Development Blog Update Topic

Discuss:
Ok guys, I'm digging into a new list of updates.  I just wanted to give a heads up on what is coming.
  1. I'll be looking into the logic that updates prestige between seasons for DI teams.  Specifically I'm focusing on reducing the impact of baseline prestige to tie things more to recent success instead.
  2. I'll be reviewing the logic that ranks players for the NBA draft.  It's been pointed out that big guys are generally ranked higher than guards, so I'll balance things out more.
  3. I'll review the logic that determines whether a given underclassman will enter the draft.  I'll likely end up reducing the odds that a highly projected player will come back to school.
  4. I'm going to add "player roles" to the game.  This feature may be hard to understand without seeing it in action, but the plan is to have a custom overall rating formula for each position.  So each coach could assign weights to each player rating to come up with their own overall rating.  There would be a PG, SG, SF, PF, and C formula, but the idea would be to also add more specialized ones, such as "Perimeter Big Man" or "Scoring Point Guard".  There are a lot of potential uses for something like this, but to start with the plan is to add features to recruit searching to make that process easier and less time-consuming.  I'll have more details about this later on once it's fleshed out more.
  5. I'd like to make some improvements to how AI teams are set up with game plan, practice plan, etc.  They wouldn't be actively changing from game to game, but there is room for improvement in that initial setup.
There are a number of other small fixes and improvements as well.  In addition, I may be taking on some more items once these are complete, depending on how much time I have.
5/16/2012 9:43 AM
4 seems like a waste.. Let the coaches determine what role a player should have.. we are already told how to practice the players based on the potential color codes.. pretty soon HD wont even need coaches to coach.. Whats next?  Telling us how to game plan?  Instead of #4 why dont we add in-game coaching.. Like when to call a timeout (10-0 run, etc) or late game free throw shooting lineups when we are ahead, late game 3pt shooting lineup when we are behind..
5/16/2012 11:41 AM

custom overall rating formula for each position.  So each coach could assign weights to each player rating to come up with their own overall rating.

How exactly is that them telling you what 5roles a player should have if all they do is put in a mechanism for you to come up with your OWN
 formulas?  That very specifically _is_ the coaches determining what roles a player should have based on what weights they decide to give to the tool which is entirely their choice.  

 

 

5/16/2012 12:27 PM

I'll review the logic that determines whether a given underclassman will enter the draft.  I'll likely end up reducing the odds that a highly projected player will come back to school.

Say what?  There needs to be less players leaving early, not more.

5/16/2012 12:42 PM
5 can't hurt.

4 [Redacted.  I misunderstood.]
5/16/2012 3:09 PM (edited)
What is the actual practical ramifications of number 4? It seems like window dressing to what the ratings already tell us, correct? However, if this can be applied to redshirt logic, i.e. instead of an incoming player looking only at players' on the roster listed positions to influence whether he would take a redshirt, they would look at player roles as well, I would like this. For example, a center who can only rebound and defend doesn't only see the 0 listed centers on the roster, but sees the 3 PFs whose role is "rebounding big man."
5/16/2012 1:20 PM
To clarify the item about "player roles".  This will in no way impact the game engine.  It's only a mechanism to help coaches define the types of the players they're looking for.  For example, coach A may value passing and ballhandling in his PGs, but coach B may favor perimeter shooting.  They'll each be able to define what's important to them and then be able to view recruits based on that custom overall rating as opposed to eyeballing those important ratings.

This is not meant to force some new categorization on players.  It's meant as a tool to make recruiting easier (with potential for further uses in the future).
5/16/2012 1:21 PM
You also won't be assigning players to a role.  It's intended to work the other direction: determining how well a player fits your idea of a particular role.

This idea is an evolution of an earlier idea where each coach could specify a custom overall rating formula.

5/16/2012 1:23 PM
Not a big fan of  number 4. I am not a fan of simplifying recruiting. Recruiting should take a lot of time.
5/16/2012 1:27 PM
can't you already do #4 by using those handy greater than drop down search function things? there's like 6 of them or whatever - doesn't everybody only search for bigs with x minimum reb and whatever?
5/16/2012 1:42 PM
plus the best recruits are the ones with high high potential. they won't necessarily show up unless you set the value low enough for everyone to show up?
5/16/2012 1:44 PM
Hey, more attention is coming to HD! WIS is starting to pay attention again!

I'm just excited they still look at this product.
5/16/2012 1:45 PM
Can we please be able to sort recruits by the position we intend to play them at? This would make it a lot easier to wade through all my potential targets based on where I want them to play, not the position they are currently listed. Currently I am playing at SG at PF... I wish I could have listed this recruit as a PF on my recruiting page to make it easier to know what positions I was recruiting.


5/16/2012 3:08 PM
That is what number four essentially -is-
5/16/2012 3:34 PM
Posted by grecianfox on 5/16/2012 1:27:00 PM (view original):
Not a big fan of  number 4. I am not a fan of simplifying recruiting. Recruiting should take a lot of time.
You _do_ want new players, right? In that case. In video game terms, wh the heck do you want to promote "fake difficulty"?
5/16/2012 3:36 PM
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