Fixed. Problem was probably a little bit bigger than that. Wasn't counting tackles where the tackler forced the attacker to knock on either. Was probably missing about 20% of the tackle count.
The changes won't have decreased the missed tackle count though, just redressed the balance between the missed and the successful. My own feeling, much like yours, is that the missed tackle count is slightly too high, but changing the calculation will effect the overall outcome of the sim - for which the overall balance seems pretty good right now.
Noticed one more error last night which I need to fix. Kicking out from the full from your own 22 should not lead to a line out for the opposition with no territory gain. Currently, kicking out on the full from anywhere will cost ya. At the same time, I will adjust the probabilities around the tactical kicking rates, which seem to be to balanced, and should probably be weighted in favour of kicking distances around the 15-30m range. EDIT: Fixing this is tough, this calculation is already the longest in the sim (at around six lines of text). Fark.
Yea but the missed tackles wont seem as bad now especially when you compare them to the tackles made.
Could there be a stat for Tackles Broken which we could use to get a more 'traditional' missed tackles stat?
Not with the current sim you can't. This is in the "too hard" basket for now, but is on the list of things to enhance.
Couple of other enhancements I'd like to do. Basically, the sim generates 5 minutes of play at a time. However, if a try is scored - that ends the 5 minutes of play. Hence, if a try is scored early on in a 5 minute segment, then you can 'lose' up to 4.30 of play. This wasn't a problem previously as basically, until about 3 days ago, the sim wouldn't cycle after 5 minutes - i.e. if after 5 minutes you were on the opposition try line, at the start of the 6th minute, you'd get a restart. I've fixed this up, but this now means that a try is much more likely at the start of a 5 minute block, making it much more likely to 'lose' minutes of play. Not the biggest issue, as I can manually work around it, but it does slow things down. Also, I could then extend the 5 minutes of play to 10, 15 or even a half at a time (though this would mean some adjustment to the Team Stats output, the Player Stats output would work straight away with this change) If I can get it simming a half at a time, this will be a Gareth Breese.
Fixed. Kicking out on the full from your own 22 will no longer penalise you. Plus, the kick distances have been adjusted. It's now very unlikely you'll kick less than 10m unless you have your kick charged down.
Updated the sim so that it will restart play after a Try. Yet to extend the length of play to > 5 minutes. That will take a while, but will be worth it.
Definitely no time lost now. After a scored penalty/try then it goes to a restart. All kicking metres from restarts included in the post-game stats. Looking good.
Sure will. We had one game last night - tackle count looking much better, btw. This week we will whet your appetite for the new season with the S2 Grand Final between the Vikings and Spartans. And also the pre-season "Test Tournament" Grand Final. Plenty of Seasonal Rugby action coming soon.
Didn't think my changes would make that much difference. Bit of a surprise, but definitely looks better. Much more of a decent split between forwards & backs on the tackle count too.