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Variables? You can never get enough, the more the better. It is the hidden variables that suck

Well I guess you are right, I just thought there will be too much to work on then.
The number of variables makes no difference at all - as long as they are visible. There must also be some quantitative target function(s) given in the match report that (directly or on average) depend on the variables. Then one can always do something

Well, I admit that I'm no expert in this area
but it seems logical that the more things influence on the result, the bigger work you have to do just to collect that data and sort it right. I believe that although we should have more precise picture of what is happening, there could always be present that hidden (as you said) variable that makes influence in not so small part. Some of us call that a random factor. So, as you said (and I just hope I got ya on that), if there are more ways to set your tactic - you'll have less random.

There is no chance to eliminate random factors. Best we can do is to try to tell skill-based advantage and tactics-based advantage from random
There are many ways to implement a game engine. You can put tons of hidden settings. Then one never sees, what the opponent does. It is hardly possible to tell, why things happen. The alternative is to disclose lots of information. For the powerplay/ shorthand lines one could indicate the relative strenght of the special lines and which tactics are used by the teams. Then by systematic analysis people could figure out, how the game engine works.
With the right implementation, this information will never spoil the game. On the contrary, it is much more fun to play when you know, which consequences your settings have for all possible choices of the opponent. Then it is about who gets whom - and spiced by the ever present random factor. Spiced, not dominated

There are many ways to implement a game engine. You can put tons of hidden settings. Then one never sees, what the opponent does. It is hardly possible to tell, why things happen. The alternative is to disclose lots of information. For the powerplay/ shorthand lines one could indicate the relative strenght of the special lines and which tactics are used by the teams. Then by systematic analysis people could figure out, how the game engine works.
With the right implementation, this information will never spoil the game. On the contrary, it is much more fun to play when you know, which consequences your settings have for all possible choices of the opponent. Then it is about who gets whom - and spiced by the ever present random factor. Spiced, not dominated

Well we will witness this future tweak, and if it's no good it will show allright, but I really hope it would be good.
I'm tired of worshiping random as demigod instead of influencing on result with my stupidity or ingenuity, good or bad judgment.
I'm tired of worshiping random as demigod instead of influencing on result with my stupidity or ingenuity, good or bad judgment.
Anyone know how I can extract both the attributes and qualities of my players in excel? When I import all I can get is something like 8576 where 85 is the attribute and 76 is the quality.
only manualy editing
tried before but the thing is quality and skill is like one cell

My issue exactly. Didn't know if anyone had anything working right now before I attempted writing some sort of simple code to do the work.
I figured it out. You can use a command like:
=RIGHT(CEL#,2) which will make the new cell equal to the last two digits of the other cell, or the qualities.
=RIGHT(CEL#,2) which will make the new cell equal to the last two digits of the other cell, or the qualities.
How do you report some jackwad trying to sell you a player via spam message(s)? This guy TheSimpsons can suck it, I no sooner want to buy his player as do I want to buy viagra.
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