Originally posted by tautology
Originally posted by kurieg
I ran into others I knew had high Carrying and still had success. While I didn't have Morale bars, what I could tell pointed to morale busting really helping, and it didn't work vs. you.
But I have to admit I don't have good statistics or anything to back that up. 
I think it's really a cumulative effect. One thing that i always notice about GLB is that there are pretty steep "tipping points."
Ya, that's what I was talking about with the only feedback on an individual dot level really being positive feedback via the morale hit. Positive feedback is notorious for chain reactions.
I'm not sure if Bort grocked that when he designed the game. I don't know much about him tbh.
Originally posted by
The interaction between dot-attributes often seems to be such that you go from zero effect, to pretty good effect, to overwhelming effect across a relatively tight scale of values.
You can really see this with slow starter, and with morale+energy levels. You take a dot that has a 2% shot at causing a fumble, give him a boost from slow starter+streaky (old school version)+morale differential+ energy differential (Bonn had high stamina too as I recall?) and you may really push that 2% to a much, much higher value because you cross the threshold of knee-point values. I'm not sure what you mean by knee-point. My clarification would be that increasing the % while still sampling with relatively low sample ensembles like a dotball game will keep jacking up the odds of freaky games. Take that with a sample size of say, a season of 20 ensembles (games), one might think there's knee-points depending on where you look, but I'd be willing to be that there isn't. There's just a normal looking histogram unevenly (randomly!) spread amongst all the teams.
Ok, not randomly. Tilted by builds and gameplans and what not.
Turnovers are such a low occurrence event, they're going to be one of the first to stick out.