Not that I expect folks to be interested, but I noted my initial thoughts on the new changes below in bold.
Full list of changes:
- On the Conference tab of Player and Team stat Leaders "Only Conference Stats" now defaults to off instead of on - ok, I guess, no big deal.
- Reduced average FT grade for new recruits - not a huge fan
- For new recruits, increased averages for most other individual ratings across the board to raise the overall average - only a specific range of recruits needed this IMHO. If it is across the board it may be overcorrection and unbalance D II...
- Added a fix so that recruits won't be generated with very low start rating and average/high potential - I'm guessing here, admittedly, but I doubt recruits will suddenly stop having a 1 rating in things, so now those with that 1 rating will have no hope of improvement? Not a fan. Wasn't crazy about all the centers with HH potential in their 1 PER, but I'm not sure this is the answer.
- Fixed a display bug where a player on the wrong team is listed as running out the clock - Never seen it, but sounds good.
- Minor improvements to some last second logic - no way to evaluate
- Improved logic on outcomes of last second possessions, to include fewer turnovers/fouls - unable to evaluate without observation
- Slightly lowered FG% on last-second shots - unable to evaluate without observation
- Increased steals - no real opinion until observation in game
- Fixed a bug where in certain situations centers were being incorrectly favored to get rebounds - ok
- Lowered 2-point and 3-point FG% - initially not a fan, but many will be. I recognize % are higher than RL, but I was ok with it, obviously that will change...
- Small reduction to fatigue rate - again not a huge fan (will need to see what kind of impact the "small" reduction makes. With this and the change in steals is there a worry that FCP will become unbalanced again? Also diminishes the advantages of recruiting a strong 10-12 man team and using all the players interchangeably (bench depth) and favors those with a shallow bench.
- Improved timeout logic - unable to evaluate until observed
- Double teams are now re-evaluated each possession instead of only on lineup changes to account for the leading scorer changing - should have been all along
- Assists raised significantly - cosmetic
- Adjusted distribution of assists by position - cosmetic
- fixed a bug where tempo was not reverting back to normal settings at the start of OT if the engine had adjusted it late in regulation - good fix
So, many changes that are hard to evaluate until observation which we'll have to reserve judgement on, and those that I am able to form an opinion on I am either neutral about or not crazy about. Everyone knows the list of things that a lot of folks are looking for, I won't bother to list them here.
Implementing a change like this with so many variables into the game mid season is irresponsible and shows a lack of empathy for the customers IMHO. These changes are during the NT in one world, and in my 2 worlds that are playing games right now we are 5-6 games from NT. Too late in the season IMO to introduce an engine that potentially will alter team's efficiency and effectiveness this close to the post-season without enough time for evaluation...