In my packages, I have never adjusted the AUTO ADJUST option. Usually GLB has a yellow Question mark box by most areas of potential change to explain exactly what they are. Can someone fill me in on the effect of the AUTO ADJUST option and what the sub-categories selections do.
Forum > FAQ's, Player Guides and Newbie Help > OC question
Auto-adjust tweaks your play percentages within your package. Basically, if the particular play is deemed a "success", that particular play will increase by a set amount while the others split the increase seen by the other play as a decrease.
Basically, Bort has written code for what deems a play a "success" or not. As plays occur, the percentages get adjusted upwards or downwards. The higher you set the auto-adjust, the bigger the percentage changes are for a "success" or "failure".
Some things that Bort has given with auto-adjust.
- Auto-adjust cannot push an play chance below 1%.
- Losses, passes for zero yards, incomplete passes, turnovers, etc. are all things that would lower the percentage of the involved play.
- Turnovers are considered 'very bad' and will have a larger impact.
- More than 4 yards for a rush play, first downs, TDs, etc. are all "successes" that will increase the play chance.
- Pass plays have "expected lengths" for them being deemed a "success".
Basically, Bort has written code for what deems a play a "success" or not. As plays occur, the percentages get adjusted upwards or downwards. The higher you set the auto-adjust, the bigger the percentage changes are for a "success" or "failure".
Some things that Bort has given with auto-adjust.
- Auto-adjust cannot push an play chance below 1%.
- Losses, passes for zero yards, incomplete passes, turnovers, etc. are all things that would lower the percentage of the involved play.
- Turnovers are considered 'very bad' and will have a larger impact.
- More than 4 yards for a rush play, first downs, TDs, etc. are all "successes" that will increase the play chance.
- Pass plays have "expected lengths" for them being deemed a "success".
Personally, I like to set auto-adjust pretty low or off, assuming I'm relatively confident with my gameplan.
Are the percentages changed just for that sim, or do they actually get changed in your AI and remain adjusted? I've always kept auto-adjust off so I have no knowledge of it.
Originally posted by GoodBoy
Are the percentages changed just for that sim, or do they actually get changed in your AI and remain adjusted? I've always kept auto-adjust off so I have no knowledge of it.
Just for that one game.
Are the percentages changed just for that sim, or do they actually get changed in your AI and remain adjusted? I've always kept auto-adjust off so I have no knowledge of it.
Just for that one game.
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And you can have two layers of auto adjust:
You can auto adjust at the output level, and at the package level.
So you can have (as a weak example):
Package A - Adjust Very Quickly
Play A1
Play A2
Play A3
Package B - Adjust Slowly
Play B1
Play B2
Play B3
Package C - Adjust Medium
Play C1
Play C2
Play C3
These three packages are then put into an AI.
1st down Input - Adjust Very Quickly
Output A - 40% - Package A
Output B - 30% - Package B
Output C - 30% - Package C
2nd and Short - Adjust Very Slowly
Output A - 5% - Package A
Output B - 25% - Package B
Output C - 70% - Package C
2nd and Medium - Adjust Medium
Output A - 40% - Package A
Output B - 30% - Package B
Output C - 30% - Package C
2nd and Long - Adjust Slowly
Output A - 70% - Package A
Output B - 25% - Package B
Output C - 5% - Package C
So if you call Package A on first down and play A comes up and results in a sack, it will do two things:
1) any time package A is called, play A1 will have a much lower chance of being called; and
2) any time it is first down, package A will have a much lower chance of being called.
This will NOT affect the likelihood of calling Package A on second down, but will still affect the likelihood of seeing A1 be called when package A is selected on any down. So if you see that second and medium calls the same plays as first down, it might make sense to combine first and second down into one input and have second and short and second and long separated into their own inputs.
If you use relatively few plays in each package, your choices on adjustments will look far different from selecting packages containing a great many plays.
If you don't like scouting, this is a decent way to feel out a defence and learn where the DC may have left someone uncovered or where the blitz comes away from a run or some such thing. I use a similar method for my teams, though you may not want to do this on teams where you use slow starter. You can always make a copy of a package that you do not want affected by 1st quarter plays, or better yet, use a different set of plays during that quarter.
On the other hand, if the plays succeed despite your use of slow starter, it may be to your advantage to capitalize on them when slow starter provides the late game bonus. Two ways of thinking about it.
You can auto adjust at the output level, and at the package level.
So you can have (as a weak example):
Package A - Adjust Very Quickly
Play A1
Play A2
Play A3
Package B - Adjust Slowly
Play B1
Play B2
Play B3
Package C - Adjust Medium
Play C1
Play C2
Play C3
These three packages are then put into an AI.
1st down Input - Adjust Very Quickly
Output A - 40% - Package A
Output B - 30% - Package B
Output C - 30% - Package C
2nd and Short - Adjust Very Slowly
Output A - 5% - Package A
Output B - 25% - Package B
Output C - 70% - Package C
2nd and Medium - Adjust Medium
Output A - 40% - Package A
Output B - 30% - Package B
Output C - 30% - Package C
2nd and Long - Adjust Slowly
Output A - 70% - Package A
Output B - 25% - Package B
Output C - 5% - Package C
So if you call Package A on first down and play A comes up and results in a sack, it will do two things:
1) any time package A is called, play A1 will have a much lower chance of being called; and
2) any time it is first down, package A will have a much lower chance of being called.
This will NOT affect the likelihood of calling Package A on second down, but will still affect the likelihood of seeing A1 be called when package A is selected on any down. So if you see that second and medium calls the same plays as first down, it might make sense to combine first and second down into one input and have second and short and second and long separated into their own inputs.
If you use relatively few plays in each package, your choices on adjustments will look far different from selecting packages containing a great many plays.
If you don't like scouting, this is a decent way to feel out a defence and learn where the DC may have left someone uncovered or where the blitz comes away from a run or some such thing. I use a similar method for my teams, though you may not want to do this on teams where you use slow starter. You can always make a copy of a package that you do not want affected by 1st quarter plays, or better yet, use a different set of plays during that quarter.
On the other hand, if the plays succeed despite your use of slow starter, it may be to your advantage to capitalize on them when slow starter provides the late game bonus. Two ways of thinking about it.
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