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Registered User
Industry Role:
Join Date: Nov 2025
Posts: 1
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Basketball. Training, Games
Incongruity, contradiction is the pattern,
based on which rules and gameplay of basketball is built. Incongruity is that you and enemy are fighting for the ball, contradiction is that you can not hurt your enemy. There are 3 types of action in basketball. Attack Defense Transition Switch from one to another requires switch of internal rhythm. Defense, can be performed, by maintaining High Negative Feelings, which are used to perform rapid limiting movements, which include poking of enemy, which alters internal rhythm of attacker. When defender is pushing attacker in a particular direction, along wider trajectory the attacker can push back, by amount, which does not uncomparativley displace defender. For this comparison, it is useful to know relational threshold which disambiguates comparative displacement amount from uncomperative displacement amount. Attack, can be performed, by maintaining High Negative Feelings, which are used to set rapid forward advance, which upon encountering enemy player performing sustained defensive action can be switched for low negative feelings, allowing for freedom of movement, for search of play which introduces directional offset in movement of the defending player, which then allows attacking player to rapidly increase internal feelings and move past the defending player, towards the basket. Free, the attacker moves forward at his own pace, such that switch of rhythm for the next action can be performed successfully. Transition, can be performed, by maintaining open and free rhythm, which allows to search for and notice opportunities, resulting from rhythm offsets in enemy players. In the previous example it is unknown what movement of attacking player may introduce directional offset in movement of the defending player. Attacking player can stop, defending player can run past him. Defending player can push into attacking player, attacking player can push upwards into defending player and step back. Attacking player can step back, go low, as defending player pushes forward, attacking player goes one way, defending player follows, attacking player switches direction. The play is searched for. Therefore ambiguity, including entire body and ball and enemy player, is formed in training. This includes use of imagination, of enemy, in drills that are designed to simulate creation of directional offset. Drills that are designed to create high certainty about particular action, like a free throw, demand full decrease of negative feelings and calm rhythm. In the previous example if the defending player begins to initiate search for play which allows to maintain relation relative to attacking player then created difference in the exerted energy between the two players, for completing the maneuver, has an additive effect, until threshold value at which increase of chance, of probabilistic statistical event, of scoring the ball increases exponentially. Meaning that type of gameplay may be maintained until one team players become exhausted, and have no substitutions remaining. If maintained ambiguity is altered, to include all teammates and all enemies, then formation of 5 point star pattern can be used, to negate inter field positional substitutions of players. The same pattern then can be used to introduce multi player directional offset, by use of switch, by use of pass to undefended attacking teammate. Like this teams play from game to game, with each other. Therefore training is primarily used to reestablish rhythms, offset by enemy players during the game. Therefore cutting it on starts from training, and is also used during the game. Maintaining of rhythms, makes it so you get better at switching between them. Meaning that your club won't even consider replacing you by another player found by combine mechanism. If a player does not hold the rhythms constant, and have them be altered by enemy during the game, then chance of winning tournament is evaluated at 4%. If a player holds constant rhythms during the game, and by resulting play alters rhythms of enemy, the chance of winning tournament is evaluated at 20%. If a player finds driver person in the team, like coach or manager or owner, and convinces them to make 4 other players hold constant rhythms, chance is 80%. If a player convinces driver person, to make total of 14 teammates hold constant rhythms, the chance of winning tournament is evaluated at 100%. From tournament to tournament replenishment of internal material, such as material of wrists, alters effects of exhaustion. |
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