts: 194
Posted on 2018-04-14 23:59:13
hades wrote:

In this game vs Kungälv Gulls I decided to set the run at 50% on first, second and third down and this is what I ended up having during the game :
9/19 first down were runs (close enough^^)
11/15 second down were runs (over 75%)
9/10 third down were runs (90%)

In this game vs Zaragoza Pro'sI decided to set the run at 20% on first, second and third down and this is what I ended up having during the game :
2/23 first down were runs (less than 9%)
2/19 second down were runs (10%)
1/9 third down were runs (11%)



Sorry for saying this but this is ridiculous (stupid) statistic.

So, according to you, all of us that have orders at 10% running must get 6 running play & 54 passing plays on 60 total snaps????

Flip a coin 10 or 20 times. What are the odds to get same no of times heads and tails? Each time you have 50% chance to get tail and 50% to get head. But in total there is little chance to get 50% of each side after 20, 30, 50 throws.

Or throw a dice. You have 1/6 chance to get no 1. Are you really sure that in 60 throws you will get no 1 10 times??? Each time you have 83,4% to get no from 2 to 6 and only 16,6% chance to get no 1.

Please stop doing your statistic. Just a waste of time.
  
linkleo911
Posts: 1831
Posted on 2018-04-15 0:51:47
I do not think this is a (completely) stupid statistic. Indeed, we will hardly ever have the exact percentage we set for each down (anyone who knows a minimum of maths and statistics know it). But the numbers he showed in the first case (50%) are far from what was set and it is really curious. But we need more stats about 50% -run-set games before stating that there is something wrong with this.

By the way, we need to point that when we set 10% run usually we have no run during the game. The same happens when 90% run is set (we will not have any pass attempts).
  
bghandras
Posts: 841
Posted on 2018-04-15 7:42:48
3 comments, as i am experimenting with similar
1. QB does change about 10% of the plays.
2. Small sample, need more. Variance does cause funny small samples. Bigger one suggests around 10% variance.
3. If a QB ends up with the run, then i believe it was a passing play call.
  
pumuckl
Posts: 769
Posted on 2018-04-15 18:34:47
It is absolutely funny if someone talks about how random number generators have to work, without knowing how they work
  
Gatr22GI Supporter
Posts: 14540
Joined: 2009-09-29
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Posted on 2018-04-15 22:42:00
pumuckl wrote:

It is absolutely funny if someone talks about how random number generators have to work, without knowing how they work



It is funny, I agree and I needed a good laugh
  

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SrednaDGI Supporter
Posts: 4558
Joined: 2010-11-02
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Posted on 2018-04-16 9:22:47
Random number generators are never ever 100% random since there is no random in the universe. Even calculating random from the positions of atoms is not random since there the atom(s) will never be the place they where in just before you measure them and then there is the fact that observing an object does alter the object itself (quantum mechanics).

But taking all considerations into place and adding the (un)known code og GI, then this is pretty darn close to random.

I have seldom seen run plays on 10% run settings and seldom pass plays on 90% run. Setting the percentage at 50% and making stats of it would require around 10 or more games with same settings and players (without changing skills) in order for me to qualify as 'research', but I grant that the OP's stats does look odd.
  

"Quarterbacks should wear a dress." - Jack Lambert

If you are ever feeling down, just know that neither of Dorfenschmirtz's parents showed up to his birth.

Hard-core fan (ultimate supporter owner)shmertnicknameGI Supporter
Posts: 2498
Joined: 2011-10-17
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Hard-core fan (ultimate supporter owner)
Posted on 2018-04-16 11:44:05
hhhhaHAa ahah AHA ha hha HAH ahah hah
  
linkleo911
Posts: 1831
Posted on 2018-04-16 12:34:56
There is only one thing worse than quantum mechanics... it is called GI mechanics
  
 
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