1) EEs-- It's hard to know exactly what will be around in the second cycle. You call it sloppy seconds, but we haven't even seen what the 2nd cycle will have yet because haven't actually gotten there in the beta yet! It should be interesting, but considering we haven't seen what'll be around yet, I don't think we should just to conclusions. I made this point earlier, but I think it is an interesting wrinkle to have to strategize in recruiting about a potential EE. If I thought I was going to have an EE, I would seek out recruits with late signing tendencies and stay on their radars and builds up enough points to unlock scholarships and HVs before the 2nd cycle rolls around. If I don't have an EE, oh well, that's actually probably a good result. If I do have an EE, I have targets lined up. I really don't think this'll be that hard of an adjustment to make, most coaches are capable of contingency planning.
yes we don't know what the 2nd cycle holds but regardless EE teams are punished by being "forced" to miss out on all prospects simply because they were good and players left, yes ideally teams shouldn't look like the monstars, but this is a terrible way to forcibly distribute talent, again this stems from seble ignoring the forums as this "problem" was something recruit generation would actually fix without requiring restrictions on coaches for being good. EE's probably won't be as huge a problem in the update because of how spread out they will become teams won't be able to simply recruit an entire team of potential EE's but its a really bad way to "fix" the problem. And still teams are bound to end up stacked with a good coach in the right situation and end up getting "punished" for it later on.
2) 2 signing periods hurting new coaches/ job changers--Assuming the sim/previous coach has recruited, the 2nd signing period probably won't be too confusing for new coaches as they'll have to fill a reduced number of spots. It may actually be a good introduction to recruiting before they have to do the whole season recruiting in a week or two after. I'm not 100% sure if that's actually going to be the case, but I don't think we're really hurting new coaches by having them recruit in the 2nd cycle. I think the biggest thing for new coaches (which isn't really available today) would be a comprehensive recruiting guide. If we're worried about new coaches, a recruiting guide is the best thing that can be done. Having them recruit 2nd cycle is small potatoes compared to that.
Easing new coaches in is one of the most bs things I keep hearing how does making them wait till the 2nd period help them exactly? No one ever says how it helps them besides saying it eases them into it? What so no they get to come in with all good early guys taken and good prospects with late tendency already built up to very high by schools with coaches who were there first recruiting period?
As for job changers, it just means your own team full of your own guys happens in season 5 instead of season 4. Is this a huge issue? I don't think so. You'll still have the majority of your own guys on the team by season 4.
So I believe seasons are going to be a few days long, that might've just been seble in the dev chats, but we'll just go with the current 30 and 50 days. Currently to run through your first class it's 4 seasons which is 120 days in the 2x and 200 days in the 1x world. thats 4 months and over 6 months for a 1x world. D2 prestige is a tad more important in pulldowns and who is recruitable right away much harder to recruit a deep playoff team right away than D3, I'd guess around 6-8 seasons really to get your prestige up and get "elite players" who were rejecting you right away(yes 4 is still possible but a tad harder like I said). thats 6-8 months D3 and 300-400 days so pretty much a year. D1 is when it becomes hard lets say you did pretty well in your 7 seasons of D2 and were able to qualify for D1 C- job and spend 8 seasons there where you rebuild for 3 seasons and then are consistent PI/NT team thats another 300-400 days in the 1x and 6-8 months in the 2x. Now you qualify for a C/C- Big 6 job and spend what 6-10 seasons rebuilding them up. another long period of time. And heck you probably didn't even like the C/C- job you got and want to move to a better job
So its about a year to qualify for D1 barring being lucky and taking a good school which cuts down maybe 2 seasons if you do.
Now you add an additional season to the process each time you move jobs because you need to be able to "ease" into it. It's already an extrodinarily long process to get to D1 let alone good D1 and now you want to make it an additional season longer each time you move jobs. Might as well tell coaches to sign up for 2 worlds, 1 to stay at D3 to learn and the other to rush to D1 because its a 1-2 year process and you don't want to miss out. One of my biggest complaints I have from a non game perspective is the time is takes to rebuild/move up and I do not believe people are fine adding another season (or half season which adds up) to make things rebuild all because it somehow eases a new coach into recruiting by putting him at a disadvantage early on?
3) Not totally sure what you're trying to say in your 3rd bullet, something about prestige being wiped out? From what I've seen prestige makes a difference, but not as large of a difference as before. However, preferences obviously seem to matter a great deal. I think that's a cool feature. Not sure I addressed what you were trying to say, but I tried here.
this was more about how the idea to fix the inbalance of D1 was to punish people for being good instead of fixing the actual problem(recruit gen) and then making it harder to scout not by making scouting better, but just witholding information and requiring a ton of clicks to get the same info.
the prestige part was because of looking at some of the battles people have lost like or and skinz losing battles they were the clearly better school and other coaches losing when the high interest school. the engine is random enough with results and now we are adding more randomization by making signing more random, I understand the goal of not making signings a 100% deal but they seemed pretty bad, I think someone actually recomended something where anyone over 60% or 70% interest or chance of signing whatever you call it would pretty much be garenteed signing, and then below that then someone 55-45 had an advantage but it wasn't 55-45 it was more like 60-40 so a +5/-5 thing I'll see if I can find that.
4) Good coaches will be too good at D2/D3-- Good coaches at D2 and D3 already dominate. They have a huge advantage over new players with their knowledge of pull downs and their ability to recruit D2 and D1 talent from D3. A good recruiting guide that allows new players to have a better understanding of how to recruit and that lets them know they can recruit players from higher divisions, is paramount. As for the claim that 2-4 coaches will win every year, what is that claim based off of? I can't seem to find anything in your argument that clearly points to a new feature in the beta that allows talent to concentrate around 2-4 coaches.
They don't dominate to the levels which we are moving too, we are talking dynasties that make what billy/dac/stew did look weak, I fully expect someone like jsajsa if he stayed to be fully capable of winning 5+ in a row easily if not push 10 and 15. It literally seems like what GD happened where D3 became a "learning ground" and things were dumbed down, but really all that happened is now D3 elites pick who they want and then win 10 in a row. and its not just 1 guy continuously doing it, its every single world. Now we are letting these elite coaches get anyone they want, they recruit better they evaluate talent better, there is nothing holding them back whereas the new coaches aren't limited either except for their skill. The reasons for this happening is going to be the population loss, look at the names of coaches leaving and then more leave too, and no caps. Thats pretty much all you need to know about why they are going to recruit better.
5) Preferences--I love preferences, but I think the team playing style preference could not be worth that much. I'm not sure how much it's worth compared to other preferences. I'd also like to see it come into play only in extreme situations. For example, a 3pt shooter might want to come only if I'm shooting 50% of my shots from 3, or something like that. I'm not against it, I just hope little fluctuations in tempo don't have a huge impact.
I like preferences too, just not the way they were implemented, and I wish it wasn't against things that are kinda hard to control and things that impact your gameplanning. guess it depends on how big they are or if they are like the current version of faovrite school.
6) Filters-- I'm a big fan of the preferences filters, which I campaigned for a bit in the beta forums. I'm sure ratings filters are coming. Could they have been here earlier? Sure, but it's a beta, and if they're here for the actual roll-out, I'm cool with that.
yep this isn't a big deal really as long as they get here, but it makes you just think why were they not thought of originally, a) rushing b) stupidity
7) Camps-- Camps aren't great right now. I'm not sure how to fix them exactly, but they're definitely a place that could get some tweaking. However, I don't find this to be a big issue that makes recruiting less enjoyable.
no it's just another added "feature" that is useless and tries to make up for the fact scouting hasn't changed they just added a bunch of hoops to jump through. I've thought camps were cool until I read what seble said about them and then watching them in action, maybe seble changes them because they were brought up early on how bad they sucked.
8) Sniping-- Sniping goes on now, how is it worse than the current set up? Why is missing a cycle a huge no-no? The APs you spend in a cycle are worth peanuts when compared to the other recruiting actions. Most people can get on once every 12 hours for recruiting, so people won't be missing more than 1 cycle at a time.
You can read this thread on sniping, I think there is 1 more. Again people are ******* about people's strategy and have been so seble tried to fix it, made it worse, then tried to correct it again not fixing the actual problem, but looking at things like artificial caps/barriers way over correcting so it took 300+ action points to unlock things.
Now you really just don't want to miss the initial cycle or two and then pretty much the cycle before signings and be fine. Here since recruiting action is built up its more important to get on guys early(especially if caps are placed on guys you really can't miss out early on). As well as now having less opportunities to make up for a lost cycle because if you miss one cycle you've missed a great percentage of the cycles than if you miss a cycle in the current system which has more total cycles.
AP are very important a lot of people are bringing in guys with nothign but AP's if you read the beta forums. at least at D2/D3 maybe not as important for D1 but they are still needed initially to unlock recruiting items,
8b) Longer first cycle-- The longer first cycle is an improvement for sure. It's not perfect, but it's an improvement. Could it be even longer? Sure, I'd be all for that. But let's not pretend it's not a big improvement over what we have right now.
I don't think my complaint about it being long enough, I'm saying the time it moved to is pretty bad, the goal of the longer recruiting window initially was to make it so that people had the oppertunity to get their recruiting done. So the solution was to move it from 8 am to 5 pm you know the time people are most at work I'd go ahead and assume people play this game most in the morning before work and then after work/before bed. How is 8 am to 5 pm a good time to get your recruiting going. Not sure why that was thought of as a good one, slight improvement but honestly not much, I'd prefer the 6-8pm over the 8am to 5pm cycle.
9) Weakening strong conference-- I agree with you here. I think HD should incentivize being in a strong conference and one preference for strong conferences isn't going to cut it. There needs to be some budget increase for post-season success.
cool, seems everyone but those who live off beating a bad conference want post season cash back especially D2/D3
glad someone is able to attempt to discuss this, gasp if you can imagine it theres a legit discussion going on. are either of us 100% right? hell no, but no one is here saying 70 ath 90 reb/def 80 sb 45+ lp is not a stud D3 player and that coaches leaving are a good thing. also think I managed an explicit free post?(or not directed at anyone) as well as being able to understand why a C- school should never be able to get to very high and compete with an A+ school
6/27/2016 1:42 AM (edited)