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#1 2012-11-05 04:38:57

crothers
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Lyle Lanley
They Hate Us
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From: victoria
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Court Rivals - FAQs

Hi Guys! Crothers here, this information is readily made available in the forums but I thought I'd compile and update it all for you!
I encourage you to contact me with queries, also if you find anything in here that is incorrect/vague/outdated or if you think that something could be better worded.


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First up is a sort of glossary of important terms or phrases you're likely to run into (With very basic information, these things are described in greater detail further on in the post)

Attribute Cap:
Attributes have a Cap so players can't go to high.
The Cap for all skills except Endurance is 400. Endurance is 50.
Although the cap is 400, higher levels are achievable via perks.

Chems:
Chems are short for Player Chemistries.
They are a function of a team, where two players have an attribute that match up.
Please refer to the knowledge base for the list of all player chems,
found here http://www.courtrivals.com/knowledgebase.php?a=12 though an updated list is further down, this post was made ages ago.
The starting point for a Chem is 65 in one attribute.
The player you are matching up with must have an attribute at 65 as well.
There are 8 levels of Chems.

E-baying:
E-baying refers to a team that changes their lineup right before roster lock to put off the other team and increasing their chances of winning.

Greasemonkey:
Greasemonkey is an add-on to Mozilla Firefox.
You can download and can help enhance your Court Rivals experience with features such as your teams sim values, player of the game statistics and more.
A must have for serious users and highly recommended for newer users.

GR:
GR stands for Gym Rat. Gym Ratting means to basically give up on a season or two and just focus on training.
Doing this you put your skill points in the 'Role Player' side of the Skill Tree and work your way up to the skill Gym Rat.
Putting a Skill Point in Gym Rat will make your Intense and Accelerated trainings cost 1 Training Credit less.
Putting a second point in GR will make Accelerated trainings cost 1 Training Credits and Intense cost 4 Training Credits.
You can put 2 Skill Points in Gym Rat. There are two types of Gym Ratting.
Partial Ratting means to only use the Gym Rat skill and half compete as well.
Full Ratting is giving up on the whole season and using the skills Gym Rat, Workout Wonder and sometimes Pure Athlete.

PC:
PC stands for Player Credit, Player credits are what required to own multiply players, 1 player credit lasts a player the entire season.

Point Whoring:
Point Whoring is a way to maximize your player and team's total points.
A team that point whores is trying to maximize Skill Points to make a truly rounded team with above average totals in all attributes.
Many times a player is asked by his/her captain to point whore to the next skill point.
That is training your lowest attributes as often as possible to use every Training Credit on regular training.

Premium:
Premium is a subscription service you can purchase for Court Rivals.
By having a premium account you can train up to 5attributes at once instead of 2,
you may watch live Play by Play of games, you may vote in the weekly poll and have a customized player signature for the forums.

Rollback:
After every season each player has their trained points rolled back. 50% of trained points as soon as you start, regardless of seasons played.

Roster Lock:
There is a Roster Lock before all games. After this Roster Lock lineups can't be changed.
Roster Lock is set by the team with the higher ranking.
Roster Locks can be from an hour to 2 hours prior to game time. Roster's can be changed as many times as necessary up to the roster lock.
After the roster lock TSP's may be set accordingly (up to an hour prior to game time).

Sim Points:
Sim Points are your player's total points for each attribute that are added up after Skill Points, Chems, Sliders and Team Skill Points are formulated.
For instance, your teams Blocker may have a total of 325 in Blocking; however his Sim Points could be 9000 after sliders, chems and skill points.

Sim Value:
Sim Value is the total points for each attribute of every player on a team's lineup (Starters or Bench) after Skill Points, Chems, Sliders and Team Skill Points are formulated.
For instance, a starting unit may have a total Sim Value of 13000 in Leadership if you add up each player's Sim Points of Leadership on the lineup.

SP:
SP stands for Skill Points. You get one skill point for every 100 points you train after you get 300 trained points.
So when you are at 500 trained points you will have 3 Skill Points. They can be put into various things to increase your players Sim Points in a certain attribute.

Stacking:
Stacking is a way to overload a lineup with 2 or more players of the same type, like 2 Blockers or 2 3pt Shooters on one lineup.
Stacking may also refer to a training method; queue up some Intense trainings before rollover to get more Training Credits after reset.
By cancelling your trainings after reset, you would get all your Training Credits back.

TC:
TC stands for Training Credits. Training Credits are equal to your endurance.
If you have 30 Endurance then you will have 30 Training Credits which mean you could do 30 Regular trainings, 10 Accelerated trainings and 5 Intense trainings. ( Without using Gym Rat)

TSP:
TSP stands for Team Skill Points. TSP's are awarded for every game your team plays together.
On Day 2, after your first game, your team will be awarded 1 TSP.
On Day 3 after your 2nd game, your team will be awarded another TSP for 2 total TSP's (assuming your team stays together.
TSP can be placed in various Team Skills that lessen your opponent's attributes by 10% per rank with a total of 5ranks-50% reduction.

WoW:
WoW stands for Workout Wonder. It is a skill point in the 'Role Player' side of the Skill Tree.
It makes intense training times 33% faster.
For example, if you have a skill point in Workout Wonder and one of your intense trainings take 3 hours without it then with WoW it will only take 2 hours.
WoW is typically part of a gym rat season as it will help you maximize your training times.


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Please use this “Help Section” to guide your career through Court Rivals.
If for some reason you cannot find the information you are looking for, please feel free to post a question in Rookie Forum or General Forum of the website (alternatively you could contact me or other members).
Court Rivals prides itself on the knowledge and availability of its user base.
Welcome to the community of Court Rivals. Your ascension to the Pro ranks begins here. Good luck.

How to Play Synopsis

Court Rivals is a browser based game. The objective of the game is to have your team win the league championship.
You can accomplish this by assembling a team of 10 players and having each member of your team train his or her attributes.
The amount you can train daily is limited by the number of training credits you have.
Every day at midnight ET, you receive a fresh set of training credits with which you can train.

Every night from 8:30-10 PM ET, if you are on a team then you will play in a simulated game.
A box score will be generated for the simulated game so that you can login after the game and determine how your player did.
There is a full tutorial for Court Rivals that is automatically displayed when you first create an account and login to the game.
If you are unsure of the details regarding how to play, then please follow the tutorial.


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STARTING OUT AND THE BASICS

So you want to be a player? Want to prove you have what it takes to go from the Playground to the Pro’s?
Choose your players height, position and starting attributes.
Your first steps to Court Rivals dominance begins here.

*Player Creation
*Attributes
*Attribute Rollback
*Leagues and Divisions

Player Creation
       
What type of player do you want to create? Court Rivals has a flexible way to create whatever type of player you want.
All you have to do is choose the height of your player.
The traditional roles of Point Guard, Shooting Guard, Small Forward, Power Forward and Center are gone and replaced simply by choosing a Guard or Forward.
Your height determines your player’s strengths and weaknesses.
If you want to create a “traditional” Center who is a strong Rebounder, you may want to select a 7’2” Forward as they have the highest base number in Rebounding. 
Look at the chart below and see how the attributes fluctuate as the height changes.

Hght    Pos    Spd    End    Bl Hand    Pass    Sht    3 Pt Sht    Fre Thrws    Dnk    Reb    Block    Def    Lead
5'10    G    27    10    25    25    17    17    26    9    9    5    25    30
5'11    G    24    10    25    23    18    18    23    12    11    6    27    28
6'0    G    21    10    28    21    19    20    25    13    13    7    22    26
6'1    G    21    10    22    21    20    22    23    13    16    8    25    24
6'2    G    21    10    24    24    20    20    23    15    17    9    20    22
6'3    G    20    10    20    20    27    21    22    16    18    11    20    20
6'4    G    20    10    20    20    22    23    21    18    19    13    19    20
6'5    G    20    10    17    18    23    24    23    19    20    14    17    20
6'6    G    19    10    18    15    25    25    25    20    20    15    18    15
6'6    F    24    10    18    20    21    20    18    20    17    17    20    20
6'7    F    22    10    17    18    21    17    18    22    20    18    21    21
6'8    F    20    10    15    16    22    18    17    23    24    20    20    20
6'9    F    18    10    13    15    21    15    17    24    27    24    21    20
6'10    F    16    10    11    12    21    14    16    25    30    26    24    20
6'11    F    16    10    10    11    18    13    16    26    28    27    26    24
7'0    F    14    10    11    10    19    12    18    29    30    28    22    22
7'1    F    13    10    11    10    17    11    13    28    29    32    25    26
7'2    F    11    10    8    10    16    10    10    30    32    30    30    28


Attributes

Attributes are the main components that help define your player.
Each attribute affects the performance of your player either in a statistical category such as Points Scored, Assists or in team based skills such as Possessions and FG%.
Your players starting attributes are determined by his/her height.
Attributes can be increased via daily training, skill points or re-allocating attributes via sliders.
Sliders shift points out of one attribute and puts them into another. Training times for attributes increase each time you train them.
The current Attribute Cap is 400. Endurance can be trained to a maximum of 50.

Speed: Speed affects both your offensive and defensive capabilities.
Faster players can exploit slower players on both ends of the floor.
Speed along with Defense increases the number of steals you generate.
Speed opposes Rebounding via the Crash Boards/Get Back on D slider.
The further your slider is towards Get Back on D, the higher your Speed will be but the lower your rebounding will get. 

Endurance: Endurance affects how many training points you receive every day to train.
Endurance has no impact on in game performance except when used to gain the bonus from the Skill, Athleticism.
A "typical" player trains his endurance to 30.

Ball Handling: Ball Handling affects how often you turn the ball over.
It also helps determine (with Passing) how many assists you generate and increases your teams shooting percentage.
Ball Handling (and Leadership) opposes 3 Point Shooting via the Take More 3’s/Take Less 3’s slider.
The further your slider is towards Take Less 3’s the higher your Ball Handling (and Leadership) will be as you lower your 3 pt shooting.

Passing: Passing affects how many assists you generate from game to game.
Better passers are less prone to throwing a “bad pass” and causing turnovers.
Passing helps determine the total number of possessions your team receives.
Passing (along with Ball Handling) helps increase your teams shooting percentage and the total number of assists. Passing opposes Shooting and Free Throws via the Pass More/Shoot More slider.
The further your slider is towards Pass More, the higher your Passing (and Ball Handling) will be as Free Throws decreases.

Shooting: Shooting affects how many points you will score in a game and your shooting percentage.
Shooting opposes Dunking (and to a lesser extent Free Throws) via the Attack The Basket/Take Jump Shots slider.
The further your slider is towards Take Jump Shots, the higher your Shooting (and to a lesser extent Free Throws) will be as Dunking decreases.

3 Point Shooting: 3 Point Shooting affects how often your player will shoot from long range and how likely he is to make those shots.
It also affects how many points you will score and your shooting percentage.
3 Point Shooting opposes Ball Handling via the Take More 3’s/Take Less 3’s slider.
The further your slider is towards Take More 3’s, the higher your 3 Point Shooting will be but the lower your ball handling will get.

Free Throws: Free Throw Shooting affects how often your player will convert at the free throw line.
Free Throws do not have a natural opposition.
Your Free Throws attribute will increase if you move your sliders toward Shoot More, Take Jump Shots or Attack The Basket.
Points from Free Throw Shooting can be split between Ball Handling and Passing if you move your slider towards Pass More.

Dunking: Dunking affects how often your player will attack the rim and attempt high percentage shots.
Dunking opposes Shooting via the Attack The Basket/Take Jump Shots slider.
The further your slider is towards Attack The Basket, the higher your Dunking will be at the cost of Shooting.

Rebounding: Rebounding affects how often your player will grab a rebound on both the offensive and defensive end of the floor.
Rebounding opposes Speed via the Crash The Boards/Get Back on D slider.
The further your slider is towards Crash The Boards, the higher your Rebounding will be but the lower your Speed will get.

Blocking: Blocking affects your ability to block shots. Blocking helps lower your opponents scoring output.
Blocking opposes Leadership via the Take Chances on Defense/Play Conservative Defense slider.
The further your slider is towards Take Chances on Defense, the higher your Blocking will be (if it is higher than defense) at the cost of Leadership.

Defense: Defense affects your ability to generate steals along with Speed.
Defense opposes Leadership via the Take Chances on Defense/Play Conservative Defense slider.
The further your slider is towards Take Chances on Defense, the higher your Defense will be (if it is higher than Blocking) at the cost of Leadership.
Defense is seen as a team based attribute as well. It helps limit the opposing teams scoring output.

Leadership: Leadership affects how consistent your team is. Teams with a high leadership rating tend to be less streaky.
Leadership is seen as a team based attribute.
The teams total Leadership is used to compare against the opposing teams Leadership in the sim to help determine the game’s outcome.
Moving your slider towards Play Conservative Defense will increase your Leadership but lower your Defense.

Attribute Rollback

    Each season, players lose a percentage of their attributes from the prior season (call it offseason rust). The percentage that players will retain is 50%

*The "Ending Attribute" in the middle is rounded DOWN once all calculations are performed. So all ODD numbers are lost...


Leagues and Divisions

    Court Rivals allows you to train your player through his/her entire career. After choosing what type of player you want to create, you then have to decide where you want to play.

There are 4 Leagues in Court Rivals. Upon creating your first player, you will be placed in the default League called “Jordan”.
You may choose to create a player in an alternate League, either “Kareem” or “Bird”, however most teams in these Leagues are comprised of players that were created several seasons ago.
Alternately there is an experimental League called “West” that you may join later if you want to try some unique player builds or teams.
Each League functions independently of each other and has its own Playoffs and set of Awards.
At the start of each season you may choose to switch Leagues. West players may not transfer out of the West League.
After choosing your League you may join a team in one of 3 divisions; Playground, College and Pro.
Each Division has its own standings and statistical leaders.
Begin your players grind from the Playground into College and ultimately rise up to the Pro ranks.

Each Division is separated into 4 groups:

Pro is organized as follows; Pro A has the top 12 teams, Pro B has teams 13-24, Pro C has teams 25-36 and Pro D has teams 37-48.

College has a similar set up as the Pro’s. The top 12 College teams are in College A, College B has teams 13-24, College C has teams 25-36 and College D has teams 37-48.

Playground is a bit different. The top 20 teams are in Playground A, teams 21-40 are Playground B, teams 41-60 are Playground C and teams 61 and below are in Playground D.


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SCHEDULES

*Daily Schedule
*Next Opponent and Scheduling
*Seasonal Calendar
*Daily Schedule
   
Daily Schedule

Here is the schedule for daily events in Court Rivals (all times Eastern Time):

12:00 AM - Training credits awarded to each player equal to their current endurance. Roster Lock preference set (until 6pm EST)
2:00 AM - Career stats updated for every player
3:00 AM - Career milestones updated for every player. Single game records are updated.
4:00 AM - Accomplishments updated for every player.
5:00 AM - Player chemistries awarded or upgraded
5:01 AM - All challenges are scanned to determine if any are eligible to be canceled
6:00-8:00 PM - Team rosters lock. Roster lock is determined by the higher ranked team.
8:00 PM - Coaching sliders and TSP's lock. Simulation script starts running in the background
8:05 PM - Divisions realigned based on total trained points and rating points for a team
8:35 PM - Live play by play begins for premium members.
9:55 PM - Game results mailed to premium members (if option is enabled)
10:00 PM - Game results and play-by-plays (if available) viewable by all. Team rosters unlock. Coaching sliders can be modified.
10:05 PM - Standings (wins/losses) updated based on the results of the games. Rating points distributed.
10:06 PM - Next opponent determined for all teams.
11:05 PM - Quality stats updated based on the statistics recorded in the night's games.
11:09 PM - All stats updated based on the statistics recorded in the night's games
11:30 PM - Forum signatures are updated for premium members

Every Saturday at 12 PM ET, premium members can (again) vote in the Players' Top 25 Poll.

Moving Up and Down Divisions

Teams are placed in divisions based on the following formula:
Division Score = 0.05*(Trained Points for Team) + Rating
For more information on the rating system, please see:
Knowledge Base - Rating System


TRAINING and COACHING

*Accelerated and Intense Training
*Coaching Sliders

Accelerated and Intense Training

Accelerated Training is a function in the Gym to use three Training Credits to shorten the time it takes to train a skill.
Accelerated training simply reduces the amount of time to train something; it does NOT give you more than +1 point per completed training.
The accelerated time is half of the normal training time, rounded up to the nearest 5-minute increment. This feature can be used on all skills except Endurance.
Intense Training is a function in the Gym to use six Training Credits to shorten the time it takes to train a skill.
Intense training simply reduces the amount of time to train something; it does NOT give you more than +1 point per completed training.
The accelerated time is one quarter (25%) of the normal training time, rounded up to the nearest 5-minute increment.
This feature can be used on all skills except Endurance.
Train wisely.

Coaching Sliders

Coaching sliders are a tool used to adjust just how your player will perform during a game.
This is a way to customize how your player will perform.
Coaching sliders are not absolute!
Even if you have your coaching slider set all the way in one direction, your player may sometimes take an action that "goes against" your coaching slider (though hopefully not too often!).
Coaching sliders shift points from one attribute to another, so you can choose to have your player increase Ball Handling but lessen 3 pt Shooting.

Below is a list of every coaching slider and what each one does:

Take Less 3's / Take More 3's : Players that take less 3's tend to take closer shots and, as such, tend to be more consistent shooters.
Players that take more 3's tend to wander outside the 3 point arch and tend not to handle the ball as much, opting instead to be sharpshooters.

Pass More / Shoot More : Player's that pass more tend to handle the ball more and be focus more on passing.
They tend to take less free throws, however, because the fouls they are a part of are non-shooting fouls.
On the other hand, players that opt to shoot more are not as adept at passing and are better at shooting and drawing fouls.

Attack the Basket / Take Jump Shots : Players that take more jump shots are better jump shooters but are less proficient at shots in traffic and close to the basket.
Players that attack the basket draw more fouls and are more adept at shooting in traffic, but are not as proficient at jump shots.

Crash the Boards / Get Back on Defense : Players that crash the boards use their quickness to grab more rebounds.
Players that get back on defense use their speed to race down the floor to stop the other team.

Take Chances on Defense / Play Conservative Defense : Players that take chances on defense tend to go for blocks and steals in an attempt to force turnovers and create additional scoring opportunities for their team.
Players that play conservative defense are heady players that focus more on limiting the other team's scoring opportunities rather than forcing turnovers.


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TEAMS

*Rating System
*Challenges
*Cancelling Challenges
*Filler Players
*Team Captains
*Team Co-Captains

Rating System

Teams are awarded rating points for each game they play in.
They are awarded a base number of points based on the conference and division they are in,
they are awarded points based on what conference and division their opponent is in regardless of a win or loss.
They are awarded additional points if they win a game against their opponent.
Teams are ranked by their win/loss record and their total rating.
Playoff seeds are given out based on a combination of both rating and record. Below is a chart that illustrates how many points a team can earn based on various scenarios.

Challenges

Challenges are a way you can control your team’s fate. Via the Challenge system teams can challenge other teams to a game.
Any player on the team may challenge any other team (in their league).
Be careful with throwing out wild challenges. If you are on a Playground team, challenging a Pro team may not be the wisest of moves.
Although a Playground team has beaten a Pro team, more often than not, the Playground team will lose by an enormous amount.
Challenges must be accepted by 3 players on your team for it to take effect. You can access all of your team’s issued challenges and other teams challenges via the Team Page.
Challenges can help you move up in your division.
Try and Challenge teams that are just above you in the standings to see if you can beat them and take their spot or teams just below you to create some space.

Canceling Challenges

Challenges may become cancellable by a team captain if your opponent falls below 75% of your team's current total points.
This check is made nightly at 5:01 AM EST. Challenges that are already scheduled CANNOT be canceled under ANY circumstances.

Filler Players

Filler players are players used in the absence of human players. A recap will not be generated for any game feature filler players.
There is a penalty for using filler players:

1. Filler players are rated vastly lower than a regular player from a trained attribute point respect
2. Filler players put up stat lines as if they are rated higher than what they actually are.
This means that you can be a great player, but if you're surrounded by filler players, than the filler players will steal many of your touches in-game.
Think of filler players as terrible basketball players that THINK they're good, so they hoist up a ton of shots and hog the ball smile

Team Captains

Being a team captain does not grant any additional in-game benefit.
Team captains are just like any other player on the team, except that they can perform the following administrative duties:

*Can kick a player off of the team
*Can assign a new captain
*Can change the team password
*Can change the duration of time someone needs to be on a team before they can issue challenges
*Can choose which players are starters and which players are bench players
*Can set the roster lock if applicable.
*Can assign Team Skill Points
*Can stick or un-stick topics in Team Forum
*Can change the team name once per season

Team CO-Captains

Teams may select a Co-Captain to assist the Captain in any of these administrative duties:

*Assign Team Skill Points
*Set roster lock if applicable
*Designate starters and bench players


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PLAYER CHEMISTRIES

*What are Player Chemistries?
*Chemistry Levels
*Chemistry FAQ


What are Player Chemistries?

A Player Chemistry is a bonus awarded to your player when he has established a bond with one of his teammates.
If you and another player on your team both have specialized in specific attributes, you might develop chemistry.
This chemistry, in turn, helps to boost both you and your teammate's attribute values higher. Below is a list of the available chemistries:
Player Chemistries
1. Inside-Outside (Dunking and Three Point Shooting)

2. Twin Towers (Rebounding and Blocking)

3. Second Chance Points (Rebounding and Shooting)

4. Catch and Shoot (Passing and Shooting)

5. Shutdown Defense (Blocking and Defense)

6. Alley Oop (Passing and Dunking)

7. Floor Generals (Passing and Ball Handling)

8. Solid Fundamentals (Ball Handling and Free Throws)

9. Off to the Races (Speed and Speed)

10. Crunch Timers (Leadership and Free Throws)

11. Leading a Fast Break (Leadership and Speed)

12. Defensive Forces (Defense and Rebounding)

13. Shooting Gallery (Shooting and Three Point Shooting)

14. Rim Reapers (Dunking and Rebounding)

15. Full Court Press (Defense and Defense)

16. Team Leaders (Leadership and Leadership)

17. Pick and Roll (Speed and Ball Handling)

18. Slash to the Basket (Speed and Passing)

19. Swing and Shoot (Passing and Three Point Shooting)

20. High Post-Low Post (Shooting and Dunking)

21. Drive and Dish (Ball Handling and Dunking)

22. And 1 (Dunking and Free Throws)

23. Hot Potato (Passing and Free Throws)

24. Solid D (Defense and Leadership)

25. Pick and Pop (Shooting and Ball Handling)

26. No Soup for You! (Speed and Blocking)

27. Feet on the Ground (Blocking and Leadership)

28. Drive and Kick (3 Point Shooting and Ball Handling)

29. Quick Three (Speed and 3 Point Shooting)

If you want to calculate additional levels, use this formula:

Needed skill = Level 1 value * (1 ((desired level of chemistry - 1) * .8)
Also known as 80% gain.
Chemistry Levels

Once your player hits 65 in an attribute, he will be eligible for a Player Chemistry.
As you continue to train, and that same attribute reaches 117, your Player Chemistry will reach level 2.
Of course, advancement of your Player Chemistry is contingent on your partner continuing to train as well.
Additional player chemistry levels are awarded at 5 AM Eastern Time (at the same time normal chemistries are awarded).
With each chemistry level you achieve, your bonus increases. The chem. Levels are as followed:

L1 = 65
L2 = 117
L3 = 169
L4 = 221
L5 = 273
L6 = 325
L7 = 377
L8 = 429 (only achievable by perks..... that is why 58 perks is very important when competing)

Chemistry FAQ

Q: How will I know when my player has received a chemistry bonus?
A: You will see a chemistry icon  next to your players name on the "My Team" page.
The icons will appear in pairs (since two people have to have chemistry in order for there to be a chemistry bonus in the first place!)

Q: How do I know what chemistry bonus I received?
A: You can mouse over the chemistry icon for players on your team and see what the bonus is and who they share the bonus with.
The bonus is named something basketball related so you can usually tell how/why the chemistry formed. For example, one bonus is called "Alley Oop."
This bonus gives the player with the high passing attribute a passing bonus and it gives the player with a high dunking attribute a dunking bonus.

Q: How is it determined when a chemistry bonus forms?
A: Each player must meet or exceed a predefined stat value of 65.
For example, for the alley-oop bonus, one player must have a passing rating of 65 and another player must have a dunking rating of 65.
After 5 games played, you will form a chemistry with your teammate *if* you meet the predefined attribute criteria.

Q: Can a player receive two chemistry bonuses?
A: No. Each player can only receive one chemistry bonus.

Q: When are chemistry bonuses awarded?
A: Chemistry bonuses are awarded daily at 5 AM server time to eligible players.

Q: How long do I keep my chemistry bonus?
A: As long as you and the player you have chemistry with stay on the same team, you will retain the bonus.
Player chemistry bonuses will be reset at the start of the season but that's it.

Q: Can my attributes be boosted over the attribute cap with chemistry?
A: Yes, they can.

Q: Do I have to be on the floor at the same time as the person I have chemistry with to get my chemistry bonus?
A: No you do not. If your "chemistry partner" is on the bench and you are starting, you will both continue to receive your chemistry bonuses.

Q: Can I choose my chemistry partner?
A: You may select your preferred chemistry partner by going to your TEAM page and selecting the Roster Tab.
Next to your player name will be an option to “set preferred chemistry partner”.  You will then be prompted to choose another player on your team via a drop down menu.

Q: Can I choose my players chemistry?
A: Yes, from your Team page and Roster Tab, you may select the chemistry that your partner and you share. 
When a chemistry is changed, it begins at level one and increases in level each day until it is at the appropriate level.


=================================================================================================================


PLAYOFFS

*Playoff Format
*Playoff Selection

Playoff Format

Playoff format is a 32 or 64 team single elimination tournament.
There are 4 regions and four number one seeds in each region (similar to the NCAA tournament).

No reseeding takes place in between rounds.

Rosters of all playoff teams are locked before the playoffs begin. During this time, no individuals can leave or be kicked off their team if their team remains in the playoffs.

Playoff games will be played twice a day until a champion is crowned. Playoff times are as follows (all times EST):

Last day of regular season:

- All Leagues - ~10:10pm - Playoff teams/seedings finalized after final game

Playoffs -  Day 1:

- Kareem/Bird/Jordan - Round of 64 --- ~1:30-2:30 (live play-by-play) with results at 3 PM
- All Leagues - Round of 32 --- ~8:30-9:30 (live play-by-play) with results at 10 PM
- Season 15 All-Defensive Team announced sometime during the day

Playoffs – Day 2 :

- All Leagues - Round of 16 --- ~1:30-2:30 (live play-by-play) with results at 3 PM
- All Leagues - Round of 8 --- ~8:30-9:30 (live play-by-play) with results at 10 PM
- All Leagues - Season 15 Court Rivals 1st/2nd Team announced

Playoffs - Day 3:

- All Leagues - Semifinals --- ~1:30-2:30 (live play-by-play) with results at 3 PM
- All Leagues - Championship --- ~8:30-9:30 (live play-by-play) with results at 10 PM
- All Leagues - Season 15 Court Rivals Playoff MVP and Regular Season MVP, and Defensive Player of the Year announced

Playoff Selection

Currently, the selection of Playoff Teams is fully automated via the Rating System.
For example, in a 64 Team Playoff, the top 64 teams based on rating are selected for the playoffs.
The current playoff teams can be viewed at any time by heading over to the Standings page and clicking the Playoffs tab.
Teams not in the playoffs will continue to play each night at 8:30 EST as they did in the regular season.


==================================================================================================================


SKILLS

*Player Skills
*Team Skills
*Advanced Skill Information

Player Skills

Skills are an exciting way for you to customize your player and mold him into the sort of player you want him to be.
Skills are based on the Attributes you train daily. There are three skill trees: Offense, Defense, and Role Player.
In turn, each tree has three tiers (or rows) of skills underneath it. Typically, the strongest skills are on the highest tier.

So what stops you from putting all of your skill points in the highest tier skills right off the bat? In order to invest in a Tier 2 skill.
For example, you must have at least a total of two skill points invested in Tier 1 of that tree.
For a Tier 3 skill, for example, you must have four skill points total invested in Tiers 1 and 2 of a skill tree.

Each skill also has ranks. Each point you invest in a skill increases its rank by one.
Naturally, all skills start at rank 0. Different skills have different maximum ranks.
For example, all the Tier 1 Skills like "Court Vision" have 3 ranks while the Tier 3 Skills like "Gamebreaker" have only 1 rank.
Players in Court Rivals earn their first skill point that they can use at 300 total trained points and earn an additional skill point at every 100 trained points thereafter.
Think of the skill points as a reward for training your attributes.

Also, be careful when choosing where you place your skill points.
You have until the server resets at 12:00 am EST to “undo” your most recently placed skill point. Once the server resets, you’re skill points are locked until next season.

Skill points are zeroed out at the end of the season and are refunded to your player at the time of the attribute rollback.
This allows you to customize your player in a different way for the next season! Your player may change his style/build each season if you choose.

TEAM SKILLS

Team Skills are available to help your Captain game-plan against opposing teams.
Team Skill Points (TSP) can be used to lessen the opposing team’s attributes by 10% per rank.
Team Skills reward your team for keeping the same players together for the entire season.
Each game your team plays with the same players will yield 1 Team Skill Point.
So, as the season progresses, you will continue to earn Team Skill Points. Team Skill Points can be applied to each lineup.
If you want to attack an opposing team’s starters Rebounding and their bench’s 3pt Shooting you may apply TSP’s accordingly.
Team Skill Points may be changed daily and are viewable to the entire team. You may view your Team Skills via the Team page.
Only a team’s Captain and Co-Captain may set Team Skill Points.
The real challenge of Team Skill’s is for the Captain to decide whether to attack an opposing team’s strength or to help boost his team’s advantages.

How do I get more team skill points?

Basically, the script takes a look at who's CURRENTLY on your team. 
For every NON-PLAYOFF game that person has played on their current team this season, they get one "point". 
For every 10 "points" you get, you will earn one additional team skill point.  In other words...

* If your team has 10 players, you will get an additional team skill point every day
* If your team has 5 players, you will get an additional team skill point every other day
* If your team has 1 player, you will get an additional team skill point every ten days

What happens if someone leaves my team?

You lose *SOME* team skill points.  In other words, your team skill points reset and will need to be reallocated. 
For example, if 10 guys have played together for 10 games, you would have 10 team skill points. 
Let's assume one player leaves after game 10.  That would mean you'd have 9 guys who have all played on your team for 10 games. 
That would leave you with 9 team skill points.

Is there a maximum number of Team Skill Points to use?
Yes. Each Team Skill has a total of five ranks. 5 Team Skill Points can be put into each Team Skill which will reduce an opposing team’s attribute by 50%.
So, if 5 TSP’s are placed in “Man to Man Coverage” the lineups 3pt Shooting will be reduced by 50%. 
TSP’s may all be used on one lineup or split between the two.
At the end of the regular season a team that has been together since day 1 will accumulate a maximum of  42 Team Skill Points to use in the Playoffs.


Advanced Skills Information

As you may know, your player's attributes are recalculated at game time based on your skills, sliders, player chemistries, and your opponent's team chemistry.
The order of operations for this procedure is:
Skills -> Personal Chems -> Sliders


=================================================================================================================


PROFICIENCIES

*Player Proficiencies

Player Proficiencies

If your top 3 attributes are within 20% of each other (3rd highest must be 80% or greater of highest), then you will be refunded 1 Training Credit AT THE COMPLETION of training one of your top 3 attributes.

This essentially is a way to train your player in balance.
So, if your player has 100 in Passing, 90 in Rebounding and 80 in Dunking you are considered proficient and your 3 attributes will be highlighted in lime green. 
Each time your training ends on one of these attribute, you get an extra Training Credit to
spend as you wish.

Proficiencies are awarded or taken away at server reset (12:00 am EST).
If you become proficient in 3 attributes, you may take advantage of it until the next server reset.
If you are using proficiencies as a training strategy you must be within the 80% range at each server reset.


==================================================================================================================


Games, Stats and Simulation Mechanics

*How to put up big stats
*How to win games
*Play by Play
*Reading a basketball box score
*What are quality stats?

How to Put Up Big Stats

Here at Court Rivals, our goal is to provide everyone with a fair and reasonable basketball simulation site.
Our intent is not to discourage newcomers to be subjected to lopsided games and meager statistical outputs.

What this means (and a lot of people may not realize!) is that there is not an ABSOLUTE direct correlation between your skills and shooting percentage.
If that were the case, then someone with 300 dunking skill would go 20 for 20 every game (which isn't terribly realistic).
Putting up big numbers (statistically) in Court Rivals is a numbers game.
The size of the pie (aka the number of points, amount of rebounds, etc. in a game) stays relatively the same from game to game but the amount of pie everyone gets changes.
The reason for this is that the alternative would be to sacrifice all realism and have games where the score is 50-700 and the winning team shoots 300-305 from the field.
Unless I went the latter route, there's no way I can make everyone score 50 PPG and shoot 90% from the field.

With that in mind, please remember that statistical numbers are relative.
If you have 100 shooting, you have to see if that is a lot compared to other people on your team and if 100 is a lot compared to what your opponent has attribute wise.

The most logical and realistic way to put up big stats would be to control an entire lineup or team.
By doing so, you can attempt to manipulate your players attributes to reflect the statistics you want. Of course this is not an exact science either and may yield “odd” results.

As a closing note, if you are still concerned with putting up "big numbers" in the sim, please reach out to people that lead in various statistical areas and PM them in-game.
They may be able to better direct you in regards to how you should train and how your lineup should be set to maximize your individual performance.
Good luck!

How to Win Games

Winning games has everything to do with a well balanced, cohesive team and nothing to do with having 10 guys that can score 30 points per game but not play defense.
Here are some tips to winning games:

•    Fill your team with real players - Filler players are a great way to get started in Court Rivals, but do not expect to be too successful if you have ANY filler players on your team.

•    Coordinate with your teammates - Coaching sliders are a powerful tool and help to adjust how your attributes are distributed.
You may have a great passer on your team, but that will mean nothing if he has his coaching slider set all the way to "take shots."
Take care to define your roles and see to it that everyone follows them.

•    Establish chemistries - Chemistries provide a nice boost to your attributes and should be actively worked towards if you do not have one.

•    Examine matchups - Each game takes into consideration a team's full compliment of 10 players.
If your starting lineup OR your bench is not a balanced unit, you will notice.
See to it that there is at least one scorer, passer, and one big man in both your starting lineup and on your bench or you may see unexpected (bad) results!

•    Counter your opponent's strengths - If you notice your opponent has 8 guys with a strength of shooting.
It would be wise to move your coaching sliders in such a fashion that your team out performs your opponent in the ten other aspects of the game.
Or apply Team Skills to combat these strengths.
Remember- speed, ball handling, passing, shooting, three point shooting, free throws, dunking, rebounding, blocking, defense, and leadership are all equally as important when it comes to down to winning a game.
A one-dimensional team cannot win it all.

•    Distribute Team Skill Points Wisely – Place TSP’s in areas you want to exploit or lessen the potential impact of your opposing team.

Play by Play

Play by play is available for all games that have occurred on or after June 24th, 2008 at 4 AM Eastern Time,
and that feature two teams that each have 10 players managed by real human people. 
Play by Play may be viewed after game results are posted (10:00 pm EST).
Additionally, users with Premium Access may watch live play by play and chat with other users during the game.
In the event a filler player is involved in a game, play-by-play will not be available for that game and just a box score will be generated.

Reading a Basketball Boxscore

Court Rivals tracks 9 different statistical categories for your player.

FGM-A: Field Goals Made-Attempted. This is the number of field goals made and the total number attempted.
A field goal is any made basket that is not a free throw. 3 Point shots are included in this statistic.
3PM-A: 3 Pointers Made-Attempted. The number of three pointers made and attempted.
FTM-A: Free Throws Made-Attempted. The number of free throws made and attempted. Each made freethrow is worth one point.
REB: Rebounds. A rebound occurs when a player takes possession of a missed field goal or free throw.
Please note that there are two types of rebounds: offensive rebounds (O REB) and defensive rebounds (D REB).
AST: Assists. An assist is when a player makes a pass that directly leads to a score.
ST: Steals. A steal is when a defensive player gains possesion of the ball from an offensive player.
BK: Blocks. A block occurs when a defensive player deflects the shot of an offensive player.
TO: Turnovers. A turnover is when an offensive player gives the ball to the other team in some way(having the ball stolen, stepping out of bounds, etc).
PTS: Points. The total number of points scored for the game.

What are Quality Stats

Quality stats are a metric that Court Rivals uses to determine which box score lines that players earn really matter.
A lot of times, teams may play inferior competition and fill up the box score.
While there's nothing to stop someone on a Pro team from putting up 40 rebounds in a game against a Playground team, a stat line along that wave length will not be recorded as a quality stat.
Awards are based on Quality Stats.

A quality stat is a stat earned in a game where two criteria are met:

1. Both teams have at least 9 players
2. Each team is within 4 divisions of one another (e.g. a Pro A team would put up a quality stats line against Pro A, Pro B, Pro C, Pro D, and College A)


=================================================================================================================


RULES

*Player Transfers
*Account Selling
*Guest Mode/Account Sitting
*Rules

Player Transfers

If you are interested in transferring a player underneath someone else's account for free, please contact us and we will determine the validity of your request.
Players will be transferred as the information is received. Please do not send a pm to a moderator asking to transfer a player on a specific date.
Please send the following information to one of the Moderators if you are transferring and/or receiving a player from another user:

Original user name.
Player name.
New user name.

Please note that after having an additional player transferred under your account, you will need to purchase and spend player credits to continue to train that player.

Account Selling

It is not allowed to play accounts for commercial purposes.
It is not allowed to sell, buy, or offer accounts or parts of accounts in exchange for money or benefits inside or outside Court Rivals.

Our rationale behind this is that policing these transactions and auditing them tends to be a customer service nightmare.
We do not wish to be held responsible should any player pay a sum of money for another player and then not receive that player.
As such, we operate under the premise that all player transfers are done as a result of the goodwill of the individual transferring the player.
If you have any questions about this policy, please contact us.

Guest Mode/Account Sitting

At Court Rivals we do permit other users to have a trusted person log in to their account and train their player in the event that the account owner anticipates being unable to do so (people do, after all, go on vacation!).
Please be advised, however, that the staff here DOES monitor these situations to ensure that they are temporary and not, in fact, permanent.

Guest Mode will allow a user to set up a separate password for other trusted users to train their players.
Guest Mode may be activated via the TOOLS tab on the gym page and selecting Account Settings.
Guest Mode will allow another user to train your player and that is it. They may not view your team forums, skill points or make any changes to your master account.

Please keep in mind that the distribution of your account credentials is your responsibility and we CANNOT help you if something is to happen to your player due to your sharing of your account information.

Rules

1.    MULTIPLE ACCOUNTS ARE NOT ALLOWED ... You are only allowed to create one account per person.
If a player is found having multiple accounts then he will be questioned, and he will be at risk of having ALL of his accounts deleted

2.    No bots are allowed ... Using automated software to train your stats or automate anything in Court Rivals is strictly against the rules

3.    No spamming is allowed ... If you're found using the in-game mail system or forums to promote your product without permission, you will be banned

4.    No intentional exploiting is allowed ... As with any game, there may be a bug here and there in the game.
If you find one, please bring to the Court Rivals team's attention immediately and do not exploit it or share it publicly.

5.    No harassment is allowed ... Do not harass other players via in game mail or on the forums.
You will be warned for doing so and if you continue to do so you run the risk of losing your account. Trash talking IS allowed but personal barbs/insults are not.

6.    Offensive player, avatars, and team names are not allowed ...
This includes but is not limited to names that are inflammatory towards a specific person, race, religion, or orientation.
You *will* have your name/avatar forcibly changed if your name is found to be offensive. Repeated offenses may result in an interruption of your Court Rivals account.
Users found in violation of any of these rules run the risk of receiving a temporary ban or of having their account deleted.


==================================================================================================================


ACCOUNT UPGRADES

*Gift Codes
*Player Credits
*Premium Account
*Referrals

Gift Codes

Gift codes are akin to online gift certificates that you can purchase at Court Rivals and share with your friends.
Gift codes are a great way for you to buy a friend or family member an account upgrade as a present or a means to encourage them to play Court Rivals.
Gift codes work as follows:

1. You purchase a gift code and a unique, gift code link is supplied to you immediately after your purchase both on screen and via email
2. You can pass on that link to a friend via in-game mail, instant message, or traditional e-mail
3. The person you pass the link on to (which could be yourself!) can then go to the gift code page, type in their Court Rivals user name and password, and redeem their gift!

Gift codes NEVER expire and can be redeemed by anyone (including the purchaser)
You may purchase gift codes at the Court Rivals Gift Shop

Player Credits

Q: Where can I purchase player credits?
A: Player credits can be purchased here:
http://www.courtrivals.com/buyPlayerCredits.php
...or by choosing the "Buy Player Credits" option from the "Account Upgrades" drop down box on the Gym page.

Q: What are player credits?
A: One player credit gives you the right to manage an additional player for a season.

Q: How do I obtain player credits?
A: Player credits can be purchased on the buy player credits page.

Q: Do my player credits ever expire?
A: Your player credits will not expire unless your account is banned.

Q: Does my premium account apply to all of my players?
A: If you have an existing premium account, all of your managed players will receive the benefit of it.

Q: Can I use my player credits to purchase a premium account?
A: Not at this time. Player credits are used exclusively for (1) the creation of a new player and the rights to manage that player for 1 season -and- (2) the ability to renew a previously created player for 1 season

Q: Will my initial player ever expire and require player credits to renew?
A: Your initial player will *never* expire and is 100% free.

Q: What becomes of additional players I create if I choose not to "renew" them?
A: The additional players you create will remain with their current team and continue to produce, however you will not be able to log in as these players to train them.

Premium Account

Q: What do I gain by purchasing a premium account?
A:
* All of your managed players will receive premium access for ONE price
* Queue up as much as 5 attributes at once for training for a tremendous edge on the competition
* Watch live play-by-play and chat with other users during games that feature 10 human players against 10 other human players
* Vote weekly in the Players' Top 25 standings
* Upload player avatars of up to 50k in file size (free users are limited to avatars 20k in size)
* Receive optional e-mail alerts of game results and how your player did daily
* Track a maximum of 20 teams on the My Scoreboard page (free users can only track 10 teams)
* No on-site ads
* Manage multiple players easier through the user of a "player drop down" select box on the menu bar
* Your account will not be deleted due to inactivity
* Change your player's name as often as you like (free users can only change their names once every 24 hours)
* You support the development and betterment of Court Rivals
* Team training, that is you get to queue up 5 for your team mates regardless of whether or not they have premium.
* Auto train, you can set up training to "re-queue" after a training as in it will do the same training as just completed. (note: you can stack auto queue for team mates, though it will only work IF they have premium)

Q: What happens when my premium account expires? Will I automatically be billed again?
A: When your premium account expires your account will revert back to a free account and you will NOT automatically be billed again.

Q: Do you offer a premium account for any other length of time besides 30 or 60 days?
A: Not at this time.
Premium accounts of variable lengths of time are, however, sometimes distributed as a reward for completing an objective in Court Rivals (winning a championship, winning the MVP award, etc.).
Please note that you can, however, purchase multiple blocks of premium access in 30 or 60 day increments to effectively have 90 or more days worth of premium access.

Q: Do you accept any other forms of payment besides Paypal?
A: Yes we do. We do have a mail order form for users that do not have a Paypal account.
Please be advised, however, that if you want your premium access as soon as possible, then we strongly encourage you to use Paypal.

Q: After purchasing how long will it take for my premium account to go into effect?
A: After you make your purchase you will receive premium access for 30 days immediately.
Please by advised that issues with your payment may result in your premium access being revoked.

Q: What happens if I want a refund?
A: Purchases of premium access are NON-REFUNDABLE. If your account is suspended or banned before the end of the 30 day period you will NOT receive a refund.
If Court Rivals experiences any significant downtime, your account will be credited the number of hours that the site was down.

Referrals

Referral links are a way you can earn up to nearly 48 hours worth of premium access for each new, active member you refer to Court Rivals.
Your referral link is: http://www.courtrivals.com/register.php?ref=5612
Here is how premium access is awarded:

1. IF YOU DO NOT CURRENTLY HAVE PREMIUM ACCESS --- You will receive premium access for the remainder of today AND tomorrow if you refer a user to Court Rivals.
2. IF YOU ALREADY HAVE PREMIUM ACCESS --- You will receive one additional day of premium access credited to your account
Please be advised that we ONLY award premium access for VALID registrations.
A valid registration is a registration where someone activates an account with an IP Address that is not currently on file at Court Rivals.

Please do NOT spam your referral links on other message boards in an unreasonable manner. Users found doing so will have their premium access revoked without warning.

Anyone found abusing the referral system in ANY way will be subject to a having all of their accounts deactivated without warning.
Court Rivals reserves the right to discontinue the referral credit system at ANY time and for any reason (we will, obviously, notify you if/when we do so).


==================================================================================================================


REWARDS
Congratulations. You have made it through training camp and understand the many different ways to train and evolve your player and team.
Now it is time to reap the benefits of all you hard work.
There are several rewards that your player may obtain throughout his/her career including, Accomplishments, Nicknames and Player Awards.
To view a players Awards or Accomplishments, simply click on that players name to navigate to his player page and choose the “Awards” Tab at the top of the page.

AWARDS
Awards are rewarded at the end of each regular season. 
Each league has its own set of awards. Of course the ultimate goal is to be the best of the best and win a League Championship but there are individual awards you may win as well.
All Defensive Team
Awarded to the top defensive players in each league.  Steals, Blocks and Rebounds are all taken into consideration for this team.
+1 to any attribute
Court Rivals 2nd Team
This team is comprised of the best offensive and defensive players in each league whom did not make the Court Rivals 1st Team.
+1 to any attribute
Court Rivals 1st Team
The best of the best. The best offensive and defensive players in each league. All Attributes are taken into consideration for this award.
+1 to any Attribute (formerly +1 endurance)
Regular Season MVP
The player who was consistently “most valuable” to his/her team and put up huge statistical numbers against the best teams in the league.
+1 to any attribute
Defensive Player of the Year
The Stopper. Awarded to the player who was “most valuable” to his/her team and put up huge Defensive numbers against the best teams in the league.
Steals, Blocks and Rebounds are the attributes that effect DPotY.
+1 to any attribute  (formerly +2 )
Playoffs MVP
You did it. You helped your team win 6 straight games including the championship and put up great numbers in the playoffs.
+1 to any attribute  (formerly +2 )

ACCOMPLISHMENTS
Accomplishments are a fun way to keep track of your players progress and achievements throughout his/her career.
Accomplishments are tied to a player’s performance or the users contributions to Court Rivals. The full list of Accomplishments can be found under the “Awards” Tab at the top of your player’s gym page.
Examples of Accomplishments:
Petty Thief – Record 8 Steals in a game.
Snakebitten – Attempt 10 or more field goals in a game and miss them all.
Happy Anniversary – Log in to Court Rivals 1 year after you signed up.

NICKNAMES
Nicknames are a fun to way to customize your player.
You may accumulate nicknames either through Awards, Accomplishments or reaching training goals.
Select a Nickname by choosing Tools at the top of your player page then Player Settings.
From this window choose your Nickname from the drop down menu.
You player’s nickname may be viewed on his/her gym page and during Play by Play.  You player’s name will be displayed like John “Shooter” Doe.
Examples of Nicknames:
SWAT – Reach 300 trained points in Blocking in one season.
The General – Reach 300 trained points in Leadership in one season.
Silver – Obtain 5 Player Awards.


==================================================================================================================


Other References
this information has been compiled from post such as
cokemachine's Coke and Rott's Court Rivals Dictionary
Lord Rott's Help Section - Training Camp
I use marv88harrison's Greasemonkey additions to Court Rivals (this is where i get the votes for best and fairest and also it's handy when calculating aforementioned sim values)

also, this could potentially be helpful!
Dukester100's New Player Tutorial
Pop Vox's Collected Vet Advice Threads
krishnasitlani's VHS or Vet Helpers Section


==================================================================================================================


Thanks
Special Thanks to the following (not in any order)
CHICKEN
cpark59
wasarba453
Team Nucleus
and all aforementioned posters who's work I have collaborated,

Last edited by crothers (2015-12-21 06:08:15)

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#2 2012-11-05 04:40:26

Team Nucleus
Press Member
Michael Jordan
UNBA Globetrotters
Accomplishments: 39
From: New Bedford,MA
Registered: 2009-05-05
Posts: 6589
PM  Website

Re: Court Rivals - FAQs

Outstanding!!! Now we just need to update any information that needs it.Already have a thread up looking for volunteers to help us.

This thread needs to be stickied asap big_smile

Last edited by Team Nucleus (2012-11-05 04:42:40)


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#3 2012-11-05 04:43:42

crothers
Member
Lyle Lanley
They Hate Us
Accomplishments: 65
From: victoria
Registered: 2008-08-19
Posts: 5277
PM

Re: Court Rivals - FAQs

Team Nucleus wrote:

Outstanding!!! Now we just need to update any information that needs it wink

Cpark, CHICKEN (These 2 basically contributed all the added knowledge) and Wasarba453 (cross referenced the information with the forums with me)  have had glances at it and i've read it a couple of times,

i think that a smaller version could be handy.... but at the same time, i wanted it to be large enough to cover anything a new users needs to know.

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#4 2012-11-05 04:50:28

Team Nucleus
Press Member
Michael Jordan
UNBA Globetrotters
Accomplishments: 39
From: New Bedford,MA
Registered: 2009-05-05
Posts: 6589
PM  Website

Re: Court Rivals - FAQs

The more info the better.This site needs it bad. I suggest separating each section/catagory so its easier for users to find certain info.
Separate Team,Player,Sim and Awards info.
Use a bar line like this and it would look cleaned up smile

==================================================================================================================

This thread alone will help tons smile

Last edited by Team Nucleus (2012-11-05 04:52:37)


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#5 2012-11-05 05:21:46

crothers
Member
Lyle Lanley
They Hate Us
Accomplishments: 65
From: victoria
Registered: 2008-08-19
Posts: 5277
PM

Re: Court Rivals - FAQs

Tidied it up smile

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#6 2012-11-05 05:55:50

cpark59
Member
Accomplishments: 0
From: Cairns, North Queensland.
Registered: 2008-12-11
Posts: 8663
PM

Re: Court Rivals - FAQs

Wow, that is a lot of information smile Excellent work, just thinking of all the time you would have put into that makes my head spin!

I have an idea, but it isn't perfect. We'd need the help of a moderator (haha). Basically each section (Glossary, Chems, etc) has it's own thread (that is closed so people cannot comment and keep bumping them) and there is a main thread that is stickied which would have links to all of the individual threads. That's make it neater, but would require a mod to make it good. However, this is still a great effort and I am sure it'll help the newbies.


Sunshine Swing | S.H.I.E.L.D | Domestic Fight Club | High Hopes |Return of TL |
Sunshine Swing - S27,30, 32, 33 Runner-up, Season 28 and 29 Jordan Champions!
High Hopes Season 38 Classic Champions! We broke the curse!

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#7 2012-11-05 06:09:16

crothers
Member
Lyle Lanley
They Hate Us
Accomplishments: 65
From: victoria
Registered: 2008-08-19
Posts: 5277
PM

Re: Court Rivals - FAQs

Cpark i agree, feel free to use this post as i have others, perhaps split it into different sub headings ATM i have it done glossary through to thanks
but in between each "topic" comes up at different points so perhaps if i re-jig for your system i could put all the chem words with chem info as opposed to the current system which is just to explain terms that are later used smile

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#8 2012-11-05 06:16:08

cpark59
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Re: Court Rivals - FAQs

It's going to be hard to get everything in any logical order because so many things cross over and pop up in other topics, but bunching all related things should be grouped.

I also think that we should construct a guide as to what players should do as soon as they join. Sure, this info tells them everything about the game but it doesn't give them a direction. A lot of new users think that they can train many skills, but in reality competitive players focus on one and a lot of new users don't realise that straight away and waste seasons of training.

Just some constructive criticism, trying to help a bit. It's nothing compared to what you have done smile


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#9 2012-11-05 06:23:20

CHICKEN
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Re: Court Rivals - FAQs

cpark59 wrote:

I also think that we should construct a guide as to what players should do as soon as they join. Sure, this info tells them everything about the game but it doesn't give them a direction. A lot of new users think that they can train many skills, but in reality competitive players focus on one and a lot of new users don't realise that straight away and waste seasons of training.

logical thought path  smile

Last edited by CHICKEN (2012-11-05 06:25:05)


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#10 2012-11-05 06:30:50

CHICKEN
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Re: Court Rivals - FAQs

Hey T - Nuke, ...why did you re-post the OP  hmm


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#11 2012-11-05 06:32:31

Team Nucleus
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Re: Court Rivals - FAQs

CHICKEN wrote:

Hey T - Nuke, ...why did you re-post the OP  hmm

Its gone now it was so he could copy and paste it into his OP.Separated the categories for easier reading smile


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#12 2012-11-05 06:33:07

crothers
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Re: Court Rivals - FAQs

CHICKEN wrote:

Hey T - Nuke, ...why did you re-post the OP  hmm

to make it look prettier smile
he just wanted to make it easy to navigate, i've gotta say i quite like the new look big_smile

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#13 2012-11-05 06:36:45

Team Nucleus
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Re: Court Rivals - FAQs

Much better but theres some fine tuning that still needs to be done like you guys already mentioned.
This is only day 1 of the new CR makeover so things will get organized soon smile


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#14 2012-11-05 06:46:04

CHICKEN
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Re: Court Rivals - FAQs

yep, .... very nice smile


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#15 2012-11-05 13:37:40

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Re: Court Rivals - FAQs

Just a heads up.........Some of the Greasemonkey stuff no longer works, since the person or people that wrote the scripts have long since retired from DR.......some need serious work to work properly.

Some that still appear to work also are probably not complete anymore. I am pretty sure the one that you can use for team sim values doesn't take into account some of the "new" skills since the scripts were written


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#16 2012-11-05 15:13:42

Team Nucleus
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Re: Court Rivals - FAQs

tosweet68 wrote:

Just a heads up.........Some of the Greasemonkey stuff no longer works, since the person or people that wrote the scripts have long since retired from DR.......some need serious work to work properly.

Some that still appear to work also are probably not complete anymore. I am pretty sure the one that you can use for team sim values doesn't take into account some of the "new" skills since the scripts were written

I'm using alot that still work.I posted in the greasemonkey thread a fix for some wink
http://www.courtrivals.com/forums/viewt … 8#p1686738


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#17 2012-11-05 19:32:21

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Re: Court Rivals - FAQs

Team Nucleus wrote:

tosweet68 wrote:

Just a heads up.........Some of the Greasemonkey stuff no longer works, since the person or people that wrote the scripts have long since retired from DR.......some need serious work to work properly.

Some that still appear to work also are probably not complete anymore. I am pretty sure the one that you can use for team sim values doesn't take into account some of the "new" skills since the scripts were written

I'm using alot that still work.I posted in the greasemonkey thread a fix for some wink
http://www.courtrivals.com/forums/viewt … 8#p1686738

It appears that is for xhrome though.......a lot use firefox


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#18 2012-11-05 20:49:07

Team Nucleus
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Re: Court Rivals - FAQs

Sorry only have the fix for chrome sad


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#19 2012-11-07 05:01:07

CHICKEN
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Re: Court Rivals - FAQs

TheKaz wrote:

Some random notes for Season 37...


* A new CAPTCHA system has been implemented to (hopefully) deter spammers

Chalama 123 wrote:

Hacking of emails is a crime or not ? What action to be taken against hacker?


satellite broadband

new post Season 35 Players Choice Awards by cpark59  [ New posts ]  20 556 Today 17:17:31 by Chalama 123
new post Season 35 Playoff MVPs by TheKaz  [ New posts ]  10 316 Today 17:16:46 by Chalama 123
new post Rollback by crothers  [ New posts ]  2 42 Today 17:16:11 by Chalama 123
new post IM BACK by The Big N  [ New posts ]  4 53 Today 17:15:37 by Chalama 123
new post why my team mates cannot log in by Dawa06  [ New posts ]  6 82 Today 17:15:03 by Chalama 123
new post Best Team Record by lestatpierer  [ New posts ]  8 105 Today 17:14:24 by Chalama 123


Hmmm, .... not so hmm


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#20 2012-11-15 13:40:08

Team Nucleus
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#21 2012-12-04 05:18:20

Team Nucleus
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Re: Court Rivals - FAQs

Hey crothers please add this in there in the Teams Section. smile

Team Roster Penalties:
Team Penalty for carrying 7 Forwards or 7 Guards is 10% per player over 6.
7 Forwards/Guards 10% Penalty
8 Forwards/Guards 20% Penalty
9 Forwards/Guards 30% Penalty
10 Forwards/Guards 40% Penalty


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#22 2012-12-07 12:36:34

Team Nucleus
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Re: Court Rivals - FAQs

Heres another good piece of information for the OP smile

ingolfur.cane wrote:

Peterpan402005 wrote:

Moving up the ranks is really a matter of the ranking points.  There is a matrix somewhere that would show how many rating points you earn for playing a team in a particular division, and how many points you earn for winning. 

A challenge is just a way to impact the schedule and play other teams.  One team issues the challenge, the other team needs to have three players approve the challenge, and if that occurs, then it goes into the mix to be scheduled as soon as possible. 

So, what Team Nuc said wasn't quite right, but could be under certain circumstances.  For example, if you are Playground D, and keep getting scheduled to play Playground D teams, sending challenges and having them accepted by Playground C teams will help you earn ranking points, even if you do not win.  But if you challenge a Playground D team, and win, there are no bonus ranking points assigned.

Here's that matrix: http://www.courtrivals.com/forums/viewt … 6#p1679406


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#23 2013-09-07 18:17:09

Smb12
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Re: Court Rivals - FAQs

Hi can i ask a question? How to gymrat? Im new in courtrivals hope someone will reply

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#24 2013-09-07 23:38:15

mattya802
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Re: Court Rivals - FAQs

Just select the Gym Rat skill in the Role Player tree.


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#25 2013-09-08 01:26:49

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Re: Court Rivals - FAQs

Wait. Chemistry bonus is 80% per level? Or 50? I always thought 50.

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