Posted by kcsundevil on 7/4/2015 4:34:00 PM (view original):
I also enjoy game planning more than recruiting, but GD has evolved in the other direction. The 3.0 engine is heavily geared toward recruiting. Game planning is meaningless without injuries and meaningful fatigue.
The poll numbers don't lie. The people who are still paying WIS for GD enjoy recruiting. That being the case, there's really little argument for changing it.
I disagree with game planning being meaningless. I haven't played for very long in any engine, however, I have played multiple seasons in every engine (I have another account that has been inactive for a while). Gameplanning is 1.0 was incredibly simplistic, it was wishbone for almost every offense and 4/4 for every defense. There were a couple of coaches doing things differently but very, very few. In engine 2, things balanced out a bit but you still had little customization. Version 3 gives the coach far more options than the previous versions. Because there are more variables, there are more opportunities for randomness and having talent can minimize the effect of negative plays.
However, I think you are going on a stretch to say that gameplanning is meaningless, especially when you compare this engine to the previous two. If you take a quick stroll through GD, you will find teams using all kinds of offenses. Some coaches still use wishbone, other coaches attack things more balanced with Pro-Set, some will spread the field with a Trips offense, some even use a complete Shotgun offense and then you have the I-Formation w/ throws to the RB's. And obviously, there are many combinations of the above. Say what you want about 3.0, but I can't recall a time where a coach had so many options in designing their team.
I won't deny that there are problems with the current engine, some are just plain obvious. But I would take this engine over 1.0 and 2.0 in a heartbeat, and I think if WIS fixed CS and made proper tweaks to the engine, this game could really take off.