This is a sim-mechanics discussion, NOT a post to try and "bring down the establishment" or anything like that. The sim seems whack to many of us - let's figure it out.
Ever notice how the players you draft - especially the ones from the 50s, 60s and early 70s, will not get their RL FTAs but will get more turnovers?
Why is that?
Pace adjustment killed a lot of what the older players were good at, but at the same time, did not fix what they weren't good at. We were given fg%+, but it wasn't implemented correctly. All you have to do is take a look at someone from the 60s... look at their fg%+, then look at their 2pt%#. It helps if you pick someone that doesn't shoot threes (take a Russell or Wilt).
The pace adjustment also does not seem to effect personal fouls. It still seems as though these players are fouling at a rate of per 48 minutes.
So the normalization did the following things: Made older players rebound less, shoot just as bad, foul just as much, turn the ball over just as much if not more, go to the line less, shoot less, score less.
Yet their salaries still seem extremely high compared to what they bring to the table.
Why pay $11-$13 million for Wilt when you can get Moses for $9 million who'll rebound better, shoot better (depending on the wilt, but i'm comparing wilts with 22.1%+ usage), and get to the line just as much.
Why pay $9 million for Bill Russell when you can get more boards, less turnovers, and much more efficient scoring (They'll have about the same amount of shots over a season) with Rodman for a couple hundred thousand less?
9-mill for Baylor vs 9-mill for Lebron? Baylor will grab a few more offensive boards, but Lebron will shoot better, get to the line more, foul less, turn the ball over less and will have a greater positive effect on his teams fg% than Baylor for roughly the same cost.
Three examples off the top of my head. All I can see is that you're paying for totals that you'll never achieve because of the advanced percentages. I think you're paying for a stat that isn't working (fg%+). The only benefit at all for these older guys is the minutes they bring to the table, but you can almost always find a guy who plays the same minutes that does everything better for cheaper. The big difference you'll find is the FTA, but those FTA don't matter because the older players will not get even remotely close to their RL fta.
This is a conversation that went down in a league forum, so read from bottom up:
02/05 15:56 ashamael should be a topic open for discussion as it related to the sim. Unfortunately, I can't post it in its proper place.
02/05 15:37 macphisto sitemail? :)
02/05 15:10 ashamael sorry for spamming this up. Can't exactly hold a forum conversation on the forums with monkee anymore.
02/05 15:08 ashamael Which brings me back to an issue with the sim: The normalization of eras is not reflected in the salary. We're paying salaries for extra stats that our players will never reach. I think we're also paying for guys' fg+, which is not reflected correctly when it gets broken down to 2pt%# and 3pt%# and sure isn't implemented.
02/05 15:05 ashamael This seems pretty consistent with what I see from players from that era, including Wilt, who almost always has fewer turnovers for me, but never gets close to his total possessions even when drafting 1000 to 1500 less possessions than my team ultimately ends up with.
02/05 15:04 ashamael so, I had fewer possessions (not an overdraft issue, either, my team finished with way more possessions than drafted) with the Big O. He turned the ball over about a quarter of a percent less, went to the line 5% less, but shot from the field 5% more.
02/05 15:02 ashamael fga: 1626 vs 1724 fta: 465 vs 813 tov: 318 vs 369. total possessions:2148.6 vs 2450.72. relative percentages: fga% 75.67 vs 70.35; fta%: 9.52% vs 14.6%; tov%: 14.8% vs 15.06%
02/05 14:56 ashamael Yeah. I just finished an OL with 64-65 Oscar. He finished below RL stats in points, fga, fta, tov and reb (both offensive and total). Rebounds are obvious: the normalization and the fact that few rebounders match their RL totals on good sim teams (because you draft so many boards)... Going to do some calculations.
02/05 07:52 monkee if they use TOV it amounts to the same thing - worse maybe - it doesnt take into account the impact of sharing the load and leaves your high usage guys turning the ball over at thier IRL rate while generating all the positive touch stats at a lesser blended rate - that would definitely explain the phenomenon of Wilt does everything a little less than at IRL pace except turn the ball over
02/05 00:55 ashamael monkee, they "said" they use tov% to determine turnovers even though they don't give us that stat to view, search or sort with. Of course, I think you know this sim better than (edited)...
02/04 20:43 monkee in other words Wilt may not get his boards or attempts because those are decided by a distro mechanism that takes aggregate usage into account and distributes the shots and boards accordingly but the turnovers are produced in a per minute non-blended manner (i.e. every possession/round each player is likely to turn it over on his normative IRL per minute TO standard and not on a mitigated 'this guy isnt getting as many touches as he did IRL' standard) my theory
02/04 20:40 monkee btw guys - I have a theory that the problem with sim turnovers is this - they are a per minute function of each player and do not aggregate in the manner that all the other positive 'touch' stats do - so even though everybody on a high usage team tends down in a blending on rpm, apm ppm etc - there is no aggregate blending mechanism and therefore high usage teams equal high turnovers
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I'm not sure what's right here, but I think the sim uses fta% and tov% to determine free throw attempt, turnover or just a field goal attempt. These are numbers we can't see, numbers that we have to calculate ourselves. These are numbers that we can't even look up on a site like basketball reference, because the turnover numbers prior to mid-70s are fabri-created by wis. I feel that numbers that are this vital to the sim should be not only viewable, but searchable and sortable. But that's not the point of this thread right now.
The point is to open discussion with those who play the sim - what experience have you had with sim stats versus RL stats in regards to these possession numbers: fga, fta, tov.
Have you found the fg%# to have any impact, or do you find the increases in fg% come from your typical high assist/up-tempo set-up?