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*Decompiling the Sim: Overall Rating - Mooty99 - 06-22-2020

This is amazing, I know one of the big things that people want to know is if there are hidden attributes in the code that could explain the success of failure of different players at the same level


*Decompiling the Sim: Overall Rating - retrospace111 - 06-22-2020

does this mean agility is actually important for CBs


*Decompiling the Sim: Overall Rating - Yeenoghu - 06-22-2020

(06-21-2020, 10:33 PM)timeconsumer Wrote:Yeah in the past we've found other weird "breakpoints" as well. One of them was 87 vs 88 arm iirc, I'd have to double check with spec on that. Another one was 98 vs 100 arm where 98 arm is better (assuming 90 int and acc as well). I think a lot has to do with the ratio between certain attributes.
Absolutely correct with the mobile QB vs 'pocket' QB and the Speed breakpoints. I'll wait for infinite's post to not spoil anything, but the conventionally-held strategy is correct. It's actually worse for a 'pocket' QB to improve Speed past 79 (technically it becomes better again at 93+ Speed, but our self-imposed archetypes do not allow for such a player to exist). The only breakpoint I see specific to Arm is at 90, where WRs can get a slight boost. However, there is still much work to be done, so I wouldn't rule out anything.

(06-21-2020, 11:11 PM)The_Kidd Wrote:It would be interesting to see if the other archetypes have a similar speed exploit with a different rating(likely wont be the same rushing totals, but is there a scaled down ratio of the same exploit?). And how many playbooks can effectively take advantage of the speed exploit?

Wonder if this is the only position that experiences this?
Almost every position undergoes some type of modification to Speed when a play goes live, and the reasons vary greatly from position to position. Almost universally, the higher boosts to Speed are given to players that have a lower base Speed stat. Conversely, if a player is having a great day statistically, they will start to receive penalties to Speed. I suspect this was likely done to prevent exploits and to make the game more realistic (e.g. no WRs having 200+ yard games on a regular basis).

(06-22-2020, 03:14 AM)Mooty99 Wrote:This is amazing, I know one of the big things that people want to know is if there are hidden attributes in the code that could explain the success of failure of different players at the same level
I have found that there is a hidden attribute called 'Energy', which is related to but not identical to Endurance. However, I have not yet identified any specific effect that it has on gameplay--so far, it seems to be related more to the 'franchise mode' of the sim in regards to player negotiations and management.

(06-22-2020, 10:08 AM)retrospace111 Wrote:does this mean agility is actually important for CBs
The only in-game effect I've found for Agility that would be relevant for a CB occurs if you manage to get the ball on a passing play (so via interception or fumble recovery). My current understanding is that if any player has possession of the ball on a passing play, they receive a ~5% reduction to Speed if their Agility is below 75. So Agility has some effect, but important for CBs? Not really.

EDIT: I take this last point back. Agility also has a minor impact on every defender's ability to make a successful tackle.


*Decompiling the Sim: Overall Rating - The_Kidd - 06-22-2020

(06-22-2020, 03:13 PM)Maglubiyet Wrote:Almost every position undergoes some type of modification to Speed when a play goes live, and the reasons vary greatly from position to position. Almost universally, the higher boosts to Speed are give to players that have a lower base Speed stat. Conversely, if a player is having a great day statistically, they will start to receive penalties to Speed. I suspect this was likely done to prevent exploits and to make the game more realistic (e.g. no WRs having 200+ yard games on a regular basis).


I have found that there is a hidden attribute called 'Energy', which is related to but not identical to Endurance. However, I have not yet identified any specific effect that it has on gameplay--so far, it seems to be related more to the 'franchise mode' of the sim in regards to player negotiations and management.


Interesting, I wonder if every attribute basically has a breakpoint, like in engineering when they teach you about applying force or tension to that "optimal" zone because otherwise too much will break the system, break the machine, break the device. Does each attribute have a built in countermeasure to nerf players from becoming OP(Julio Jones, Calvin Johnson, Drew Brees, Aaron Rodgers, Aaron Donald, JJ Watt, Patrick Willis) when fully maxed out? And if so, what is the optimal zone where a player can perform with the most gain without those countermeasures being applied in game action?

This almost makes me not want to fully max any attributes until I can start properly working with the game myself.


*Decompiling the Sim: Overall Rating - 37thchamber - 06-23-2020

(06-23-2020, 12:33 AM)The_Kidd Wrote:This almost makes me not want to fully max any attributes until I can start properly working with the game myself.
From what I've seen, truly maxing any attribute (i.e. to 100) will always yield better outcomes than not maxed.

The problems come in when looking at our archetype max values. For example, an all-purpose back is slightly better off staying at 94 and not maxing speed to 95, I believe.


*Decompiling the Sim: Overall Rating - s4ndr0p - 06-23-2020

That is so great! Thanks a lot for your work.


*Decompiling the Sim: Overall Rating - infinitempg - 06-23-2020

(06-22-2020, 06:13 PM)Maglubiyet Wrote:Absolutely correct with the mobile QB vs 'pocket' QB and the Speed breakpoints. I'll wait for infinite's post to not spoil anything, but the conventionally-held strategy is correct. It's actually worse for a 'pocket' QB to improve Speed past 79 (technically it becomes better again at 93+ Speed, but our self-imposed archetypes do not allow for such a player to exist). The only breakpoint I see specific to Arm is at 90, where WRs can get a slight boost. However, there is still much work to be done, so I wouldn't rule out anything.

haha thanks! I'm working on doing some sim tests to see if I can confirm some of the thoughts I have based on the code, so it might take a bit. But this is correct as far as I can tell!

(06-22-2020, 06:13 PM)Maglubiyet Wrote:Almost every position undergoes some type of modification to Speed when a play goes live, and the reasons vary greatly from position to position. Almost universally, the higher boosts to Speed are given to players that have a lower base Speed stat. Conversely, if a player is having a great day statistically, they will start to receive penalties to Speed. I suspect this was likely done to prevent exploits and to make the game more realistic (e.g. no WRs having 200+ yard games on a regular basis).

Yup. It has some realism to it - for example if you have more than 30 rush attempts you slow down because you're probably tired. Weird that it has absolutely nothing to do with endurance though.


(06-22-2020, 06:13 PM)Maglubiyet Wrote:I have found that there is a hidden attribute called 'Energy', which is related to but not identical to Endurance. However, I have not yet identified any specific effect that it has on gameplay--so far, it seems to be related more to the 'franchise mode' of the sim in regards to player negotiations and management.

Haven't figured anything out with that either. It's bizarre. I'll have to look at the Chase and other in-play things and see if I can find it.


*Decompiling the Sim: Overall Rating - iseedoug - 07-01-2020

Awesome stuff man. I feel like a few of us have been trying to figure out this for years.

And the approach has always been an analyze the blackbox approach, but this takes it to the next level.