12-min quarters

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  • durvasa
    Rookie
    • Sep 2004
    • 94

    #16
    Re: 12-min quarters

    Originally posted by camulos
    The problem is people are looking for more than just accurate scores. The amount of shots and FG% will be out of whack for most people on 12 minute quarters.
    I agree. What I'm saying is that having all these stats correct for 9 minute quarters is realistic in a sort of superficial way. What I think would be a more realistic approach is setting the quarter length at 12 minutes, and keeping the gamespeed at about what Pared has it (42 or so), and adjusting the other sliders to force the user to play the game like real NBA teams. The ones I'm mainly thinking about are on-ball pressure and shot accuracy sliders. Maybe it would be necessary to reduce the effectiveness of the pro-hop and drop-step sliders as well. The effect should be to make the user run plays and use the shot clock effectively. Then, the scores will naturally reduce and you'll have similar stats for shot attempts, rebounds, and hopefully assists. I think with the right combination, realistic FG% is also possible. It will take a lot of experimentation, of course.

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    • durvasa
      Rookie
      • Sep 2004
      • 94

      #17
      Re: 12-min quarters

      Originally posted by camulos
      The problem is people are looking for more than just accurate scores. The amount of shots and FG% will be out of whack for most people on 12 minute quarters.
      I agree. What I'm saying is that having all these stats correct for 9 minute quarters is realistic in a sort of superficial way. What I think would be a more realistic approach is setting the quarter length at 12 minutes, and keeping the gamespeed at about what Pared has it (42 or so), and adjusting the other sliders to force the user to play the game like real NBA teams. The ones I'm mainly thinking about are on-ball pressure and shot accuracy sliders. Maybe it would be necessary to reduce the effectiveness of the pro-hop and drop-step sliders as well. The effect should be to make the user run plays and use the shot clock effectively. Then, the scores will naturally reduce and you'll have similar stats for shot attempts, rebounds, and hopefully assists. I think with the right combination, realistic FG% is also possible. It will take a lot of experimentation, of course.

      Comment

      • olec
        Rookie
        • Oct 2002
        • 181

        #18
        Re: 12-min quarters

        i think the problem about the game speed is simply how fast the player move up the court..
        you rarely see the PG racing to the halfcourt line at full pace.. in video games they always do,..
        during a 12-min game that is a LOT of saved time..

        Comment

        • olec
          Rookie
          • Oct 2002
          • 181

          #19
          Re: 12-min quarters

          i think the problem about the game speed is simply how fast the player move up the court..
          you rarely see the PG racing to the halfcourt line at full pace.. in video games they always do,..
          during a 12-min game that is a LOT of saved time..

          Comment

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