Thursday (2/3) Release Topic

Posted by moy23 on 2/2/2011 12:37:00 PM (view original):
Awww snap.... and here a bunch of you bitchslapped Seble for not focusing on the things that needed to be fixed (see the recruit sorting tool threads for the list of complaints). Me thinks you guys owe and apology.... and you know who you are!
Damn this crow tastes good!
2/2/2011 4:25 PM
Posted by seble on 2/2/2011 11:36:00 AM (view original):
I've prepped a release for tomorrow (Thursday the 3rd) that includes a number of engine tweaks and fixes and  some tweaks to recruit generation.  The full list is at the bottom of this post.  The release will take place AFTER the AM games and BEFORE the PM games tomorrow.

I've scheduled a developer chat for tomorrow afternoon from 3pm-4pm ET to discuss these changes and anything else HD-related.  Feel free to begin submitting questions now by going to http://www.whatifsports.com/devchat/devchat.asp?chatid=91. I'll save the discussion for the dev chat instead of going into it now in the forums.  I will probably start answering questions early if there are enough.

Full list of changes:
  • On the Conference tab of Player and Team stat Leaders "Only Conference Stats" now defaults to off instead of on
  • Reduced average FT grade for new recruits
  • For new recruits, increased averages for most other individual ratings across the board to raise the overall average
  • Added a fix so that recruits won't be generated with very low start rating and average/high potential
  • Fixed a display bug where a player on the wrong team is listed as running out the clock
  • Minor improvements to some last second logic
  • Improved logic on outcomes of last second possessions, to include fewer turnovers/fouls
  • Slightly lowered FG% on last-second shots
  • Increased steals
  • Fixed a bug where in certain situations centers were being incorrectly favored to get rebounds
  • Lowered 2-point and 3-point FG%
  • Small reduction to fatigue rate
  • Improved timeout logic
  • Double teams are now re-evaluated each possession instead of only on lineup changes to account for the leading scorer changing
  • Assists raised significantly
  • Adjusted distribution of assists by position
  • 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
not the best time for these changes to occur.  Would have prefered to have them done inbetween seasons
2/2/2011 4:34 PM
Barth...

Good job reposting the original post on page 4 of this thread; and
making a point that Seble has already said was not possible;
and generally adding nothing to the discussion.

In any event, good changes, although I'm not so sure about the FT changes.  Not sure if that was needed.
2/2/2011 4:47 PM
Posted by bbarth on 2/2/2011 4:34:00 PM (view original):
Posted by seble on 2/2/2011 11:36:00 AM (view original):
I've prepped a release for tomorrow (Thursday the 3rd) that includes a number of engine tweaks and fixes and  some tweaks to recruit generation.  The full list is at the bottom of this post.  The release will take place AFTER the AM games and BEFORE the PM games tomorrow.

I've scheduled a developer chat for tomorrow afternoon from 3pm-4pm ET to discuss these changes and anything else HD-related.  Feel free to begin submitting questions now by going to http://www.whatifsports.com/devchat/devchat.asp?chatid=91. I'll save the discussion for the dev chat instead of going into it now in the forums.  I will probably start answering questions early if there are enough.

Full list of changes:
  • On the Conference tab of Player and Team stat Leaders "Only Conference Stats" now defaults to off instead of on
  • Reduced average FT grade for new recruits
  • For new recruits, increased averages for most other individual ratings across the board to raise the overall average
  • Added a fix so that recruits won't be generated with very low start rating and average/high potential
  • Fixed a display bug where a player on the wrong team is listed as running out the clock
  • Minor improvements to some last second logic
  • Improved logic on outcomes of last second possessions, to include fewer turnovers/fouls
  • Slightly lowered FG% on last-second shots
  • Increased steals
  • Fixed a bug where in certain situations centers were being incorrectly favored to get rebounds
  • Lowered 2-point and 3-point FG%
  • Small reduction to fatigue rate
  • Improved timeout logic
  • Double teams are now re-evaluated each possession instead of only on lineup changes to account for the leading scorer changing
  • Assists raised significantly
  • Adjusted distribution of assists by position
  • 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
not the best time for these changes to occur.  Would have prefered to have them done inbetween seasons
I would too - continue reading page 3 of the thread to learn why that can't happen at this time...
2/2/2011 4:48 PM
Posted by girt25 on 2/2/2011 3:26:00 PM (view original):
And seble, the one other question that seems to be prevalent is whether recruit ratings are being raised a bit for DI only, or across the board. Because not only do I think it's not necessary at DII/DIII, I think it would be detrimental.

If you raised the ratings abit for recruits from, say #15 or #20-100 at each position, I think that would be absolutely perfect.

It would address the big issue -- gross inequality between the have and have nots at DI. It would also serve to create more of a divide between low/mid DI recruits and DII recruits, when right now there really isn't one. (It's not uncommon to see a BCS or mid-major take a recruit from a DII school.) And it wouldn't further overinflate the ratings of DII/DIII players.
i would really like to hear the answer to this one, too :)
2/2/2011 5:29 PM
i will send a chat question in regarding REB - i see nothing in this release to address how incredibly out of whack the REB rating is treated...which is very disappointing...
2/2/2011 5:33 PM
OK guys I guess I am in the minority, I dont think there is any need for new recruits. I am tired of learning new strategies every few months. I am really hacked that elite players I recruit this season or those from last will be commoners if there are many more players with high ratings.
I fail to see the need for changes in player generation. Yes I have read the threads.. The players are there for everyone.. So now teams that are heavy in those players recruited the last two years will be screwed...
I disagree that recruit generation is the cause for the decline in numbers.. Most of it is natural progression.. People dont play these games forever..They come and go and FOX has done a HORRIBLE job of promoting this game. With their ability to cross promote at little or no cost it is a real shame they have done nothing. Anyway that is my rant..
2/2/2011 6:30 PM
Posted by kannc6 on 2/2/2011 6:30:00 PM (view original):
OK guys I guess I am in the minority, I dont think there is any need for new recruits. I am tired of learning new strategies every few months. I am really hacked that elite players I recruit this season or those from last will be commoners if there are many more players with high ratings.
I fail to see the need for changes in player generation. Yes I have read the threads.. The players are there for everyone.. So now teams that are heavy in those players recruited the last two years will be screwed...
I disagree that recruit generation is the cause for the decline in numbers.. Most of it is natural progression.. People dont play these games forever..They come and go and FOX has done a HORRIBLE job of promoting this game. With their ability to cross promote at little or no cost it is a real shame they have done nothing. Anyway that is my rant..
Kann..... its not like it will matter. Basically Seble is upping non-core attributes for recruits.... I.e. a pg might get 10 in reb instead of 1 or a 600 overall is now a 620 without increasing core attributes. Ultimately it tames the doomsday crowd ******** about low overalls for mid majors while not affecting overall gameplay that exists today.
2/2/2011 6:40 PM
Moy23, I read "reduced average of FT grade" and "increased averages for most other individual ratings across the board." I don't see an indication of non-core items only. Can you elaborate?
2/2/2011 7:25 PM
Posted by lmschwarz on 2/2/2011 7:25:00 PM (view original):
Moy23, I read "reduced average of FT grade" and "increased averages for most other individual ratings across the board." I don't see an indication of non-core items only. Can you elaborate?
You could be right. Good question for the dev chat.
2/2/2011 7:37 PM
Posted by lmschwarz on 2/2/2011 7:25:00 PM (view original):
Moy23, I read "reduced average of FT grade" and "increased averages for most other individual ratings across the board." I don't see an indication of non-core items only. Can you elaborate?
"increased averages for most other individual ratings across the board" Yes this was what concerns me... If they just bump everything up 3-5 points it will have major gameplay issues... I just dont see the need to screw with things when they do NOTHING to promote the game outside our little universe... We are doomed t die a slow death without new players
2/2/2011 7:39 PM
Posted by moy23 on 2/2/2011 6:40:00 PM (view original):
Posted by kannc6 on 2/2/2011 6:30:00 PM (view original):
OK guys I guess I am in the minority, I dont think there is any need for new recruits. I am tired of learning new strategies every few months. I am really hacked that elite players I recruit this season or those from last will be commoners if there are many more players with high ratings.
I fail to see the need for changes in player generation. Yes I have read the threads.. The players are there for everyone.. So now teams that are heavy in those players recruited the last two years will be screwed...
I disagree that recruit generation is the cause for the decline in numbers.. Most of it is natural progression.. People dont play these games forever..They come and go and FOX has done a HORRIBLE job of promoting this game. With their ability to cross promote at little or no cost it is a real shame they have done nothing. Anyway that is my rant..
Kann..... its not like it will matter. Basically Seble is upping non-core attributes for recruits.... I.e. a pg might get 10 in reb instead of 1 or a 600 overall is now a 620 without increasing core attributes. Ultimately it tames the doomsday crowd ******** about low overalls for mid majors while not affecting overall gameplay that exists today.
Moy ... LOL on your "doomsday crowd" characterization. Check out the # of sims in low/mids in DI vs. 6-12 months ago (stats have been posted in the forums) and this is not a theory or something that's debatable.

That said, kann, I don't get the sense that the changes will even remotely take top-tier recruits you're signing at Cuse and make them anything less than top-tier. I guess we'll see, but I think your particular fear is unfounded.
2/2/2011 8:49 PM
Are they doing anything about the huge passing numbers teams are getting out of the Wishbone and Notre Dame Box?
2/2/2011 8:53 PM
So does this mean we revert to the way that it was before, in that any decent coach with a prestige of C or higher in D1 can have all upperclass players with 99 ratings in all cores? I agree recruit generation needs a tweak, but I don't want to completely revert to the previous way either.
2/2/2011 9:10 PM
Posted by nbstowman on 2/2/2011 9:10:00 PM (view original):
So does this mean we revert to the way that it was before, in that any decent coach with a prestige of C or higher in D1 can have all upperclass players with 99 ratings in all cores? I agree recruit generation needs a tweak, but I don't want to completely revert to the previous way either.
Quote from seble
"- With regard to the change to low start ratings: I'm not changing the upper limits, just basically bumping up the start rating to the point where improvement will be more reasonable.  So for example, instead of a guy with a 2 rating in Defense with a max of 58, now he would be maybe an 11 rating with a max of 58.  This is temporary fix until there's time to redo the player improvement logic, which would be a major change."

The max isn't changing.
2/2/2011 9:29 PM
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Thursday (2/3) Release Topic

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