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2. For people that want to use it, I released it as raw code instead of compiled so that it's easy to change anything you want.
Re: Player Eval Tool
by
martinwarnett
@
2/23/2025 7:13 pm
setherick wrote:
1. People don't have to use it.
2. For people that want to use it, I released it as raw code instead of compiled so that it's easy to change anything you want.
1. Absolutely agree - but given your deserved rep, people see it put out there, will use it. Just cautioning shouldn't use it or any other tool solely.
2. Which was the absolute right thing to do. Think most will leave it at defaults, look at player weightings - a lot of people are in the ballpark, but maybe not close.
I hate autism, makes it look like I'm being critical when I'm absolutely not intending to be. I think the tool is a far better way of evaluating than player weights, and thank you for releasing it. Defining "ideal" prototype for a position and using maths to determine how far away from that ideal they are is far more useful than the existing system.
Re: Player Eval Tool
by
Kababmaster
@
2/24/2025 3:35 pm
I'm getting indentation errors - any ideas?
EDIT - I got it sorted. Hey Seth, would it be too much to add KR/PR?
Last edited 2/24/2025 9:48 pm
Re: Player Eval Tool
by
martinwarnett
@
2/24/2025 5:20 pm
I find returners better with high avoid fumble, ball carrying and kick catching. Need ACC and speed BUT need to balance it, don't want to outrun blockers early on in return.
Re: Player Eval Tool
by
setherick
@
2/24/2025 9:32 pm
Kababmaster wrote:
I'm getting indentation errors - any ideas?
EDIT - I got it sorted. Hey Seth, would it be too much to add KR/PR?
I can't figure out what makes them good. Some of the best are QBs with no kick catching skill at all.
The code is pretty extensible. You can add the position to each of the sets with the primary and secondary skills, and the tool will do the rest.
One tip - and yes, I realise I'm dumbing it down for a lot of people, but newer players may not be fully aware, so bear with me.
The code as it stands reflect the maximum positional values - by which I mean, if you look at the code, it refers to say StrengthMax.
Each skill attribute has two actual values - for example, StrengthCur and StrengthMax.
The *Cur values obviously refer to the current value of that skill, *Max the maximum value.
The impact of this is that the positional values in Seth's tool are therefore set to reflect the player if they fully achieve their potential, which therefore only reflects their current rating if they've hit the maximums.
If you want to instead evaluate players as they are now, open the .py file in your IDE / text editor of choice ( making a backup first ) and change all instances of "Max" to "Cur".