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As the 9th thread about the new speciality framework (17356214.1) is full, let's
continue here.
As always, you will find the summary an all the interesting posts of Tasos about
specialities.
► Editorials
- Editorial of May 9th, 2017: "New Framework for Specialties & Special Events"
(/MyHattrick/Editorials/default.aspx?EditorialID...)
► Devblogs
- (https://devblog.hattrick.org/2017/05/specialt...ents/)
Devblog published on May 2017 --> contains the skill used in each SE - not up-to-
date (see the table in the following post (17161178.2) for the skills considered
for each SE in the new ME)
- (https://devblog.hattrick.org/2017/12/a-new-ma...ssey/)
Devblog published on December 2017 --> information about the new SE & specialities
after making the new ME Live on December 11th, 2017.
- Note that skills given in the examples of this Devblog are not the "raw" skills,
but the skills updated with the side attributes (form, stamina, weather
events,...). For simplicity, HT-Tasos used players with exactly the same side
attributes. But a big difference with the old match engine is that the actual skill
including all the side attributes is what it matters and not the raw skill as we
show it on the player's details page (17152579.133).
#1 (17095629.1)
#2 (17101495.1)
#3 (17152579.1)
#4 (17161178.1)
#5 (17192231.1)
#6 (17219360.1)
#7 (17303760.1)
#8 (17342010.1)
#9 (17356214.1)
** Sc of the receiver
Goal Unpredictable scores on his own - - Sc GK
Goal Unpredictable special action Passing, XP Def*, XP* Sc** GK *Average
def. rating and XP of defenders of the same side
** Sc of the receiver
Goal Unpredictable mistake Def, XP, GK* Sc, XP - - * GK of your
goalkeeper vs Sc of the opponent
Unpredictable own goal Passing, GK* - - - * GK of your goalkeeper
vs Passing of your FW
Power Forward PM Def* Sc GK * Def. of Central Defenders
Sitting Midfielder Def, Stamina Sc, Stamina - -
Winger to anyone W Def* Sc** GK * Average def. rating of the same side
** Sc of the receiver
Winger to Head W Def* Sc** GK * Average def. rating of the same side
** Sc of the receiver
Corner to anyone IndSpAtt, Sp* IndSpDef* Sc** GK * Indirect offensive set
pieces + a bonus/malus of the set piecer of the corner VS Indirect defensive set
pieces of the opponent
** Sc of the receiver
Corner: Head specialist IndSpAtt, Sp*, Headers** IndSpDef*, Headers**
* Indirect offensive set pieces + a bonus/malus of the set piecer of the
corner VS Indirect defensive set pieces of the opponent
With of course:
- Sc=Scoring
- Def=Defending
- PM=Playmaking
- W=Winger
- GK=Goalkeeping
- XP=Experience
- Sp=Set Pieces
► Goalkeeper
- Unpredictable Long Pass
- His goalkeeping skill is used for every SE leading to a goal (except Corner +
Head).
► Midfielders
- Corner to Anyone (except if he is SP taker)
- Corner + Head (except if he is SP taker)
- Winger to Anyone - receiver only
- Winger to Head - receiver only
- Unpredictable scores
- Unpredictable Special Action - can generate only
- Unpredictable Mistake
- Quick scores
- Quick pass - can generate only
- Tech vs Head
- If Quick/Powerful/Unpredictable, give a bonus respectively to CA/Pressing/Play
Creatively tactic level
- If Quick, can cancel the boost to CA tactic level from opponent Quick players
(midfielders, wingers and forwards)
- If Powerful and with defensive order (PDIM), can press an opposite team's action
- If Head, can face a SE Tech vs Head from the opponent
- Ability to man-mark (if Powerful, with a 10% bonus, if without spec, +5%)
- Can be man-marked (if Technical, with 8% malus, if Unpred., 8% bonus)
► Wingers
- Corner to Anyone (except if he is SP taker)
- Corner + Head (except if he is SP taker)
- Winger to Anyone - can generate and receive
- Winger to Head - can generate and receive
- Unpredictable scores
- Unpredictable Special Action
- Unpredictable Long Pass - receiver only
- Unpredictable Own goal
- Quick scores
- Quick pass
- Tech vs Head
- If Quick/Powerful/Unpredictable, give a bonus respectively to CA/Pressing/Play
Creatively tactic level
- Can't man-mark
- Can be man-marked (if Technical, with 8% malus, if Unpred., 8% bonus)
► Forwards
- Corner to Anyone (except if he is SP taker)
- Corner + Head (except if he is SP taker)
- Winger to Anyone - receiver only
- Winger to Head - receiver only
- Unpredictable scores
- Unpredictable Special Action
- Unpredictable Long Pass - receiver only
- Unpredictable Own goal
- Quick scores
- Quick pass
- Tech vs Head
- Experienced Forward
- If Powerful and with normal order (PNF), can create a 2nd occasion after a missed
normal chance
- If Quick/Powerful/Unpredictable, give a bonus respectively to CA/Pressing/Play
Creatively tactic level
- If Technical and with defensive order (TDF), give a boost on lateral attack
ratings
- Can't man-mark
- Can be man-marked (if Technical, with 8% malus, if Unpred. 8% bonus)
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General
- All team SEs have a protagonist and any player is eligible (no matter specialty).
- A few SEs also have a receiver: C+?, W+?, Q-pass, U-long pass and U-special
action.
- The general probability for a new SE is reduced after each SE (from manual),
being 6 the maximum modified by +1 for each team using PC tactic.
Individual SE
U
- U-long pass protagonists: gk/wb/cd
- U-special action protagonists: all except gk
- U-long pass and U-special action receivers: wg/fw
- U-scores protagonists: wg/im/fw
- U-mistake (negative SE) protagonists: wb/cd/im
- U-OG (negative SE) protagonists: wg/fw
- missed U-scores and U-special action may generate a CA
T
- TvH: a team with T may receive the event (only protagonist are tested) and will
fail at phase 3 if the opponent has no H
- TvH protagonists: wg/im/fw, must find a H at wb/cd/im in opponent side
W (wingers)
- both W protagonists: wingers
- W+A receivers: any wg/im/fw excluding the wg crossing
- W+H receivers: any H wg/im/fw excluding the wg crossing
- W+H: phase 1 is adjusted by H and phase 2 is also decided by H (in both phases
the protagonists wingers are not used)
Team SE
C (corners)
- both C protagonist: set piece (SP) taker
- C+A receivers: any player excluding the SP taker
- C+H receivers: any H player excluding the SP taker
- C+H: phase 1 is adjusted by H and phase 2 is decided by MF (otherwise a team with
0 would not "steal" frequency as @jezerk11 found)
XP
- XP+ protagonists: fw
- XP- (negative SE) protagonists: wb/cd
ST (stamina)
- ST- (negative SE) protagonists: wb/cd
- ST-: can only happen at 2nd half
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(https://devblog.hattrick.org/2017/12/a-new-ma...ssey/)
Each special event has its own initial probabilities. However, those numbers are
dynamic and updated during the match based on your lineup. For example, if you and
your opponent don’t have any quick player, the probability of all quick players
will be reduced to zero and the same amount will be added to the rest. Same as if
you have a lot of Unpredictable players, those events will have a higher
probability to get triggered.
We also made it possible that the same Special Event can happen more than once. But
every next time, it will be harder to trigger it. Plus, all the negative events
have a bigger decrease ratio than the rest. So, it will be rarer to get a second
inexperience event compared to a second corner.
General Comments
Form, stamina, experience, health, loyalty, mother club and weather events affect
all the example given in the following pots.
In the first case, if you have 1 quick player and you add a second one with lower
skills, your TOTAL success rate for this event will be decreased.
But with the second case, every time you add a player, your total success rate will
be increased.
(17101495.702) : Formulas have been tweaked so the final special events occurrence
will be the same. For example, if a quick rush had 5% to reach the scoring formula,
it stills has the same.
(7192231.76) : There are two kinds of changes that we can do on Special Events.
A change to the first one will only affect the specialty that we did the change. A
change to the frequencies is not specialty specific. As we said, specialties are
interconnected now. If we increase the frequency of quicks, for example, the rest
of the special events will have a decrease in their freq. That's how the system was
designed.
And the main reason we did the whole re-implementation was for that exact reason.
To have full access to tweak whenever we feel there is a need. Keep monitoring it
and scratch here and there.
These changes are not something that could affect a user, but only the extreme
tactics that might be noticeable there.
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Ravanusa FC
Franţa VI.524
(17192231.82): Imagine that you have 100 points to spend on all the different
special events. Those points are part of the decision process on what SE we will
generate. If you want to increase the frequency of the quick events, you need to
"steal" some points from another special event and put it on the quick event. As a
result, to boost one event, you have to nerf another. Just to make it clear, a
change in goal conversion is far bigger and more important. This should be
announced either in advance or immediately after the change since it can affect the
training plan of teams. If a quick player, for example, can score easier after a
change, you don't need to train him on scoring up to X level. This is something
that we haven't touched since the release of the special events.
(17192231.808): Imagine that in every match, the sum of probabilities for all the
special events must be 1. If in one match, some specialties are missing, those
special events that cannot be triggered are equally split to the rest of the
special events. Again, the sum of probs should stay 1. Actually, there is a check
on the match engine, that if for any case, the sum is not 1, then the match will
never start.
(17341561.156)
We have the following events that count as positive in expected goals
- UnpredictableLongPass
- UnpredictableOnHisOwn
- UnpredictableSpecialAction
- QuickRushesOnHisOwn
- QuickRushesAndPassesTheBall
- CornerToAnyone
- WingerToAnyone
- CornerToHeader
- WingerToHeader
- TechnicalGoesAroundHeadPlayer
- PowerfulNormalForwardGeneratesExtraChance
- PowerfulDefensiveInnerPressesChance
Specialty ExpectedGoals
Unpredictable x
Quick y
Head z
Technical w
Powerful q
If x is 0.42 for example, it means that can produce A goals per match and receive B
goals from mistake and own goal, which A-B = 0.42
Any number higher 0 is means the specialty has a positive impact in your team.
While a negative means we did something wrong and you only receive goals
(17341561.159)
1) Current situation with own goal and unpredictable mistake fixed*
Specialty ExpectedGoals
Corner+Winger 1.02
Header 0.16
Quick 0.64
Technical 0.15
Unpredictable 0.34
Powerful 0.31
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Specialty ExpectedGoals
Corner+Winger 1.02
Header 0.21
Quick 0.64
Technical 0.15
Unpredictable 0.47
Powerful 0.31
*unpredictable mistake was not the same as the own goal. The right team assigned
the event, but the unpredictable of the opponent were influenced the result or not.
The problem with those two events where that their code are too different from the
rest of the special events and some things mixed up. Keep in mind that
unpredictable mistake hasn't been released yet. Will be with the small
recalibration of the own goal bug.
About the results, I am satisfied with the 4th version. Quick and unpredictable
have to be higher than the rest since they have other disadvantages as well.
Headers don't have any other disadvantage (techvshead is included) and technical
has also CAs and TDF impact.
(17341561.162)
The tables are an aggregated number of the specialty. What unpredictables can offer
to your team? X goals and a chance to give a CA to your opponent. What quicks can
do? Y goals, but can suffer in specific weather. etc
(17341561.166)
Corner + Winger is Corner to Anyone and Winger to Anyone
Header is Corner to Header and Winger to Header
(17341561.179)
The corner to anyone and winger to anyone is by design more powerful than specs.
Was communicated that we want specless players to have something to offer. And
don't make it no-brainer to fill every positon with a spec.
About Powerful, it's not only PNF, but also defensive PIM which can press an
opponent chance goal. But PNF by itself is around 0.19-0.20
(17341561.181)
About headers, the numbers on the table includes already the techvshead impact.
Without it it's + what you see in technical specialty.
(17341561.192)
Tell that to your player that will score an own goal or create a chance for your
opponent to score. Specialties have disadvantages (or risks if you prefer) while
non-spec players don't. That's the difference.
(17341561.227)
I explained it in a previous post that the process is to run in random matches many
scenarios since it is faster and then verify that the results of 1-2 you prefer the
most are still valid in handpicked lineups. Also, you cannot test changes only on
high ratings (or as you said, top divisions). You know that the formulas behave
differently in low and high ratings. That's why you need to find a proper model
that it's stable in both cases.
(17341561.231)
When we introduced the new Special Event, we mentioned that the number of players
you have that can participate in an event increase or decrease the chances to
trigger this event, however we also said that this event will continue or drop
based on the number of players that can triggered compared to the total players
that can create such an event. In the unpredictable mistake, the first part was
correct, but the amount of players of the other team were used to decide if we will
continue or not with the event. That's why you didn't see any unpredictable mistake
with 0 unpredictables in the opponent team.
(17341561.264)
It's not just the positive events. It's the positive events minus the negative
events. To simplify the numbers, let's say that you can have 2 goals from positives
and 1 goal against you. The number you see in the table is 2-1 = 1
The specs are aligned almost equally in the positions.
(17341561.265)
I didn't say it's only extreme lineups. I also said that we had several lineups
that we used for special events and man marking. Both extreme and balanced.
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(17341561.268)
The numbers you see in my post includes the bug fix which has a higher frequency of
un mistakes
(17341561.278)
I said I have a several handpicked lineups. Not 1-2. If it was 1-2, it wouldn't be
time consuming. Also, I never said there will be a revamp at the end of a season. I
said might be later on. Means, this will not stay as it is forever. We will touch
the code, but I never said it will be this season or in 5 seasons. And no, I don't
have plans to do it in a matter of 1-2 seasons.
(17341561.280)
Because there is no way to decrease something without increasing something else.
(17341561.285)
What I said is that i test 10-15-30 different scenarios (like the 4 I posted here)
in random matches based on some rules, which is fast enough and then I choose the
best 1-2 of those scenarios to validate in several handpicked lineups I have. To be
sure that the behavior they have in the random matches is the same as in the
handpicked lineups.
(17341561.328)
As I explained in previous posts, the expected goal is a number that aggregate all
events where those that can score has a positive sign and those that can lead to
the opponent to score a negative sign. For example, headers in the table is corner
to header + winger to header - techvshead. Same for powerful. PNF - PDIM.
(17341561.611)
Modifications of the ME after correction of Unpredictable negative events with
impact on headers:
(https://devblog.hattrick.org/2020/06/an-unpre...ayer/)
(17341561.619)
I didn't mention any scenario here that will increase the positive unpredictable
events. The scenario 4 decrease frequency of OwnGoal and Mistake, increase
frequency of Corner to Head and Winger to Head, and decrease success ratio of Own
Goal.
(17341561.623)
Confirmation that scenario 4) (mentioned before) is the one that will be
implemented.
(17341561.629)
If you decrease the negative events, the expected goals increases. Think about it
as
Expected goal for Unpredictables = positive events - negative events
(17342010.377): It's mostly the same in events that need two players. For example,
Unpredictable Long pass. You need a Winger or Forward to pass the ball. If for any
reason, you don't have any, the event is cancelled.
- (17101495.380) : Weather events are triggered at the beginning of the match and
affect all related players. Of course with far smaller effect than the previous
version.
- (17101495.462) : Keep in mind that this is 5% penalty to all the players that
have the related specialty. For example, adding a quick player on rain without
changing anything else, can decrease your winning chances by 1.5% more or less,
based on the skills of the player.
- (17101495.531) & (17101495.542) : Weather is static for the whole match. Weather
events will be always there for the whole match, but with a smaller impact.
- (17101495.931) : Since the weather is not fixed and you can send match orders a
week before the actual match, I am not sure it is a wise move to add weather events
on the ratings predictor.
- (17101495.936) & (17101495.940) : We have some ideas for longer weather forecasts
and more dynamic types, but I don't expect them for this season. Another option
could be to reduce the number of weather updates to 2. One after the league match,
one after the cup match (or after training).
- (17152579.133) :
- since the weather event will affect his skills, then the success rate for quick
events will be lower (in case of sunny/rainy game).
- When you got yourline up done and check it with the own tool that HT has, the
prediction doesn't work with new weather implementations. One idea is to make it
use the current weather event, but creating a dropdown that will let you choose
between a weather is not the path I want to step into.
- (17152579.365) : We cannot exclude specific position since you can swap players
during the 90'. What we can do is to exclude the keeping skill from all of them,
but not the defending skill. So Goalkeepers will be affected by weather events,
except for their Goalkeeping skill.
--> Finally it wasn't implemented, as stated by Tasos here (17161178.640) : I guess
the misunderstanding happened in the quoted post. When I mentioned that excluding
keeper skill could be a solution. But we never did. So, yes. Weather events affect
keeper skill as well.
From now on, Playing Creatively tactic has a tactic level just like the rest.
Experience and passing are the important skills, with the latter 4x times more than
experience. Unpredictable players contribute twice to the tactic compared to the
rest of the players.
Play Creatively will increase the maximum number of Special Events by 1 (if both
teams use it, then by 2), the chance to create an event and will also increase the
probability just for the team that gets it. A high tactic skill can even double the
chances to receive the event instead of your opponent.
- (17101495.533) (also in the Devblog): A high tactic level can double your chances
to get the event instead of your opponent.
(17152579.906) : The way we implemented the Play Creatively tactic was like that.
You need to have the right lineup compared to your opponent to see improvements.
Actually, the home team in the linked match increased his chances to get a special
event by ~10p.p. However, if your opponent is far, far better on a special event,
he can take advantage of the increased number of special events in the match.
Let's say that I have 2 quick players from the 8 available positions that can
trigger an event. But my opponent has 6 from the 8. Playing creatively will not
help. And if your opponent is specialized in other events too, then probably this
will backfire on me.
(17161178.294) : The original version of event 335 (Tactic type: Play Creatively)
that LAs translate from has been edited today with the addition of the tactic
level.
(17171250.25) : There are 3 places that Play Creatively affects the results:
1) The maximum number of special events. If one team uses PC, max increased by 1.
If both teams use PC, then max increased by 2.
2) The part that we decide if we will have a special event and/or something else.
Let's say for simplicity that this is 10% (random number for example). If a team
chose the PC as a tactic, this number will be higher. Much higher if both teams
play creatively.
3) When we decide which team will get the special event. The team that plays
creatively has bigger chances to get it compared to the case without it.
I said it a couple of times, that if you opt for PC and your opponent has a more
specialized lineup, the effect can easily backfire due to 1) and 2).
(17303260.542)
Playing creatively increase only the chances for a special event. Non tactical CA
and LS are not SE.
(17303260.557)
First, we choose what type of special event we will generate. Then we decide which
team will get the event. Here is where the PC affects the chances. You increase the
chances to get the event. Then we find the appropriate players and calculate the
conversion rates.
- (17152579.809) : Both quick rushes on his own and quick rushes and pass to
another player can be stopped by an opponent quick player.
- (17161178.379) : About Quick scores, about the check Scoring of attacking player
VS Defending of defending player: If you don't have any player to stop him, then it
is a random player from the defender line (wing back or central defender). If you
don't have any there, then next on the queue are IM and Wingers.
- (17161178.379) : About Quick pass: the defense rating of the same side means the
average of the defending skill from the same side. What the same side means here:
-- FWR, WR, IMR vs WBL, CDL (corrected here: (17161178.954) )
-- FWL, WL, IML vs WBR, CDR (corrected here: (17161178.954) )
-- all the rest vs CDL, CD, CDR
More recent stats (January 2019) from Azazil_3bucuk (1427747), on the SE Tech vs
Head : (17219360.82)
- table for event per match according to technical and header player count:
(https://docs.google.com/spreadsheets/d/1xdq32...53475)
- Conversion rates according to player positions. We don't know player abilities
like goalkeeping, defending, scoring etc but it gives some info nonetheless.
- (17192231.516): The number of headers in your opponent team doesn't affect your
chances to see the tech vs head event.
2) Technical defenders :
- (17152579.131): The technical defender can create just another non-tactical
counter attack. Whatever were the rules for those, are the same for these as well.
Keep in mind that technical defenders can create non-tactical CA ONLY from normal
chances.
- (17303260.251): In the next days-weeks, we will add a new event type for CA that
will be triggered by tech defenders. I am sure you will be able to come up with the
answer then :)
3) Others :
- (17101495.539): They haven't touched the area of bonus for Technical players for
penalty shotouts (so it should be just like before).
(https://devblog.hattrick.org/2020/06/an-unpre...ayer/)
Devblog published in June 2020, explaining corrections made by Tasos on negative SE
for Unpredictables.
- a game where both teams played PC and where 8 Unpred events were triggered for
the same team (who had 11 Unpred players): (625672009)
(17341561.181)
Unpredictable can create a counter attack for your opponent in case he misses the
event "Unpredictable on his own". Which imo is a big disadvantage since can become
a goal.
(17341561.201)
If you one of your players can such an event and missed it, there is a fix chance
that will create a counter attack for your opponent. So, it's something different
from the regular counter attacks that triggered by missed chances.
(17341561.205)
Fix chance means that there is a x% chance regardless the player or anything else
that can affect it.
(17342010.232): I found the reason of the CA which is not related to the OwnGoal
event. However, not sure yet if it is a technical or presentational bug. Still
digging on it.
- SysInfo of 27/05/2020:
"Today, we released a bug fix in Hattrick's Match Engine where the special event
"Unpredictable Own goal" was given to the wrong team.
The SE has more chances to be given to the team which has the greater number of
Unpredictable wingers and forwards on field, but it wasn't. This bug is now
corrected."
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#18: Editor HT-PressLA-Alpa Supporter Diamond » #1: ToţiMergi la începutul paginii!
13.03.2021 22:37Copiază Mesajul în stilul ultimul
- (17341561.23)
I did a really quick check and it seems the impact is higher than what was
originally planned. What I can say for sure is that I WILL update the code to
decrease the own goal frequency. But don't expect that it will be as before where
the positive events where far greater the negatives in a match.
(17341561.34)
I checked the matches before and after the bug fix. I created three match groups.
-Bad: Positive - Negative < 0
-Neutral: Positive - Negative is 0 or 1
-Good: Positive - Negative > 1
Before 27-05-2020 in matches that there is at least one unpredictable event
-bad: 7.3855%
-neutral: 87.1426%
-good: 5.4718%
After 27-05-2020 in matches with at least one un event
-bad: 29.1281%
-neutral: 66.9371%
-good: 3.9348%
Yes. The difference is big. Don't forget we assigned the event to the wrong team.
Is it acceptable? In my opinion, if this was the status when we first introduced
the new special event, I would (maybe) have been satisfied. But since we are
already several seasons after that, I don't want to inject such a change now. So,
you should expect a reduce in those numbers.
(17341561.38): It's 29% a wrong decision and 71% a good decision. You missed one of
them ;)
(17341561.21): from here, more than 80 posts from Tasos about the understanding of
the bug and what has been done to solve it (filter On Tasos' posts if you want to
read them :))
(https://devblog.hattrick.org/2020/06/an-unpre...ayer/)
Devblog published in June 2020, explaining corrections brought to the ME for
negative Unpredictable SEs (Own goal and Mistake):
(17342010.246): About the Unpredictables Mistake, there is still an issue that will
be fixed later today or tomorrow morning.
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#19: Editor HT-PressLA-Alpa Supporter Diamond » #1: ToţiMergi la începutul paginii!
13.03.2021 22:38Copiază Mesajul în stilul ultimul
Size matters. If you have a big forward playing Normal, they can put their bodies
in the right place, forcing a second chance to shoot and score after a normal
chance for your team has been missed. Keep in mind that this physical play could
result in yellow cards! For that reason, if your player has already been carded, he
will tread more carefully in these situations. One PNF has 10% probs to create a
second chance. Two of them have 16% and three 20%.
Example: Your stamina needs to be close or higher than your opponent. If you have
13 defending and your opponent 17 scoring, you have 41% chance to press it.
- (17101495.929) : If your team missed a normal chance, then we check based on the
number of your PNFs if we will have a second chance or not. So, the probabilities I
gave are just for the triggering of the event. If there is such an event, then we
check both playmaking and scoring to decide if it will be a goal or not.
- (17152579.134) : If the event is triggered and both forward and goalkeeper have
the same side attributes, a Scoring 12 against Goalkeeping 15 means ~75% chances to
score.
- (17152579.803) : Not all missed PNF events are reported. Need to get the ball
first and only if he missed that, the event will get a report.
(17152579.805) : Playmaking is used to put his body on the right position and
receive the ball. Scoring to be able and send the ball to the net. If he doesn't
manage to receive the ball, then there isn't any chance to report. So, there is a
reported chance only on the scoring check.
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