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Post by New York on Feb 1, 2017 15:13:57 GMT
I was having a discussion with a few of the other committee members recently and we were talking about the league's team & player statistics, so I want to get the opinion of the rest of the league (as well as the committee members I haven't spoken to) on a few things. All you have to do is answer Too High, Too Low, or Fine.
League Pace/Points Per Game (how fast our league plays as a whole): Free Throws: Fouls: Blocks: Steals: Turnovers: Inside FG%: Free Throw %: 3-Point %: Mid-Range/Jump Shot%:
Bonus: We have a color rating system that you are all familiar with (RED-ORANGE-GREEN-BLUE-PURPLE). Do you think having this system in place rather than just a player's ratings hurts or helps the league?
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Post by Minnesota on Feb 1, 2017 15:38:41 GMT
Do we have the league averages as a whole for these stats?
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Post by New Orleans on Feb 1, 2017 15:58:39 GMT
League Pace/Points Per Game (how fast our league plays as a whole): Too High Free Throws: Too Low (slightly) Fouls: Fine Blocks: Too High Steals: Too High Turnovers:Too High Inside FG%: Too High (WAY) Free Throw %: Fine 3-Point %: Fine Mid-Range/Jump Shot%: Fine
I will also say the pace likely impacts the the number of blocks/steals/turnovers... but block% is too high and likely Steals/Turnovers are as well. Looking deeper though... According to Synergy, our pace (two different types of calcs) is actually on par with the NBA. Anywhere from 114 - 101 Possessions per Game (turnover, shot attempt or free throw, not techs) so maybe pace isn't the real issue.
Bonus: We have a color rating system that you are all familiar with (RED-ORANGE-GREEN-BLUE-PURPLE). Do you think having this system in place rather than just a player's ratings hurts or helps the league?
I think it helps. Two fold. One, if we went to a number system then it would be too obvious if we went say 0-100. However, if it was just letters and no colors then it may be too difficult to figure out why some guys are better despite almost same letters. It helps differentiate fringe guys. Of course, at this point in the league... hard to say it does anymore because everyone who plays on good teams is B or P.
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Post by Brooklyn on Feb 1, 2017 16:44:55 GMT
Im sure there are minor things that could always be tweaked, but for me nothing has stood out
As for the colours, id keep it as it probably helps the newbies not completely misjudge a player.
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Post by Los Angeles on Feb 1, 2017 16:47:05 GMT
Derek pretty much hit it right on...
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Madrid
Assistant GM
Posts: 845
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Post by Madrid on Feb 3, 2017 18:31:44 GMT
A little late to the game. Not at all scientific, but just my general thoughts.
League Pace/Points Per Game (how fast our league plays as a whole): Too high Free Throws: Too low Fouls: Slightly low Blocks: Fine Steals: Fine Turnovers: Slightly low Inside FG%: Too high Free Throw %: Too low 3-Point %: Too low (different because we're using a different era, so it might be fine) Mid-Range/Jump Shot%: Fine
Bonus: We have a color rating system that you are all familiar with (RED-ORANGE-GREEN-BLUE-PURPLE). Do you think having this system in place rather than just a player's ratings hurts or helps the league?
I like the color system. I just wish we'd use all six colors. In Legends, it really helped to distinguish among classes of players. Now, a blue guy can be free agency fodder or a multi-time all-star, which almost negates the whole reason for having the color system. It helps to tell if someone's leaning more toward green or purple, but I don't find it too useful unless we're using the full spectrum.
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Post by New York on Feb 3, 2017 20:00:43 GMT
Bonus: We have a color rating system that you are all familiar with (RED-ORANGE-GREEN-BLUE-PURPLE). Do you think having this system in place rather than just a player's ratings hurts or helps the league? I like the color system. I just wish we'd use all six colors. In Legends, it really helped to distinguish among classes of players. Now, a blue guy can be free agency fodder or a multi-time all-star, which almost negates the whole reason for having the color system. It helps to tell if someone's leaning more toward green or purple, but I don't find it too useful unless we're using the full spectrum. I take a bit of offense to saying that in Legends we used all six colors and now we have blue guys just sitting in Free Agency. Whether it was Legends or Ultimate the pattern was always the same, we started with yellow, green, blue and then as the seasons passed yellow and green were phased out. Saying it only happened in Ultimate kind of makes it sound like it has something to do with how I've been creating guys but that couldn't be further from the truth.
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Post by Piraeus on Feb 3, 2017 20:27:14 GMT
League Pace/Points Per Game: Far too high, no teams average this much in real life Free Throws: Too low. This is hard to solve I think without increasing jumping across the board. Fouls: A little too low I think, would help FTA. Blocks: Too high. I think having a few leaders in the 3-4 / game range is good but too many run of the mill guys get 2 bpg. Steals: Too high. Higher than blocks are actually. I think too many guards are in the "C" range, when they should be lower. Turnovers:Too high. However, some of the really high usage guys should be turning it over more. But they run of the mill guys have too many. Inside FG%: About right, maybe a little high. Free Throw %: Too middle of the road. There should be more excellent FT shooters, and more terrible FT shooters. Everyone shoots between 70-80% right now. Need more variance. 3-Point %: About right Mid-Range/Jump Shot%: About right.
Bonus: We have a color rating system that you are all familiar with (RED-ORANGE-GREEN-BLUE-PURPLE). Do you think having this system in place rather than just a player's ratings hurts or helps the league?
If there is an option to get rid of the colors, I would do it. Alternatively, let's use the entire spectrum.
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Madrid
Assistant GM
Posts: 845
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Post by Madrid on Feb 3, 2017 20:33:40 GMT
Bonus: We have a color rating system that you are all familiar with (RED-ORANGE-GREEN-BLUE-PURPLE). Do you think having this system in place rather than just a player's ratings hurts or helps the league? I like the color system. I just wish we'd use all six colors. In Legends, it really helped to distinguish among classes of players. Now, a blue guy can be free agency fodder or a multi-time all-star, which almost negates the whole reason for having the color system. It helps to tell if someone's leaning more toward green or purple, but I don't find it too useful unless we're using the full spectrum. I take a bit of offense to saying that in Legends we used all six colors and now we have blue guys just sitting in Free Agency. Whether it was Legends or Ultimate the pattern was always the same, we started with yellow, green, blue and then as the seasons passed yellow and green were phased out. Saying it only happened in Ultimate kind of makes it sound like it has something to do with how I've been creating guys but that couldn't be further from the truth. Nah man, not laying blame anywhere. We did start off here at a much more skilled base of players than we did in Legends, pretty much starting where Legends ended up. Just personally, I like when purple = megastar, blue = all-star, green = fringe starter, yellow = rotational, and orange = scrub. I think it makes it a bit harder to gauge value when a lot of team's blue guys aren't really any better than guys in FA. The ratings system makes it a bit more objective than subjective.
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