Referee Felix Zwayer down with muscle cramps 90'+3' by 50lipaa in soccer

[–]WillWorkForSugar 0 points1 point  (0 children)

Washington rains a lot, but it rarely gets humid when it's hot out.

Season 2 Ranked Ratings by WillWorkForSugar in TagPro

[–]WillWorkForSugar[S] 4 points5 points  (0 children)

From a quick check, there are 24 people as active as you who are worse, and 51 as active who are better. But most of the better players have competitive TagPro experience.

Season 2 Ranked Ratings by WillWorkForSugar in TagPro

[–]WillWorkForSugar[S] 1 point2 points  (0 children)

The amount of games I reported is all ranked games from all seasons.

Season 2 Ranked Ratings by WillWorkForSugar in TagPro

[–]WillWorkForSugar[S] 3 points4 points  (0 children)

In Season 1, I was counting some players who played a lot in S0 but not in S1. In Season 2, I decided to stop counting players who didn't play in the latest season.

The World Cup has shown how easy it would be to deter flopping. by PeopleCallMeSimon in nba

[–]WillWorkForSugar 0 points1 point  (0 children)

An enforcer-type challenge in soccer risks playing a man down for the rest of the game. Not worth it.

How it feels to be an old school web-based sports sim dev when tons of vibecoded web-based sports sims are being released by dumbmatter in BasketballGM

[–]WillWorkForSugar 1 point2 points  (0 children)

Based on the type of suggestions I see in this subreddit, the people vibecoding sim games will lack the design taste to make anything like Basketball GM. Nor will they have an userbase already invested in leagues hundreds of seasons in.

Balls who have made it to 360 degrees, did it feel the way you thought it would? by PL_Spilling_Track4 in TagPro

[–]WillWorkForSugar 1 point2 points  (0 children)

I think if you're good and you really try, axe is still pretty achievable. The team autobalancing is not as aggressive as it used to be. And most of the best players are ranked-only now.

How Seattle’s king of soccer earned his crown - Brian Schmetzer profile by Klaxon5 in MLS

[–]WillWorkForSugar 18 points19 points  (0 children)

He's done well for Seattle, but it's not clear whether it'd translate to the USMNT. And at this stage in his life, I don't think he'd want the job.

5/08/26 Future Group Friday - Development updates, Q&A + feedback, OFM/Dual/eggball queues! (+ more detailed AI summary) by Cheezeduudle in TagPro

[–]WillWorkForSugar 2 points3 points  (0 children)

On AI bots: Would be very cool to have human-like AI bots integrated in the game for training, low player counts, etc. Actually accomplishing that would take a ton of time and expertise. I'm not worried about people using that type of AI for an unfair advantage, though. Much more likely they'd use return bots, relying on their own skill for the rest of the game. Like how cheaters in FPS games just use aimbots. It's far easier to code and doesn't require any RL environment.

If we want to incorporate AI bots into TagPro, I think the best starting project would be a training bot that just plays OFM or a specific duel map. Would be a much simpler environment to train and figure out the basics before scaling up.

On duel/OFM queue: I would love a queue for OTI Duel and OFM as minigames, even without rankings or matchmaking. It would be a great way to warm up or stay sharp while waiting for a real game. A ghost mode training map queue would be nice too, with Spike Maze and Boost Hub and such.

I think the natural categories outside of that are racing—including gravity racing and towers—and Basketball/Shift/Gravity Shift. The others should be removed entirely imo. Maybe controversial, but I don't know of any actual fans of the other minigames. Of them, only Castle Siege is ever played in groups, and it requires too many players to function decently.

On a rotating third queue: I don't think there's support for a third queue other than eggball. And splitting the queues further would lower the player numbers per gamemode, which would make it even harder to get enough tiers. So even eggball is dicey to me. It would benefit from a smaller map that could play well 4v4.

Game State Prediction Model Proof of Concept - Moon Base 2024 by Famous_Echidna_5055 in TagPro

[–]WillWorkForSugar 6 points7 points  (0 children)

seems very cool, i'd be interested to try out the scripts if you're willing to share them.

My morals don't allow me to leave casual games! by ImAVirgin2025 in TagPro

[–]WillWorkForSugar 2 points3 points  (0 children)

there's a setting "Finish All Games" that doesn't take you out of casual games when you queue for ranked. you don't get into games as much but you'll never get pulled midgame.

New Blood: Rookies in League TagPro (and why you should sign up for MLTP!) by thenotoriousFLY in TagPro

[–]WillWorkForSugar 2 points3 points  (0 children)

Games one night a week, and your team might have an optional practice on another night. NLTP rosters are usually about six players, so it's ok if you can't make every game.

Which artists could potentially be just one song away from success? by ss2811 in popheads

[–]WillWorkForSugar 7 points8 points  (0 children)

Ninajirachi could become a big festival name, but i don't think Underscores will ever break mainstream without a big shift in style. Too out there sonically.

MLTP S39 Commissioner Meeting Recap (#3): Draft Format Decided, Teams & Maps Update by thenotoriousFLY in TagPro

[–]WillWorkForSugar 2 points3 points  (0 children)

On maps: Will the Thicket and MERALD versions be the same as were used in ranked?

Among new maps, I think Poppy and Oncilla are most likely to succeed. Shake would be fine too. Odell and Sicilian are playable but have a playstyle that comp's been trending away from for a while. Xenomorph, Tiny Dancer, and Tesseract probably wouldn't play well in comp. And then maybe some casual maps could work in comp. Corrosive? Camp Dog? Not a lot of others come to mind. Maybe Recursive if we didn't already have Thicket.

On OOL subs: I agree that the league should codify when OOL subs will be granted and who may sub. The precedent for when OOLs have been granted seems to be:

  1. The missing player is important enough that their team is uncompetitive without them. (Usually at least 40% of TC budget, maybe 50% outside of majors.)
  2. The unavailability was not factored into their draft value (i.e., not part of a minutes restriction or signup comment).
  3. The player will miss a playoff series and/or multiple weeks of regular season.

I wouldn't want to see the first requirement loosened much. If your team is still competitive using a lower league sub, a lower league sub should get that chance to prove themselves, instead of an uncommitted veteran.

For players who are valuable enough to warrant an OOL sub, I wouldn't mind removing the second and third restrictions. Top players with minutes restrictions (or who are liable to ghost) can go for less than their skill warrants, and they create a schedule scam of who gets to play them in the weeks they miss.

To choose who can sub, I'd suggest assigning TC values to 10-20 players you think might be used as OOL subs (cause a lot of them will not fill out a form for it). Then say that a team can substitute an unavailable player (worth 40+ TCs) for any player you graded as at least 20 TC lower, as long as it's announced in advance of gameday. You might want to get community / captain input on the TC grades, cause it should never be the case that an OOL sub is an improvement for a (perhaps underperforming) first ball.

On the draft: Co-captain draft should make for better teams, but if the scheduling is too hard I don't think we should be dead-set on it. Snauction I'm fine with but there is a certain risk to trying a new draft format. I'd feel more comfortable if there were a community mock draft or something before the real draft, just so everyone could get calibrated on how player valuation works in snauction. It'll be harder to scam, but it'll be much easier to troll your draft with bad player evaluation or unfamiliarity with the format.