Couldn't we figure out the answer here? All you need to do is pick up two D3 schools in the same town and then target a bunch of really crappy recruits no one else wants. One coach recruits with HV, the other with CV. It should only take you between 5 and 10 battles to figure out an exact figure. I always assumed that the Billy G 's and Lost Myth's had done exactly this. I was just alwys too lazy to bother. If the answer is knowable, I'm a bit confused as to why the super-elite, data-driven coaches disagree with each other.
9/9/2010 6:49 AM
Posted by coach_billyg on 9/8/2010 3:16:00 PM (view original):
mccabemi - my problem with that is simple. people hate when randomness is inserted in a way that has a major effect with very small chance. it just serves to remove control. like injuries during the NT. anyway, if some little school fights an a+ for a recruit, giving them a 5% chance to win is fairly ridiculous. what i could see is, if the battle is close, make it a probability - once a school has a significant advantage, they just win outright. also, why the need to restructure the periods of recruiting, with 3 signing periods? 

Billy and Dalt-

3 periods, with recruits predetermined to  sign at different periods, is an effort to deal with the new way players sign.  Say you didn't get player A in round 1 of recruiting, you can adjust your strategy in round b of signings.  

A random element (not random chance mind you) encourages battles- multiple teams to hop on and fight for players- but would not destroy strategy.    The top teams still get the best players (most often)  They just are not guaranteed the best players.

Top teams now have 8 top players, not 12.  Freshman make a larger impact, because teams aren't packed with 12 studs.

Anyone who plays this game well at DI (where I play) either implicitly or explicitly understands game theory- and once you do- recruiting becomes relatively boring.  Sure, I never know exactly how the recruits are going to break and who is going to target what.   But I basically know from the start who I can beat in a recruiting battle and who I can't.   I personally think recruiting is probably the best part of the game.   But it doesn't mean it doesn't deserve a revamp. 

Furthermore- and let this be a note to Seble- randomness aka variability is at the heart of the game.   It's good BECAUSE of that, not despite of it.   And if you eliminate all of it- or most of it- the slot players will take their quarters and go home.

That said- it doesn't mean my recruiting idea is a good one- but a random element in recruiting doesn't mean strategy is erased- in fact- I think NOT know exactly who I can beat and who I can't beat- will not only give us slot players another shot of adrenaline- but adds an additional layer of strategy.   We just have to incorporate that element of chance in our gameplay.   I don't know the outcome- and because I don't, I'm more addicted.

To Billy's point- I'm not opposed to making probability relevant in  only closer battles.  Let's say when your probability goes above 80, you automatically win...  that sounds good.

 

9/9/2010 9:08 AM (edited)
Posted by daalter on 9/8/2010 10:56:00 PM (view original):
Tone is tough on the internet. My initial post was meant purely tongue-in-cheek,sorry if it came across differently.

Something can rarely come into play in a negative way but still have plenty of positive effects. I don't think that's hard to understand or remotely unusual. There are lots of things in HD that fit that bill.

But I'll tell you this: No one bases their opinions more on things like attracting/retaining new players than I do. And while you're certainly allowed to think that this would somehow be central in attracting new users, I can't fathom how that could be the case. There is just no connection. As far as keeping new coaches, I agree that having better explanations and more transparency in some areas would be helpful in that regard, I just don't think is one of them. Do you really think new coaches are leaving because they don't know exactly what the relative difference is between a HV and CV? I would find that astounding.
OK, I will take you at your word on the intent of your post.  I am sorry for misinterpreting and overreacting.

I don't think this is a big issue for new users; I don't really think it is a big issue at all, which is one reason I am surprised by the vociferousness of the opposition.  I do think it is symbolic of WIS not understanding what secrets are important and what secrets just undermine the game.
9/9/2010 8:41 AM
Bottom line: I think we agree that HD could certainly benefit from more transparency in certain areas and reaching out more to new coaches to make sure they are comfortable and understand what's going on. We just happen to disagree on whether the HV/CV thing should be one of those transparent items.

I don't think it's the end of the world, but I think it would hurt a lot more than it would help.
9/9/2010 9:02 AM
Please outline for me exactly how it would hurt.  I'm serious, I do not see the harm.  If possible give me a couple of specific scenarios.  Help me see the light that everyone else in this thread is seeing.
9/9/2010 10:57 AM
Posted by wronoj on 9/9/2010 12:22:00 AM (view original):
For all of you advocating limits per visit-- the real issue with that, and reason it probably never should or will be implemented, is very simple. The cycles are too short, and many people don't have time or access to hit every one.

Real Life is enough of a time constraint on recruiting as-is (or should that be the other way around?). No reason to exacerbate it.
give an option to plan in advance
9/9/2010 11:05 AM
yeah, we've been begging for that for even cycle 1 for ages... must be a server/storage issue to have a ton of people store all that info in advance? not sure why it isn't there, really.
9/9/2010 11:33 AM
Posted by _hannibal_ on 9/9/2010 10:57:00 AM (view original):
Please outline for me exactly how it would hurt.  I'm serious, I do not see the harm.  If possible give me a couple of specific scenarios.  Help me see the light that everyone else in this thread is seeing.
There is very little gray area in recruiting as there is.  Recruiting generally comes down to money, distance and prestige.  We can already get a ballpark figure on how much money a school has, we know how far away they are from a recruit and we know their costs and we know the prestige of the schools in question.  If you have the experience, or the initiative to reach out to a ver or scour the forums, and can do basic math you can probably correctly predict 95% of battles.  The other 5% come from the uncertainty of relative value of visits, the relative worth of prestige andvantages (and the exact prestige, low A vs high A- is clearly much different that high A vs. low A-) and possibly considering credit.  Removing one of those variables means you can probably start correctly predicting 98+% of all battles, which will probably only serve to reduce the incidence.
9/9/2010 12:18 PM
Posted by acn24 on 9/9/2010 12:18:00 PM (view original):
Posted by _hannibal_ on 9/9/2010 10:57:00 AM (view original):
Please outline for me exactly how it would hurt.  I'm serious, I do not see the harm.  If possible give me a couple of specific scenarios.  Help me see the light that everyone else in this thread is seeing.
There is very little gray area in recruiting as there is.  Recruiting generally comes down to money, distance and prestige.  We can already get a ballpark figure on how much money a school has, we know how far away they are from a recruit and we know their costs and we know the prestige of the schools in question.  If you have the experience, or the initiative to reach out to a ver or scour the forums, and can do basic math you can probably correctly predict 95% of battles.  The other 5% come from the uncertainty of relative value of visits, the relative worth of prestige andvantages (and the exact prestige, low A vs high A- is clearly much different that high A vs. low A-) and possibly considering credit.  Removing one of those variables means you can probably start correctly predicting 98+% of all battles, which will probably only serve to reduce the incidence.
well put.

in general, random factors that take away our control is bad for the game. but uncertainty is absolutely critical. there is uncertainty in recruiting, in game planning, in evaluating recruits, etc, etc... if you remove those uncertainties, there really is nothing left. strategy is not only making decisions when you have perfect information, but more importantly, making decisions when you don't. for example, we don't know when a sg takes a shot, what the formula is. if we did, then we would know exactly which players were better scorers. but we don't. so we all have to make an educated guess, and go from there. that is a heck of a lot harder, and (IMO at least) requires a lot more strategic thinking than if WIS just gave us the formulas.

i realize recruiting is a little different, because there is always the uncertainty of what other coaches will do. so in the end, it just comes down to a preference, or a feel. what is the acceptable and reasonable amount of uncertainty? most coaches feel the current amount of uncertainty is reasonable, and that really is what makes it so. i don't think there is any way to prove either way which is better, it just comes down to, what amount of uncertainty makes it more fun for most people.
9/9/2010 12:35 PM
Posted by girt25 on 9/9/2010 9:02:00 AM (view original):
Bottom line: I think we agree that HD could certainly benefit from more transparency in certain areas and reaching out more to new coaches to make sure they are comfortable and understand what's going on. We just happen to disagree on whether the HV/CV thing should be one of those transparent items.

I don't think it's the end of the world, but I think it would hurt a lot more than it would help.
Actually, I'm not sure I even agree with the initial part about more transparency in certain areas. I think HD has achieved the right amount of transparency already.

One of the assumptions I hear from people who say HD should be more transparent is that it'll even the playing field for newbies vs veterans, which is supposed to make newbies happier with the product. I don't agree with that. I think the really fun part for new guys is slowly learning the things that the vets already know. I didn't learn about dropdowns until about my 5th season, and I wasn't successful at a pulldown until quite a while after that (with some spectacular recruiting fails along the way). I wasn't bitter about that - in fact, I felt like I'd earned / accomplished something by paying attention to other coaches and trying different things on my own. If you're the type of player who's going to stick around long-term, chances are that kind of continuous learning and evolution appeals to you. The newbies who don't like it that way, or feel it's patently unfair that vets know "secrets" they don't, are probably not going to stick around anyway. And WIS shouldn't give away more transparency to appease the short-term folks at the expense of a richer gaming experience.
9/9/2010 1:11 PM
Posted by acn24 on 9/9/2010 12:18:00 PM (view original):
Posted by _hannibal_ on 9/9/2010 10:57:00 AM (view original):
Please outline for me exactly how it would hurt.  I'm serious, I do not see the harm.  If possible give me a couple of specific scenarios.  Help me see the light that everyone else in this thread is seeing.
There is very little gray area in recruiting as there is.  Recruiting generally comes down to money, distance and prestige.  We can already get a ballpark figure on how much money a school has, we know how far away they are from a recruit and we know their costs and we know the prestige of the schools in question.  If you have the experience, or the initiative to reach out to a ver or scour the forums, and can do basic math you can probably correctly predict 95% of battles.  The other 5% come from the uncertainty of relative value of visits, the relative worth of prestige andvantages (and the exact prestige, low A vs high A- is clearly much different that high A vs. low A-) and possibly considering credit.  Removing one of those variables means you can probably start correctly predicting 98+% of all battles, which will probably only serve to reduce the incidence.
I couldn't disagree more with the statement "there is very little gray area in recruiting as it is".  Prestige is a much bigger factor than CV:HV ratio.  Even if you have the prestige multiple figured out there's at least a third of a grade range.  Add to that that you don't know how much effort the other guy has put in to a particular battle vs other battles, FSS, other recruits and there is plenty of uncertainty.  I haven't even mentioned considering credit.

Now contrast that to the fact that CS has told us exactly how SIMAI recruits.  That knowledge is much more damaging than knowing the relative worth of CVs to HVs.

Edit:  Forgot to ask the follow up:  let's assume you are right and now battles are predicted at a 98% rate instead of a 95% rate.  What is the harm done?  What's the ideal rate in your opinion?

9/9/2010 1:18 PM (edited)
Posted by bhansalid00 on 9/9/2010 1:11:00 PM (view original):
Posted by girt25 on 9/9/2010 9:02:00 AM (view original):
Bottom line: I think we agree that HD could certainly benefit from more transparency in certain areas and reaching out more to new coaches to make sure they are comfortable and understand what's going on. We just happen to disagree on whether the HV/CV thing should be one of those transparent items.

I don't think it's the end of the world, but I think it would hurt a lot more than it would help.
Actually, I'm not sure I even agree with the initial part about more transparency in certain areas. I think HD has achieved the right amount of transparency already.

One of the assumptions I hear from people who say HD should be more transparent is that it'll even the playing field for newbies vs veterans, which is supposed to make newbies happier with the product. I don't agree with that. I think the really fun part for new guys is slowly learning the things that the vets already know. I didn't learn about dropdowns until about my 5th season, and I wasn't successful at a pulldown until quite a while after that (with some spectacular recruiting fails along the way). I wasn't bitter about that - in fact, I felt like I'd earned / accomplished something by paying attention to other coaches and trying different things on my own. If you're the type of player who's going to stick around long-term, chances are that kind of continuous learning and evolution appeals to you. The newbies who don't like it that way, or feel it's patently unfair that vets know "secrets" they don't, are probably not going to stick around anyway. And WIS shouldn't give away more transparency to appease the short-term folks at the expense of a richer gaming experience.
The reason they are short-term folks is that their desires are not being met -- it is a self-fulfilling prophesy.

I understand the appeal of a game that slowly reveals itself over time.  Personally I think that type of game experience is better suited to an RPG than a sports simulation.

9/9/2010 1:17 PM
Posted by _hannibal_ on 9/9/2010 1:17:00 PM (view original):
Posted by bhansalid00 on 9/9/2010 1:11:00 PM (view original):
Posted by girt25 on 9/9/2010 9:02:00 AM (view original):
Bottom line: I think we agree that HD could certainly benefit from more transparency in certain areas and reaching out more to new coaches to make sure they are comfortable and understand what's going on. We just happen to disagree on whether the HV/CV thing should be one of those transparent items.

I don't think it's the end of the world, but I think it would hurt a lot more than it would help.
Actually, I'm not sure I even agree with the initial part about more transparency in certain areas. I think HD has achieved the right amount of transparency already.

One of the assumptions I hear from people who say HD should be more transparent is that it'll even the playing field for newbies vs veterans, which is supposed to make newbies happier with the product. I don't agree with that. I think the really fun part for new guys is slowly learning the things that the vets already know. I didn't learn about dropdowns until about my 5th season, and I wasn't successful at a pulldown until quite a while after that (with some spectacular recruiting fails along the way). I wasn't bitter about that - in fact, I felt like I'd earned / accomplished something by paying attention to other coaches and trying different things on my own. If you're the type of player who's going to stick around long-term, chances are that kind of continuous learning and evolution appeals to you. The newbies who don't like it that way, or feel it's patently unfair that vets know "secrets" they don't, are probably not going to stick around anyway. And WIS shouldn't give away more transparency to appease the short-term folks at the expense of a richer gaming experience.
The reason they are short-term folks is that their desires are not being met -- it is a self-fulfilling prophesy.

I understand the appeal of a game that slowly reveals itself over time.  Personally I think that type of game experience is better suited to an RPG than a sports simulation.

its not really that it slowly reveals itself over time, its more that there is a lot to learn. if you wanted to, as a new coach, you could read the **** out of these forums, ask a ton of questions, and have as good a handle on some things - like HV:CV ratio, as just about any coach. the things that take a long time to build are not simple numbers, its the feel that takes a long time. after playing for a while you learn things like, how likely you are to win, what players mesh well together, etc... but what you are talking about here is a simple number, and it does not reveal itself slowly over time unless you want to find out through experimentation. just read a couple threads and you have as good an idea as vets - if not better, if you just average the numbers all the vets give. sure, there is still uncertainty after that, but everybody has to deal with that, so isn't it fair?
9/9/2010 1:26 PM
Never said it wasn't fair the way it is.

As for the revealing itself over time I referring more to drop downs and pull downs than the particular CV:HV number.

As far as rest, it is not necessary to have any secrecy to have a game that evolves as the player evolves.  Chess and go are great examples of that.  Obviously this particular game is different, for better or worse.  I enjoy the game, I'd like to see some things different, but in general it is fine.
9/9/2010 1:39 PM
Posted by _hannibal_ on 9/9/2010 1:18:00 PM (view original):
Posted by acn24 on 9/9/2010 12:18:00 PM (view original):
Posted by _hannibal_ on 9/9/2010 10:57:00 AM (view original):
Please outline for me exactly how it would hurt.  I'm serious, I do not see the harm.  If possible give me a couple of specific scenarios.  Help me see the light that everyone else in this thread is seeing.
There is very little gray area in recruiting as there is.  Recruiting generally comes down to money, distance and prestige.  We can already get a ballpark figure on how much money a school has, we know how far away they are from a recruit and we know their costs and we know the prestige of the schools in question.  If you have the experience, or the initiative to reach out to a ver or scour the forums, and can do basic math you can probably correctly predict 95% of battles.  The other 5% come from the uncertainty of relative value of visits, the relative worth of prestige andvantages (and the exact prestige, low A vs high A- is clearly much different that high A vs. low A-) and possibly considering credit.  Removing one of those variables means you can probably start correctly predicting 98+% of all battles, which will probably only serve to reduce the incidence.
I couldn't disagree more with the statement "there is very little gray area in recruiting as it is".  Prestige is a much bigger factor than CV:HV ratio.  Even if you have the prestige multiple figured out there's at least a third of a grade range.  Add to that that you don't know how much effort the other guy has put in to a particular battle vs other battles, FSS, other recruits and there is plenty of uncertainty.  I haven't even mentioned considering credit.

Now contrast that to the fact that CS has told us exactly how SIMAI recruits.  That knowledge is much more damaging than knowing the relative worth of CVs to HVs.

Edit:  Forgot to ask the follow up:  let's assume you are right and now battles are predicted at a 98% rate instead of a 95% rate.  What is the harm done?  What's the ideal rate in your opinion?

Then we'll have to agree to disagree.  I think recruiting is pretty formulaic, you can pretty much identify what level of effort you can put into a recruit and what your opponent would need to put in to beat you.  Then you decide how likely it is that they can or will do that.  As a question for you - if the CV:HV ratio isn't that big of a factor, why are you so desperate to learn the exact ratio?

I don't see your argument that knowing how SimAI recruits is damaging.  It may certainly be damaging to the Sim coached team, but it would be much too large of an advantage for the sim if they recruited under an entirely different set of constraints than humans do.

The harm done if recruiting becomes even more formulaic is that there will be fewer battles.  Right now that 5% uncertainty allows for quite a few.  If that drops significantly, so will the number of battles.  I would support changes that increases the number of battles.  I believe that anything that reduces player interaction is a bad thing - it becomes too much like a basketball based solitaire game. 
9/9/2010 1:50 PM
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