User Pass
Home Sign Up Contact Log In
KP
kink pink
offline
Link
 
when setting the % on plays ,does it need to equal 100%

5 Outputs.= 1}20% 2} 20% 3}30% 4) 10% 4)20%. =. 100% total


OR do you set it like this

5 outputs 1)60% 2}60% 3}60% 4}20% 4}40% = doesnt matter that they dont add up to 100%
 
RyanCane26
online
Link
 
It doesn't matter if they don't add up to 100. The game will adjust the ratios proportionately to equal 100 at sim time.
 
TJ Spikes
offline
Link
 
That's interesting. Is there a reason why you wouldn't want the control of making it 100 yourself?

I don't trust the sim math. I always make it equal 100, or I leave every output at 100 and let the auto-adjust work that voodoo magic based on play success.

 
codythetiger
offline
Link
 
Im the same way TJ, I make it the math work in the ratio's myself. I don't let the sim correct it.

I was also told that you can leave them all at 100% and it will still rotate the plays in the package
 
Ravenwood
offline
Link
 
Is there a definitive answer to how impactful 'auto adjust' settings are? The first Bort quote seems to suggest 1-5%, depending on what the setting is, from 'very slowly' to 'very quickly'. But I've also heard the adjustments are 3%, 6%, 9%, 12%, and 15%...

Originally posted by bhall43
Originally posted by Bort


October 1, 2011 Question Does an incomplete pass figure as a "bad" result for auto adjust?

Answer An incomplete pass (treated the same as a pass for zero yards) is a "bad" result, worth from (-1 to -5) depending on your adjust adjust speed.


Originally posted by Bort


February 6, 2011 Question Can we dispel the myths of the auto adjust and would you be willing to finally tell us how auto adjust works. It's the 2nd most important part of the game behind player building, and yet we only have speculation on how the adjust works. Is it multiplicitive or additive in nature? So, if "adjust quickly" is say a 15% adjustment based on the outcome of the play, is it adding/subtracting 15% as a % of the actual % inputed (15%*X)? Or is it adding/subtracting 15% as a whole number (15%+X)?

Answer I explained the actual values in a previous Q/A. It is very straightforward. It's simply adding/subtracting points to/from the bias you enter. If you put in 50, and it's raising the score of an output by 5, that output goes up by 5, and the others get -5 split up amongst them.

Edited by Ravenwood on Dec 31, 2024 17:49:55
 
TJ Spikes
offline
Link
 
I don't remember seeing those quotes before. Good work

So for the sake of easy math, let's say 5 plays at 20% starting out.

Each good play on Very Quickly would be a 5% bump.

After say 4 good plays, the "winner" would be sitting at 40% (4x+5%) The 4 others would be at 15% (-20% / 4 "losers") each.

Conversely every bad play takes away 5%, and gives 1.25% the other four.

The more outputs you have, the longer it will take to adjust away from the bad ones.

Imagine 11 plays. The good one will get a 5% bump, but the other 10 only get a 0.5% reduction, and that's if you go Very Quickly. If you're on Medium, you might as well turn it off at that point. Not only is it roulette to get to back to the good one, the bad ones aren't really going anywhere.

Edited by TJ Spikes on Dec 31, 2024 19:19:14
 
PeeJJK
SM4LL
offline
Link
 
Originally posted by TJ Spikes
I don't remember seeing those quotes before. Good work

So for the sake of easy math, let's say 5 plays at 20% starting out.

Each good play on Very Quickly would be a 5% bump.

After say 4 good plays, the "winner" would be sitting at 40% (4x+5%) The 4 others would be at 15% (-20% / 4 "losers") each.

Conversely every bad play takes away 5%, and gives 1.25% the other four.

The more outputs you have, the longer it will take to adjust away from the bad ones.

Imagine 11 plays. The good one will get a 5% bump, but the other 10 only get a 0.5% reduction, and that's if you go Very Quickly. If you're on Medium, you might as well turn it off at that point. Not only is it roulette to get to back to the good one, the bad ones aren't really going anywhere.



What if you had 100 plays all set to 1% set to very quickly?
 
L.A.Dolts
offline
Link
 
I'm assuming the hamster that keeps the server running would sh!t all over the wheel and crash the game.
 
TJ Spikes
offline
Link
 
You win GLB.Originally posted by PeeJJK
What if you had 100 plays all set to 1% set to very quickly?


 
melon27
offline
Link
 
Originally posted by PeeJJK
What if you had 100 plays all set to 1% set to very quickly?


Clearly not a computer guy

 
Stoned Beaver
offline
Link
 
Originally posted by PeeJJK
What if you had 100 plays all set to 1% set to very quickly?


Just from my personal experience, I've always found that packages with lots of plays were much quicker to adjust to running a smaller variety of plays than packages with less plays...

That being said I've never worked with packages with 100 plays before... or even close to it.

My best guess is that Bort doesn't let a play go below 1% if its in the package, or some set small number, so, having 100 plays and running quick adjust after a single good play... you would have a 6% chance of running the same play again while still having 1% chance of running all the others.

This is obviously mathematically supported...

A package with 5 plays each at 20% would after a single quick adjusted play be:
25/15/15/15/15

Whereas a package with 10 plays each at 10% after a single quick adjusted play would be:
15/5/5/5/5

15/25 = .6
5/15 = .3333

Meaning that quick adjust had almost double the impact on a package with 10 plays than one with 5 plays.



Edited by Stoned Beaver on Jan 1, 2025 09:58:40
Edited by Stoned Beaver on Jan 1, 2025 09:58:27
 
Ravenwood
offline
Link
 
In your example, Stoned Beaver, the successful play would get +5% chance of firing, while -5% would be distributed among the other plays (not -5% each).

Hypothetical situation 1:

I have a package with 4 passing plays, each initially set to 25% bias: Pass A, Pass B, Pass C, and Pass D. The auto-adjust for this package is set to 'Medium' (let's assume plus or minus 3% for now - still trying to confirm the actual percentages)...

Pass A fires, and is completed, resulting in a 'success'. The next time this same package fires, the bias percentages will be as follows I think...

Pass A = 28% (+3%)
Pass B = 24% (-1%)
Pass C = 24% (-1%)
Pass D = 24% (-1%)

Hypothetical situation 2:

As above, a package with 4 pass plays, each initially set to 25% bias.

Pass A fires, but the QB dings it off the waterboy's head on the sidelines, knocking him out cold and spilling Gatorade everywhere. Complete disaster. The next time this package fires, the bias percentages will be as follows...

Pass A = 22% (-3%)
Pass B = 26% (+1%)
Pass C = 26% (+1%)
Pass D = 26% (+1%)
 
WiSeIVIaN
offline
Link
 
Originally posted by Ravenwood
Is there a definitive answer to how impactful 'auto adjust' settings are? The first Bort quote seems to suggest 1-5%, depending on what the setting is, from 'very slowly' to 'very quickly'. But I've also heard the adjustments are 3%, 6%, 9%, 12%, and 15%...

Originally posted by bhall43

Originally posted by Bort



October 1, 2011 Question Does an incomplete pass figure as a "bad" result for auto adjust?

Answer An incomplete pass (treated the same as a pass for zero yards) is a "bad" result, worth from (-1 to -5) depending on your adjust adjust speed.


Originally posted by Bort



February 6, 2011 Question Can we dispel the myths of the auto adjust and would you be willing to finally tell us how auto adjust works. It's the 2nd most important part of the game behind player building, and yet we only have speculation on how the adjust works. Is it multiplicitive or additive in nature? So, if "adjust quickly" is say a 15% adjustment based on the outcome of the play, is it adding/subtracting 15% as a % of the actual % inputed (15%*X)? Or is it adding/subtracting 15% as a whole number (15%+X)?

Answer I explained the actual values in a previous Q/A. It is very straightforward. It's simply adding/subtracting points to/from the bias you enter. If you put in 50, and it's raising the score of an output by 5, that output goes up by 5, and the others get -5 split up amongst them.



I know these two quotes LOOK like they are related, and LOOK like they are saying that 5 means 5%, but they don't actually mean that or say that in either quote.

+/- 15% is from somewhere as the max adjustments for "very quickly". I don't have the bort quote though.

But the actual percentages don't truly matter. It's just about layering them into your OAI. Personally...

For frequent things (like run-pass ratio) I do very slowly.
For somewhat infrequent things like 3rd and short or 4th and short I do very quickly.
For regular play packages I tend to do the medium setting or sometimes quickly.

Has worked well enough so far.
 


You are not logged in. Please log in if you want to post a reply.