Scoring

Scoring

Postby C-Bailey24 » Mon Oct 22, 2018 1:26 am

Just curious as to what you all are seeing in terms of team scoring? Not individual games but im speaking of Team averages league wide. Last season 28 out of 30 teams averaged over 100 points per game for the season. This year so far it's 29 of 30. I would appreciate if someone would test this over a ten year period with fictional/game-generated players preferably. Thanks
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Re: Scoring

Postby rawr123456787654 » Tue Oct 23, 2018 2:25 pm

Are you saying that as unusual? The pace of game has grown tremendously over the past decade or so, points per game on league average was 106.3 last season. As far as your question - yeah, most teams average around 102-104 rn.
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Re: Scoring

Postby C-Bailey24 » Tue Oct 23, 2018 2:41 pm

rawr123456787654 wrote:Are you saying that as unusual? The pace of game has grown tremendously over the past decade or so, points per game on league average was 106.3 last season. As far as your question - yeah, most teams average around 102-104 rn.


No what i meant was that in last year's version the averages were quite low compared to real life. I have a league that i'm playing in DDSPB18 that is now 10 years in and ONLY 5 teams in the league are averaging over 100ppg. I play with all the real world settings but with game-generated players and draft classes. So i wanted to know what were people seeing in testing because 5 teams is way too low.
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Re: Scoring

Postby Gary Gorski » Wed Oct 24, 2018 8:39 am

I ran a 10 year sim yesterday - the highest scoring team was 115.2 and there were 14 teams over 100 with another 5 at 99+ - 23 players averaged 20+ppg and last year in the NBA 23 players averaged 20+ppg. This was all fictional players as you requested.

The bottom 4-5 teams were a little low so I'm looking into if those were ratings related or pace related.
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Re: Scoring

Postby C-Bailey24 » Wed Oct 24, 2018 9:20 am

Gary Gorski wrote:I ran a 10 year sim yesterday - the highest scoring team was 115.2 and there were 14 teams over 100 with another 5 at 99+ - 23 players averaged 20+ppg and last year in the NBA 23 players averaged 20+ppg. This was all fictional players as you requested.

The bottom 4-5 teams were a little low so I'm looking into if those were ratings related or pace related.



Cool thanks Gary.
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Re: Scoring

Postby Gary Gorski » Wed Oct 24, 2018 10:43 am

I also took a look at the average ratings from players on teams (so not counting FA or Dleague players) in year 1 vs year 10. The average player was actually a little better in year 10 in this sim than in year 1 so in this particular sim it looks like it must have had a nice run of draft picks into the league.

In looking at some of the sub 100 teams one of them suffered with a 2nd year SG who shot a pretty low percentage The four of the six lowest PPG teams were running perimeter focused offenses which does have a negative pace adjustment - in fact 17/30 teams were running that offensive scheme so on the whole there would have been a pace down adjustment. Only one team ran the SSOL offense (oddly enough Phoenix) and one team in the league was running the grind offense (which would have slowed down every opponent) so all the numbers seem to make sense.

I decided for fun I would run year 11 and move 6 teams to balanced from perimeter and the grind team to SSOL (since when I started a new league 2 used SSOL, 10 used perimeter and nobody used grind). 18 teams were now over 100 with 4 over 99 so just those changes alone resulted in an increase in scoring the following season.

Hope that helps!
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Re: Scoring

Postby C-Bailey24 » Wed Oct 24, 2018 2:34 pm

Gary Gorski wrote:In looking at some of the sub 100 teams one of them suffered with a 2nd year SG who shot a pretty low percentage The four of the six lowest PPG teams were running perimeter focused offenses which does have a negative pace adjustment - in fact 17/30 teams were running that offensive scheme so on the whole there would have been a pace down adjustment. Only one team ran the SSOL offense (oddly enough Phoenix) and one team in the league was running the grind offense (which would have slowed down every opponent) so all the numbers seem to make sense.


I decided for fun I would run year 11 and move 6 teams to balanced from perimeter and the grind team to SSOL (since when I started a new league 2 used SSOL, 10 used perimeter and nobody used grind). 18 teams were now over 100 with 4 over 99 so just those changes alone resulted in an increase in scoring the following season.

Hope that helps!


Helps a lot thanks. The only thing that would slightly worry me is that in solo play i wouldn't be making those offensive strategy adjustments to help out the cpu teams
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Re: Scoring

Postby Gary Gorski » Wed Oct 24, 2018 3:15 pm

The point wasn't that you had to make adjustments - it was just an explanation for why the numbers were what they were. The teams make their own adjustments each season - if the players are different they will choose different options. More just explaining that the offenses actually have an impact and are not just window dressing.
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Re: Scoring

Postby spitfire » Wed Oct 24, 2018 8:47 pm

Gary Gorski wrote:The teams make their own adjustments each season - if the players are different they will choose different options.

If a team makes a mid-season trade that brings new starters in, will that team re-evaluate their offensive scheme during the season based on the new talent or does that only happen going into a new season?
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Re: Scoring

Postby Gary Gorski » Thu Oct 25, 2018 8:07 am

That's a good idea spitfire - I'll add that in
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