Agreed.  
Try to imagine RL, and the coach at Alcorn St. determining based on NT bonuses exactly to the dollar how much money Duke has, measuring exact distances in miles, and then calculating that he can most efficiently lock up a recruit by getting him to visit campus precisely 47 times.  
That's how it works, right?
9/8/2010 11:51 AM
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
9/8/2010 12:04 PM
3.14159 divided by the square root of 2 ?
9/8/2010 12:09 PM
Posted by _hannibal_ on 9/8/2010 12:04:00 PM (view original):
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
Well, do we want Coach K and the new coach of the Rochester Institute of Technology "on a more even footing"?  Or should the new guy have to learn a little bit as he gains experience, first?  Nah, I dunno -- maybe we should just let him be the coach of UCLA, and solve this on the court...
9/8/2010 12:14 PM
i don't think the real life argument has any merit here. HD recruiting is nothing like real life.

to me, the "great RL debate" should be broken cleanly. the core sim engine, that takes players and comes up with an outcome, should follow real life as closely as possible. that is really what makes it a basketball sim.  but the rest of the game - how you get those 12 players on a team, through recruiting and practice planning, that should be done to make the game as enjoyable as possible. frankly, the closest we could get to real life in those areas is not close at all. so, why not do what makes the game more enjoyable?
9/8/2010 12:18 PM
Posted by jeffdrayer on 9/8/2010 12:14:00 PM (view original):
Posted by _hannibal_ on 9/8/2010 12:04:00 PM (view original):
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
Well, do we want Coach K and the new coach of the Rochester Institute of Technology "on a more even footing"?  Or should the new guy have to learn a little bit as he gains experience, first?  Nah, I dunno -- maybe we should just let him be the coach of UCLA, and solve this on the court...
Those differences are solved by the division system and prestige.
9/8/2010 12:18 PM
Posted by _hannibal_ on 9/8/2010 12:04:00 PM (view original):
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
i think that is a pretty reasonable viewpoint. i guess i would be fine with it either way - but recruiting would have to be redesigned to match the philosophy that recruiting should be transparent, for a level footing between vets and new players. you would have to disclose or remove things like, how do you know if a guy is going pro, booster gifts, how to figure out when guys will drop down, how to figure out how much it will cost to pull a player down, how sims recruit, and so on. quite an overhaul, it seems to me, which is probably why i favor not changing it - i think the current system is pretty good.
9/8/2010 12:23 PM
Posted by coach_billyg on 9/8/2010 12:18:00 PM (view original):
i don't think the real life argument has any merit here. HD recruiting is nothing like real life.

to me, the "great RL debate" should be broken cleanly. the core sim engine, that takes players and comes up with an outcome, should follow real life as closely as possible. that is really what makes it a basketball sim.  but the rest of the game - how you get those 12 players on a team, through recruiting and practice planning, that should be done to make the game as enjoyable as possible. frankly, the closest we could get to real life in those areas is not close at all. so, why not do what makes the game more enjoyable?
I agree billy.  To me it is not enjoyable to imagine that part of the reason I may have lost or won a recruit is because my opponent or I were not using the most effective tool at our disposal.  Apparently you and everybody else on the thread feels otherwise.  Knowing that the best use of your last $2400 is three CVs or eight HVs is not going to eliminate the strategic part of recruiting.
9/8/2010 12:24 PM
Posted by coach_billyg on 9/8/2010 12:23:00 PM (view original):
Posted by _hannibal_ on 9/8/2010 12:04:00 PM (view original):
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
i think that is a pretty reasonable viewpoint. i guess i would be fine with it either way - but recruiting would have to be redesigned to match the philosophy that recruiting should be transparent, for a level footing between vets and new players. you would have to disclose or remove things like, how do you know if a guy is going pro, booster gifts, how to figure out when guys will drop down, how to figure out how much it will cost to pull a player down, how sims recruit, and so on. quite an overhaul, it seems to me, which is probably why i favor not changing it - i think the current system is pretty good.
Now you have hit some interesting points here.  For example, CS has given us a pretty good idea of how SIMs recruit.  Why has that information been shared but not the CV:HV ratio?  Pull downs are another thing -- I was playing for quite some time, read the forums regularly and never even heard of pull downs until about 30 seasons into the game (I have one other alias).  If that is a legitimate part of the game, why isn't it in the documentation?  I'm not really into the "secret alchemists club" a lot of players seem to want; I think it detracts from the overall health of the game.
9/8/2010 12:33 PM

pull downs are a tactic - folks have had various tactics - you try some, they fail, you try others, they work

I like recruiting in certain sequences - others think other approaches are best - the documentation does not and should not describe all possible tactics -

now, in fact lots of tactics are discussed in the forums

 

9/8/2010 12:42 PM
Posted by coach_billyg on 9/8/2010 12:18:00 PM (view original):
i don't think the real life argument has any merit here. HD recruiting is nothing like real life.

to me, the "great RL debate" should be broken cleanly. the core sim engine, that takes players and comes up with an outcome, should follow real life as closely as possible. that is really what makes it a basketball sim.  but the rest of the game - how you get those 12 players on a team, through recruiting and practice planning, that should be done to make the game as enjoyable as possible. frankly, the closest we could get to real life in those areas is not close at all. so, why not do what makes the game more enjoyable?
Obviously, HD recruiting is nothing like RL.  But the idea that with experience and success should come knowledge and, hopefully, greater success, is.  My argument isn't that recruiting here has to mirror RL.  But I do feel that hard-won experience should play a part, just as it does in RL.  Now, people may disagree with this, or disagree upon what constitutes "experience."  And, there can be disagreements about what is "enjoyable."  But if you want to make the process of recruiting in HD require the most elements that it requires in RL, then I encourage it not to become just a set of mathematical calculations.  Now obviously, even if every rule was spelled out to the tiniest letter, there would still be strategy -- who to recruit, when to fight, when to back down.  But if you believe there is value to experience in RL college basketball recruiting, then I don't see why we don't allow some of the "rules" to remain secret in HD -- just as they are in RL.
9/8/2010 1:40 PM
Posted by _hannibal_ on 9/8/2010 12:04:00 PM (view original):
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
Good news for you: Using funds wisely, prestige and picking battles correctly is already what recruiting comes down to. Score!
9/8/2010 1:43 PM
Posted by _hannibal_ on 9/8/2010 12:24:00 PM (view original):
Posted by coach_billyg on 9/8/2010 12:18:00 PM (view original):
i don't think the real life argument has any merit here. HD recruiting is nothing like real life.

to me, the "great RL debate" should be broken cleanly. the core sim engine, that takes players and comes up with an outcome, should follow real life as closely as possible. that is really what makes it a basketball sim.  but the rest of the game - how you get those 12 players on a team, through recruiting and practice planning, that should be done to make the game as enjoyable as possible. frankly, the closest we could get to real life in those areas is not close at all. so, why not do what makes the game more enjoyable?
I agree billy.  To me it is not enjoyable to imagine that part of the reason I may have lost or won a recruit is because my opponent or I were not using the most effective tool at our disposal.  Apparently you and everybody else on the thread feels otherwise.  Knowing that the best use of your last $2400 is three CVs or eight HVs is not going to eliminate the strategic part of recruiting.
You should learn from every recruiting battle.  It is a huge part of strategy to know when to use what.  If you arent the most efficient, it does not mean you wont win.  Learn from each battle as you work your way up.  By the time you have a mid-major or major you should have a good idea of how to recruit and how to win battles.
9/8/2010 1:43 PM
Posted by _hannibal_ on 9/8/2010 12:33:00 PM (view original):
Posted by coach_billyg on 9/8/2010 12:23:00 PM (view original):
Posted by _hannibal_ on 9/8/2010 12:04:00 PM (view original):
Personally, I would rather recruiting came down to who used their funds the most wisely, who has better prestige, who picked their battles correctly instead of who guessed the CV:HV ratio more accurately.  Removing that kind of randomness makes a game more strategic (consider chess vs monopoly).  Furthermore, it puts beginners and long-time players on a more even footing; apparently many people are against this despite ostensibly being interested in promoting the health of the game.

Now before you jump down my throat, I understand that the effect is not very large in this instance.  And thank you for your opinions.
i think that is a pretty reasonable viewpoint. i guess i would be fine with it either way - but recruiting would have to be redesigned to match the philosophy that recruiting should be transparent, for a level footing between vets and new players. you would have to disclose or remove things like, how do you know if a guy is going pro, booster gifts, how to figure out when guys will drop down, how to figure out how much it will cost to pull a player down, how sims recruit, and so on. quite an overhaul, it seems to me, which is probably why i favor not changing it - i think the current system is pretty good.
Now you have hit some interesting points here.  For example, CS has given us a pretty good idea of how SIMs recruit.  Why has that information been shared but not the CV:HV ratio?  Pull downs are another thing -- I was playing for quite some time, read the forums regularly and never even heard of pull downs until about 30 seasons into the game (I have one other alias).  If that is a legitimate part of the game, why isn't it in the documentation?  I'm not really into the "secret alchemists club" a lot of players seem to want; I think it detracts from the overall health of the game.
Rececruiting change: 
1) Recruiting effort should equate to getting a larger chance of signing a player (not DEFINITELY signing a player)
2) The more effort you put in, the more ping pong balls you get- and chance at signing the player.
3) At the end of signings, you draw the ping pong balls to see if you sign the player.
4) Only the top 4 teams get to have ping pong balls in the basket.  If your the 5th team, you get no balls, and no chance of signing.
5) There are three signing periods. 
6) The third signing period can either be done how it is now, or you can make that ping pong style as well.

Impact: gives small teams chance to get big guns (although not a very large chance- and they take on considerable risk to have a chance at all).
              increases strategy- will you try to sign all your players early?  Will you wait until round 3?  Will you put all effort in 1 player or spread the wealth? 
              makes distance play less of a factor (although still a significant one).   
             
9/8/2010 2:28 PM
Posted by coach_billyg on 9/8/2010 12:18:00 PM (view original):
i don't think the real life argument has any merit here. HD recruiting is nothing like real life.

to me, the "great RL debate" should be broken cleanly. the core sim engine, that takes players and comes up with an outcome, should follow real life as closely as possible. that is really what makes it a basketball sim.  but the rest of the game - how you get those 12 players on a team, through recruiting and practice planning, that should be done to make the game as enjoyable as possible. frankly, the closest we could get to real life in those areas is not close at all. so, why not do what makes the game more enjoyable?
FWIW, i think limiting the number of moves you can make per cycle would be a step towards both realism and potentially, fun. the early recruiting bonus may need to increase if it were implicated, but i digress for now
9/8/2010 3:19 PM (edited)
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