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The following changes have already been made:
* Three point shots are not taken *as* frequently any more. Please be advised that the reduction in probability for a 3 point shot to be taken right now is only 20% or so. (A two point shot will be taken in its place)
* Free throw shooting percentage has been tweaked so that there is a stronger correlation between the free throw shooting attribute and converted free throws
* Team chemistries are now more effective. Each level of a team chemistry infers a 20% reduction to your opponent's attributes (e.g. Team Chems are twice as powerful as they were before)
* Random "effects" in the sim have been tuned downward some so that results should be a little bit more consistent from game to game (please be advised that there are STILL opportunities for upsets and the like)
* Defense/blocking now reduce your opponent's scoring output instead of simply giving you more scoring output (aka defense works as you probably think it does now)
* Filler players will be scaled based on the day of the Season it is. (e.g. a filler player on Day 1 will not be as effective as a filler player on Day 40)
* The rating system has been modified as detailed here (http://www.courtrivals.com/forums/viewt … p?id=33822)
* Teams can now challenge other teams 2 times per season (increased from once per season)
* Modified the sim to give more predictable statistical output in the absence of player chemistries
I'll update this post as I make additional modifications. Please be advised that the stuff in the bottom list are not 100% "definitive" items although I plan on making every possible effort to complete them by Monday at 8 PM Eastern.
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kazz, important message i sent you.
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Also is there a Match-up system still being planned?

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TheKaz wrote:
* Team chemistries are now more effective. Each level of a team chemistry infers a 20% reduction to your opponent's attributes (e.g. Team Chems are twice as powerful as they were before)
So basically no team jumping or your fucked? I like it...i think.
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NICE!

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earlier in the other thread you had mentioned something about defense actually defending rather than doing what you said it did...did you do anything with that?

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when I click the rating link, it gives me an error

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walrus wrote:
earlier in the other thread you had mentioned something about defense actually defending rather than doing what you said it did...did you do anything with that?
Yes sorry about that. I just updated the thread up top to make mention of this!
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good it now does something hahaha

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DetRed88 wrote:
Bodsy wrote:
Also is there a Match-up system still being planned?
Would like to know this as well.
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TheKaz wrote:
pokepower5 wrote:
when I click the rating link, it gives me an error
Just fixed it. That'll learn me to copy and paste text instead of a link location
are you being sarcastic with the "learn me"?
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I would say scrap matchup system ideas - since everything is cumulative - and add a scouting system.
So, Team A is playing Team B. Team B has a Shooting Guard on their first line who averages 30 PPG. Team A would spend 5 of their 10 "Scouting Points" on finding out that line's shooting attributes. Because they only used 5, however, it is either too high or too low by 8-10 points (randomly). They can then spend the other five they have to scout other things, and the next day they get 10 more for their next opponents. Just tossing some ideas around.
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OctaneHugo wrote:
I would say scrap matchup system ideas - since everything is cumulative - and add a scouting system.
So, Team A is playing Team B. Team B has a Shooting Guard on their first line who averages 30 PPG. Team A would spend 5 of their 10 "Scouting Points" on finding out that line's shooting attributes. Because they only used 5, however, it is either too high or too low by 8-10 points (randomly). They can then spend the other five they have to scout other things, and the next day they get 10 more for their next opponents. Just tossing some ideas around.
What good would scouting do though, if you can't actively do anything to stop that specific player? That could be an off-shoot of the matchups though.
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OctaneHugo wrote:
I would say scrap matchup system ideas - since everything is cumulative - and add a scouting system.
So, Team A is playing Team B. Team B has a Shooting Guard on their first line who averages 30 PPG. Team A would spend 5 of their 10 "Scouting Points" on finding out that line's shooting attributes. Because they only used 5, however, it is either too high or too low by 8-10 points (randomly). They can then spend the other five they have to scout other things, and the next day they get 10 more for their next opponents. Just tossing some ideas around.
That would be cool
I think it would be nice to have a scouting and matchup....cause what good is knowing the other teams attributes if you cant decide who is guarding their best scorer anyway
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DetRed88 wrote:
OctaneHugo wrote:
I would say scrap matchup system ideas - since everything is cumulative - and add a scouting system.
So, Team A is playing Team B. Team B has a Shooting Guard on their first line who averages 30 PPG. Team A would spend 5 of their 10 "Scouting Points" on finding out that line's shooting attributes. Because they only used 5, however, it is either too high or too low by 8-10 points (randomly). They can then spend the other five they have to scout other things, and the next day they get 10 more for their next opponents. Just tossing some ideas around.What good would scouting do though, if you can't actively do anything to stop that specific player? That could be an off-shoot of the matchups though.
You use a defensive team chem/put individual defensive chems on that line.
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yes! more improvements!!
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if the rating system changes later after a few games
will the ratings of the games played before as in the first few games of the season change too?
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nyy601 wrote:
TheKaz wrote:
* Team chemistries are now more effective. Each level of a team chemistry infers a 20% reduction to your opponent's attributes (e.g. Team Chems are twice as powerful as they were before)
So basically no team jumping or your fucked? I like it...i think.
I hope this is true.

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mroger wrote:
if the rating system changes later after a few games
will the ratings of the games played before as in the first few games of the season change too?
ratings are determined at game-time and evolve throughout the season depending on where each team is situated (in terms of the divisions). They are not retroactive as your post asks.

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csc5782 wrote:
mroger wrote:
if the rating system changes later after a few games
will the ratings of the games played before as in the first few games of the season change too?ratings are determined at game-time and evolve throughout the season depending on where each team is situated (in terms of the divisions). They are not retroactive as your post asks.
I don't know if I am misreading one or the other of these posts, but I think he means if the season 3 rating system is used and then a week into season 4, kaz is able to implement the "new" ranking system, will the first weeks numbers change to reflect the "new" rating system. Hope that makes sense.

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hey kazz any chance we are doing team logos? thats the thing i'm really intreasted in seeing

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