Total Popularity Index (proposal): Difference between revisions

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The idea of '''Total Popularity Index''' (TPI) was proposed by user xjuice in [[Global]].
The idea of '''Total Popularity Index''' (TPI) was proposed by user [[User:xjuice|xjuice]] in [[Global]]. Editorial Note: There may be linquistic errors.
 
{{Based_on_proposition}}


==Basics==
==Basics==
The TPI of a player would be determined based on his in-game performance (not necessarily the same as his TSI). If a player scores a hattrick, for instance, his TPI would increase dramatically. TPI indicates a player's popularity among the team's fans.
The TPI indicates the popularity of an individual player among the team's fans.
* To clear some misunderstood points: TPI does NOT indicate performance itself, but popularity that is affected by it. It doesn't indicate popularity among teammates, but the fans. It is also not connected to the overall mood of the fans towards the team and every player has it's own TPI.
===What does TPI mean===
 
If TPI of a player is positive and high, it means that fans like the player. If it's negative, it means that fans don't like the player or may even hate him. If it's near zero, the fans are indifferent about the player.
==What TPI would affect==
* The TPI does NOT indicate performance itself, but popularity that is affected by it.
TPI would affect in game performance. If you're hot, you're hot, so to speak. TPI would affect fan support... if you buy a player with high TPI, fan support increases.  If you sell a player with high TPI, fan support decreases.  This adds a whole new depth to the transfer market - you're actually worried about the player's performance with his previous team when you buy players, instead of just what the scouts say.  TPI would also affect Sponsor income, in that sponsors will give a team more money if their players are "marketable."
* The TPI doesn't indicate popularity among teammates, but the fans.
* IDEA: If you score a goal one week, you'll be that much more confident coming in to next week's game.  If you get carded, then you're going to be playing a little worse next week, because you'll be rattled by the card.
* The TPI is also an individual index from the overall fan support.
===How does TPI work===
It is a numeric index that can also be negative. Every player has to do something to keep himself popular. Every players TPI slowly decreases towards zero all the time. This decreasing can be slowed down and kept high by making the player play in the games. Like with training, one game is sufficient enough.  If a player doesn't play at all, his TPI will slowly decrease towards zero (but it won't change it's sign).


==What would affect TPI==
==What would affect TPI==
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===In-Game Performance===
===In-Game Performance===
The largest effect on TPI would be In-Game performance. When a player is noted on the report, he has been noted by the fans, too, for sure.
The largest effect on TPI would be In-Game performance. When a player is noted on the report, he has been noted by the fans, too, for sure.
* Events in the game - if you score a goal, the fans will like you more. If you get carded, the fans will like you less. If you doen't do anything noteworthy, your TPI remains the same.
====Events in the game====
IDEA: More effects that affect TPI.
The events in the game mean only those events, that make it to the report.
# Game rating (number of stars) - If you play well, the fans will like you more.  If you don't play at all in a week, fans will like you less.
* If a player scores a goal, defends successfully or makes a good pass, the fans will like him more and TPI increases.
# Best/Worst Player - If you stand out as the best or worst player in a game, the effect on TPI of the match will be greater or less.
* If a player gets carded or lets offencing player pass him by, the fans will like him less and TPI decreases.
* The best/worst player is decided by [[Stars]], whose amounts really should be reconsidered. The formula hasn't been modified much since the dawn of HT. They could maybe be a multiplier for the TPI, but this too would need reconsideration on the amounts of them.
* If a player doesn't do anything noteworthy, TPI remains the same or decreases slowly.
The amounts of these effects should be considered carefully.
====Ratings====
If a player hadn't appeared in the report, he will still get rating. This rating is used when the team ratings are calculated. It could also affect on how slowly a players TPI decreases.
====Stars====
The [[Stars]] are not good measure of success on the field. First they should be reconsidered. The formula hasn't been modified much since the dawn of HT. They could perhaps work as a multiplier for the TPI, but this too would need reconsideration on the amounts of them.


===Team Performance===
===Team Performance (IDEA)===
Players on teams that win would experience an increase in TPI, as the fans are interested in the team again.  Accordingly, players on teams that lose would experience a decrease in TPI.  This would serve as a deterrant for [[Farming]] players in that teams with only one good player sacrifice winning, and that player will lose TPI.
Players on teams that win would experience an increase in TPI, as the fans are interested in the team again.  Accordingly, players on teams that lose would experience a decrease in TPI.  This would serve as a deterrant for [[Farming]] players in that teams with only one good player sacrifice winning, and that player will lose TPI.
* IDEA: The effect of this increase or decrease would depend on the popularity of the player.  Players that are 'popular' level would experience a larger TPI increase when the teams win and a smaller decrease when the teams lose.  Nasty fellows would experience a smaller increase with a win and larger decrease with a loss (blame the mean guy... it had to be him!).
The effect of this increase or decrease would depend on the popularity of the player.  Players that are 'popular' level would experience a larger TPI increase when the teams win and a smaller decrease when the teams lose.  Nasty fellows would experience a smaller increase with a win and larger decrease with a loss (blame the mean guy... it had to be him!).
 
===Youth Pulls===
When a new youth is pulled, his TPI will be calculated using his TSI as a basis. This is because TSI has been collected in the juniorteam and the youth will be known to big fans of the team already.
* NOTE: The formula to calculate this is different for goalies and fieldplayers.


===Transfers===
===Transfers===
TPI works as a deterrant for [[Daytrading]] in that if you transfer a player, he will lose a very large amount of his TPI (~50%).  Therefore, you'll be selling the player with 50% less TPI than he had when you bought him, dropping his value.  The "bottom line" that a player can reach by repeated transfer and poor performance would be determined by his TSI (he'll always have a certain number of fans that appreciate his skill whichever team he plays for).
When a player is bought, the fans will be curious about him. If the bought player has negative TPI, it will be normalized to a positive number based on TSI (as in youth pulls). If the TPI is already positive enough, it will increase a certain amaount. Here is an example of a formula to calculate new TPI after transfer: TPI<sub>new</sub> = max(TPI<sub>old</sub>, ''x'')&middot;1,05, where ''x'' is calculated from the TSI. This way a celebrated NT-player won't lose their TPI if they are transferred.
 
IDEA: TPI works as a deterrant for [[Daytrading]] in that if you transfer a player, he will lose a very large amount of his TPI (~50%).  Therefore, you'll be selling the player with 50% less TPI than he had when you bought him, dropping his value.  The "bottom line" that a player can reach by repeated transfer and poor performance would be determined by his TSI (he'll always have a certain number of fans that appreciate his skill whichever team he plays for).


===The "First Impression"===
===The "First Impression" (IDEA)===
The '''Events in the game''' effect on TPI would be greatest during the first match played with the team, and would decrease as the number of matches played with the team increases.  The effect of the first match on a player's reputation would be tremendous.  Game rating effect and Best/Worst Player effect would also be substantially greater during the first match, but these would fall to their normal level and stay the same magnitude after the first match with the team.
The '''Events in the game''' effect on TPI would be greatest during the first match played with the team, and would decrease as the number of matches played with the team increases.  The effect of the first match on a player's reputation would be tremendous.  Game rating effect and Best/Worst Player effect would also be substantially greater during the first match, but these would fall to their normal level and stay the same magnitude after the first match with the team.
*IDEA: The "First Impression" effect could also occur when a player is placed on the transfer list (obviously this would be a negative effect on TPI) to further deter Daytrading.
*IDEA: The "First Impression" effect could also occur when a player is placed on the transfer list (obviously this would be a negative effect on TPI) to further deter Daytrading.
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* Players who play for the U-20 or National Team gain more popularity.
* Players who play for the U-20 or National Team gain more popularity.
* Players who win the Top Scorer honor in their league gain more popularity.
* Players who win the Top Scorer honor in their league gain more popularity.
* Players who record a hattrick or clean sheet gain more popularity.
* (IDEA) Players who record a hattrick or clean sheet gain more popularity.
* Players gain more TPI as their age increases until after they reach 27, at which point it begins to drop during the offseason.  Fans like veteran players more than youngsters, but they also like their players to be in good physical condition.
* (IDEA) Players gain more TPI as their age increases until after they reach 27, at which point it begins to drop during the [[off season]].  Fans like veteran players more than youngsters, but they also like their players to be in good physical condition.
* IDEA: Players who serve as team captain gain more popularity or lose more popularity in accordance with the team's final match result.
* (IDEA) Players who serve as team captain gain more popularity or lose more popularity in accordance with the team's final match result.
 
==What TPI would affect==
TPI will also affect many different things
===In-Game Performance (IDEA)===
TPI would affect in game performance.  If you're hot, you're hot, so to speak.  TPI would affect fan support... if you buy a player with high TPI, fan support increases.
* IDEA: If you score a goal one week, you'll be that much more confident coming in to next week's game.  If you get carded, then you're going to be playing a little worse next week, because you'll be rattled by the card.
===Transfers===
If you sell a player with high TPI, fan support decreases and if you sell a player with very low (negative) TPI, your fan support may even increase.  This adds a whole new depth to the transfer market.  The [[Daytrading]] will be balanced, because selling a newly bought player right away will make fans angrier, because they didn't get to see the player on the field.
===Sponsors===
TPI would also affect Sponsor income, in that sponsors will give a team more money if their players are "marketable". This will solve bankrupting problems for some teams playing in higher divisions and it will also help teams keep an expensive NT-player or NT-players in their ranks.


==Revising TPI==
==Revising TPI==
Discussion of these ideas can be found in Global thread (4682204.1)
Discussion of these ideas can be found in Global thread (4682204.1)
Discussion can also occur in the talk page of this page.  If you add any ideas, please label them as IDEA.  If you're opposed to any of the points made above, feel free to label that point an IDEA as well, but be sure to state why you're opposed in the discussion page.
Discussion can also occur in the talk page of this page.  If you add any ideas, please label them as IDEA.  If you're opposed to any of the points made above, feel free to label that point an IDEA as well, but be sure to state why you're opposed in the discussion page.
[[Category: Miscellaneous]]

Latest revision as of 23:57, 9 August 2007

The idea of Total Popularity Index (TPI) was proposed by user xjuice in Global. Editorial Note: There may be linquistic errors.

The following contents are based on a proposition made by Hattrick user(s) — which means that the discussed feature is NOT implemented in Hattrick. Please take this into consideration!


Basics

The TPI indicates the popularity of an individual player among the team's fans.

What does TPI mean

If TPI of a player is positive and high, it means that fans like the player. If it's negative, it means that fans don't like the player or may even hate him. If it's near zero, the fans are indifferent about the player.

  • The TPI does NOT indicate performance itself, but popularity that is affected by it.
  • The TPI doesn't indicate popularity among teammates, but the fans.
  • The TPI is also an individual index from the overall fan support.

How does TPI work

It is a numeric index that can also be negative. Every player has to do something to keep himself popular. Every players TPI slowly decreases towards zero all the time. This decreasing can be slowed down and kept high by making the player play in the games. Like with training, one game is sufficient enough. If a player doesn't play at all, his TPI will slowly decrease towards zero (but it won't change it's sign).

What would affect TPI

TPI would be affected by many things.

In-Game Performance

The largest effect on TPI would be In-Game performance. When a player is noted on the report, he has been noted by the fans, too, for sure.

Events in the game

The events in the game mean only those events, that make it to the report.

  • If a player scores a goal, defends successfully or makes a good pass, the fans will like him more and TPI increases.
  • If a player gets carded or lets offencing player pass him by, the fans will like him less and TPI decreases.
  • If a player doesn't do anything noteworthy, TPI remains the same or decreases slowly.

The amounts of these effects should be considered carefully.

Ratings

If a player hadn't appeared in the report, he will still get rating. This rating is used when the team ratings are calculated. It could also affect on how slowly a players TPI decreases.

Stars

The Stars are not good measure of success on the field. First they should be reconsidered. The formula hasn't been modified much since the dawn of HT. They could perhaps work as a multiplier for the TPI, but this too would need reconsideration on the amounts of them.

Team Performance (IDEA)

Players on teams that win would experience an increase in TPI, as the fans are interested in the team again. Accordingly, players on teams that lose would experience a decrease in TPI. This would serve as a deterrant for Farming players in that teams with only one good player sacrifice winning, and that player will lose TPI. The effect of this increase or decrease would depend on the popularity of the player. Players that are 'popular' level would experience a larger TPI increase when the teams win and a smaller decrease when the teams lose. Nasty fellows would experience a smaller increase with a win and larger decrease with a loss (blame the mean guy... it had to be him!).

Youth Pulls

When a new youth is pulled, his TPI will be calculated using his TSI as a basis. This is because TSI has been collected in the juniorteam and the youth will be known to big fans of the team already.

  • NOTE: The formula to calculate this is different for goalies and fieldplayers.

Transfers

When a player is bought, the fans will be curious about him. If the bought player has negative TPI, it will be normalized to a positive number based on TSI (as in youth pulls). If the TPI is already positive enough, it will increase a certain amaount. Here is an example of a formula to calculate new TPI after transfer: TPInew = max(TPIold, x)·1,05, where x is calculated from the TSI. This way a celebrated NT-player won't lose their TPI if they are transferred.

IDEA: TPI works as a deterrant for Daytrading in that if you transfer a player, he will lose a very large amount of his TPI (~50%). Therefore, you'll be selling the player with 50% less TPI than he had when you bought him, dropping his value. The "bottom line" that a player can reach by repeated transfer and poor performance would be determined by his TSI (he'll always have a certain number of fans that appreciate his skill whichever team he plays for).

The "First Impression" (IDEA)

The Events in the game effect on TPI would be greatest during the first match played with the team, and would decrease as the number of matches played with the team increases. The effect of the first match on a player's reputation would be tremendous. Game rating effect and Best/Worst Player effect would also be substantially greater during the first match, but these would fall to their normal level and stay the same magnitude after the first match with the team.

  • IDEA: The "First Impression" effect could also occur when a player is placed on the transfer list (obviously this would be a negative effect on TPI) to further deter Daytrading.

Events

Other events affecting TPI:

  • Players who play for the U-20 or National Team gain more popularity.
  • Players who win the Top Scorer honor in their league gain more popularity.
  • (IDEA) Players who record a hattrick or clean sheet gain more popularity.
  • (IDEA) Players gain more TPI as their age increases until after they reach 27, at which point it begins to drop during the off season. Fans like veteran players more than youngsters, but they also like their players to be in good physical condition.
  • (IDEA) Players who serve as team captain gain more popularity or lose more popularity in accordance with the team's final match result.

What TPI would affect

TPI will also affect many different things

In-Game Performance (IDEA)

TPI would affect in game performance. If you're hot, you're hot, so to speak. TPI would affect fan support... if you buy a player with high TPI, fan support increases.

  • IDEA: If you score a goal one week, you'll be that much more confident coming in to next week's game. If you get carded, then you're going to be playing a little worse next week, because you'll be rattled by the card.

Transfers

If you sell a player with high TPI, fan support decreases and if you sell a player with very low (negative) TPI, your fan support may even increase. This adds a whole new depth to the transfer market. The Daytrading will be balanced, because selling a newly bought player right away will make fans angrier, because they didn't get to see the player on the field.

Sponsors

TPI would also affect Sponsor income, in that sponsors will give a team more money if their players are "marketable". This will solve bankrupting problems for some teams playing in higher divisions and it will also help teams keep an expensive NT-player or NT-players in their ranks.

Revising TPI

Discussion of these ideas can be found in Global thread (4682204.1) Discussion can also occur in the talk page of this page. If you add any ideas, please label them as IDEA. If you're opposed to any of the points made above, feel free to label that point an IDEA as well, but be sure to state why you're opposed in the discussion page.