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toolie

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Everything posted by toolie

  1. There was a play in John Elway's Quarterback (not a good game), I think it was called "Normal Play" where the guy would be super fast if you called that play.
  2. Opinions of Loverboy may vary... >http://www.youtube.com/watch?v=Retd_zI4T4k
  3. Here is a pdf version for those that don't have excel. Kumite2014Results.pdf
  4. What a day. Attached is the spreadsheet that has all the games with teams and scores. The first player listed chose the matchup and the second player got to select the team. Final Standings 1. Mort (Francis Buennagel) (1 loss) 2. toolie (Matt O'Toole) 3. Ones11fahzu (Matt Miller) 4. Joe Moskwa 4. tecmopsycho (Derek Ruble) 4. Regulator (Kyle Miller) When it got down to Mort and me he had no losses and I had one (to Matt Miller earlier in the day). I won our first game in a "Madison VI Redemption" NO/JETS game. I scored with under a minute to play to win 14-13. Our second game was also 14-13, but this time I (CHI) scored late just to make things look better, as Mort (KC) won pretty comfortably. The last game was classic Mort pulling a rabbit out of his hat. I had a 20-7 lead thanks in part to a fumble. Mort scored with maybe 3:00 to play. I faced a 4th and 1 with about 1:30 to play and I went for it. I called a pass, Mort brought pressure, Ellard was wide open, and Everett overthrew him. Wilson connects with Anthony Carter on a CC with time left only for the kickoff. 21-20. Great game, and a great finish to a long day. In the consolation bracket, Ryan Stewart beat Kevin Cabarello in the finals, but I don't know the details of that one. Many thanks to O'Dell who carried most of the weight in getting this set up, to Megan who was there all day and managed the spreadsheet, and to Chas Claus and Joe Moskwa for their help in making things run smoothly. Kumite2014Results.xlsx
  5. Due to the random nature of the way this tournament works, there should be high quality match-ups each round. We will do our best to feature games that will be interesting to the online community.
  6. I didn't mess with any playbooks. It's pretty much impossible to exploit any one play too badly with Waters at DB4. It would make a bit of a difference with called plays.
  7. So I played a full season using "only" Andre Waters. Here were the conditions. 1. On offense, the only plays you may call are Field Goal and Punt. 2. On kickoffs, you may advance the ball to the 5 yard line. For any kick that doesn't go that far, run straight out of bounds. 3. On defense, you must always control Andre Waters. You are also allowed to defend with your kicker and punter. 4. You are allowed to advance the ball on any turnover or blocked kick. 5. Punt returns are OK, since they are powered by Andre Waters. Results... Well as you can imagine it was a rough season. I started off halfway decent, but I think I lost my last five games and finished 5-11. Two losses really hurt me; one to the Cowboys and one to the Saints. In both cases I gave up a late TD where the receiver got a JJ and Waters auto-dived. Late-season games against the Oilers and Giants were hilarious, as they were in juiced mode and didn't care that the hapless Eagles were sub-five-hundred. Feagles racked up over 120 punts and quickly maxed out yards at 4095, which killed the average. Adding to the misery of the season was that the NFC was juiced and after about 11 games it was clear that my chances to getting into the playoffs were pretty much zero. Waters finished with 5 sacks and 4 INTs. 5 INTs if you count the one he coughed up. Tough challenge. I commend anyone that makes the playoffs. This was much more difficult than playing with my eyes closed.
  8. Keep working at it! Play a couple of seasons against the computer. You should get the hang of it before too long. Unless Mortimer sent you a trick controller! >http://www.youtube.com/watch?v=q4gfSiRkjlY
  9. Don't worry; stuff like this never happens when competition and gambling are mixed.
  10. >http://www.youtube.com/watch?v=oAGWC2DoLnQ ...fuckin' Freeman McNeil...
  11. Yeah, cool. So here you just call any play and press select after the snap to down the ball, yes?
  12. Has anybody ever incorporated a "take a knee" option in the game? Something that would lead to a 1- or 2-yard loss and take 1 second off the clock, and then have the clock run like normal afterwards? I would think perhaps it could be added as a menu option (like the Playbook change hack). I'm not sure I'd even enjoy that being an option, but I'm curious as to whether it can be easily done.
  13. So I'm a math guy, and I was interested in the problem of what the distribution of conditions would approach as the season goes on. Currently, with two games to play in week 15 of WTF: 2.0 (which tracks conditions), the distribution of conditions is this... 600 total players (20 teams, 30 players per team). Bad ( : 123 (20.5%) Average (A): 215 (35.8%) Good (G): 184 (30.7%) Excellent (E): 68 (11.3%) Injured (I): 10 (1.7%) From the forums, I read (via bruddog) that the chances of changing conditions goes like this: B: 25% stay in bad, 75% move to average 0% move to good, 0% move to excellent A: 25% move to bad, 50% stay in average, 25% move to good, 0% move to excellent G: 0% move to bad, 25% move to average, 50% stay in good, 25% move to excellent E: 0% move to bad, 0% move to average, 75% move to good, 25% move to average To model the flow of conditions, I used a very simple model that neglects injuries. The flow can be modeled using a 4x4 matrix T and a 4x1 conditions vector v, where the columns of the matrix T contain numbers based on the above percentages that sum to one, and the conditions vector v holds the number of players in each condition. At the start of the season, the conditions vector v = [0, 600, 0, 0] since everyone is in A. I'm writing this as a row vector for convenience, but for the matrix multiplication it needs to be a column vector. After each quarter, we perform the multiplication T*v, which produces the theoretical distribution of players after conditions change. After one quarter, v = [150, 300, 150, 0]. After two quarters, v = [112.5, 300, 150, 37.5]. After three quarters (and hence the first game, since conditions don't change after the 4th quarter) v = [103.125, 271.875, 178.125, 46.875]. So we have fractions of players in each state, which seems silly, but that's just a slight downside of the modeling process. After six games of this iterative process (just taking the output vector and hitting it with the matrix T 18 times) the distribution has settled in to be roughly v = [75.09, 225.16, 224.84, 74.91]. So it looks like the steady-state distribution of players would be v = [75, 225, 225, 75]. This is the case for this model. If we hit that vector v with T the output will not change. We can also show this using some matrix algebra, but we'll skip that for now. So the steady-state percentages for the distribution in this model are 12.5%, 37.5%, 37.5%, and 12.5% (1/8, 3/8, 3/8, 1/8). Our actual percentages are currently 20.5%, 35.8%, 30.7%, 11.3% (with 1.7% injured). After 15 weeks the system has had a lot of time to approach a steady-state distribution, if there is one, so injuries seem to make a significant impact on the numbers, or the system is just currently in a state of bias towards bad conditions. Improving the model to incorporate injuries seems doable enough, but there will be MANY more states due to the fact that you can't return from injury after every quarter. There is probably a way to incorporate injuries in an average sense, which would reduce the number of states (and hence the size of the matrix and vector) but I'd have to think about how to do that a bit more. One way to eliminate injuries is by taking out the players that can get injured (QB,RB,WR,TE). That leaves 18 players per team (360 total). The current distributions there are B: 20.3% A: 35.3% G: 32.5% E: 12.0% Pretty similar to the numbers with everyone involved, but not too far from the steady-state values. This season it looks like these non-injury-prone players as a whole have had slightly bad luck.
  14. I did a season like this with the Giants. Used LT and mainly blitzed all season. Made playoffs as a WC, beat WAS and PHI, got murdered by SF. It was interesting!
  15. Something the Mariners have yet to experience. Not rubbing it in; Lions still looking for a SB appearance.
  16. Was a good time at the meet-up. We simmed a season and then played the playoffs. Even got a crowd reaction when Jim Breech shanked a FG in overtime. I guess it was more gripping than the WS and MNF.
  17. Does this make it possible to also fumble recovered onside kicks?
  18. MrT and others are blowing things way out of proportion here. From my perspective everything here was done in a spirit of joking around. Their HSTL back-and-forth was a bit tiresome, but the pranks they pulled have been fairly harmless. Had MrT been at the tournament he would have clearly seen there was no malice in the Randy signs (the Millers, O'Dell and I helped make them the night before and we had some fun reminiscing Randy's greatest hits), and at least Randy had the decency to crop out (mostly) anyone else that was in the Brad pictures. And if we're keeping score, Brad has had to take a LOT more than he's dished out from Randy. It's not as if Randy owed Brad one, and Brad had already left the league, so this last volley of gags was sort of beating a dead horse.
  19. Yeah, my idea was to make that throw nearly unable to complete by varying attributes on the fly (so as to not alter the feel of the game too much)
  20. Is it possible / has it been done that the PC/PA (hacked to matter, of course) can be tied to the distance of a pass (say, yards between the QB and the X)? i.e. if the QB has 63/63 but throws a deep ball then the values decrease to something else (50/50 or something)? Just thinking of a way to decrease the chances of completing the 100 yd JJ.
  21. Hahaha I wish I had gotten 7.5 against Reg instead of 6.5. If I could have gone for two on that last TD you know I would have! And if you ever go to a live event, make sure to talk to Flo! He is the best player at any tourney he attends.
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