Needs to be fixed. Should be an easy fix. Thoughts?
4/17/2020 7:17 PM
What is this glitch?
4/17/2020 8:13 PM
Its never going to be fixed its when color lines equals out to 101 so you have a digit about the normal line. So he has -2 -2 -1 and his team is supposedly in the tank.
4/17/2020 8:17 PM
Posted by Sportsbulls on 4/17/2020 7:17:00 PM (view original):
Needs to be fixed. Should be an easy fix. Thoughts?
I agree. I hate it and it makes no sense.
4/17/2020 8:43 PM
Posted by jimmychino on 4/17/2020 8:13:00 PM (view original):
What is this glitch?
When a player has Red ST as a recruit, their ST decreases throughout their career like this.

That's the only red ST player I've ever recruited. Other people can send other examples if they'd like.
4/17/2020 8:56 PM
Have you submitted a ticket?
4/17/2020 9:33 PM
It’s a tiny little thing, but it is completely ridiculous. Speed and durability should work like that, not stamina. Athletes can build strength and stamina throughout their 30s. Speed, durability, not so much.
4/17/2020 11:55 PM
You are saying weight lifting and agility training cant build speed and durability?

You may want to rethink that one.
4/18/2020 10:23 AM
Posted by mullycj on 4/18/2020 10:23:00 AM (view original):
You are saying weight lifting and agility training cant build speed and durability?

You may want to rethink that one.
Lol. No, mully, I am saying what I actually said. Among athletes, strength and stamina are attributes that can be built past youth. Speed and durability decline sooner and faster than strength and stamina. You can use quickness drills and maybe something like yoga to “build speed and durability” a bit; but to think that durability never does anything but increase is absurd. And the reality is that among athletes who are going to play collegiate basketball at any level, the idea that any will massively increase their speed is equally absurd.

The way the game *should* handle these attributes is that speed should be capped at about 10 points of growth, athleticism maybe 15-20. Stamina should be pretty much limitless in many players, given enough conditioning. And durability/injuries should be completely reworked, so that it has some meaning. There should be more “nagging” injuries, most players who get 20+ minutes per game should experience some small amount of health decline as the season wears on, the amount determined by their playing time modified by their durability. And durability shouldn’t have more than a handful of points of growth; it should basically be what stamina is now. Just my 2c.
4/18/2020 12:21 PM (edited)
good grief..in gd most coaches don't want anything to do with injury.. it's probably the same here..
4/18/2020 12:43 PM (edited)
this is not a glitch. the glitch has been fixed - the glitch was that these players can never improve. your guy did improve, at a rate higher than his start of fr season rate (which was the problem in the old game). this is expected behavior IMO and has to be taken into account in recruiting. we all know stamina is the offseason bear, always has been - just got to adjust!
4/18/2020 12:54 PM
Posted by franklynne on 4/18/2020 12:43:00 PM (view original):
good grief..in gd most coaches don't want anything to do with injury.. it's probably the same here..
In my version, there would be more “injuries”, but most in the form of 3-5% reductions, rather than a once-in-a-blue-moon injury that costs a player 5 games, and could ruin your season. This gives durability an actual purpose, beyond the ability to *sometimes* salvage a season in the very rare instance that an elite player gets injured toward tournament time, an ability no experienced coach in her right mind would currently consider.

The net effect would be at the end of the season, your low durability guys who have been logging lots of minutes are likely playing at 85%. Not because of any specific injuries, but because their durability is low and they’re logging a lot of minutes. Your high durability guys are probably still up around 100%. You could, as a developer, even take specific injuries out of the game completely, something I would seriously consider.
4/18/2020 1:13 PM (edited)
Posted by gillispie1 on 4/18/2020 12:54:00 PM (view original):
this is not a glitch. the glitch has been fixed - the glitch was that these players can never improve. your guy did improve, at a rate higher than his start of fr season rate (which was the problem in the old game). this is expected behavior IMO and has to be taken into account in recruiting. we all know stamina is the offseason bear, always has been - just got to adjust!
I agree it’s not a glitch. It’s an absurd feature. :)
4/18/2020 1:12 PM
Posted by gillispie1 on 4/18/2020 12:54:00 PM (view original):
this is not a glitch. the glitch has been fixed - the glitch was that these players can never improve. your guy did improve, at a rate higher than his start of fr season rate (which was the problem in the old game). this is expected behavior IMO and has to be taken into account in recruiting. we all know stamina is the offseason bear, always has been - just got to adjust!
I'm confused here, gil. When the player was recruited his ST was 81 ( and red). When he graduated it was 72 (and black). Every season his ST declined. His ATH and SP improved all 4 seasons, so there were plenty of minutes dumped into conditioning. Over the course of his career he LOST 9 points of ST despite an appropriately set practice plan. There is definitely something wrong here.
4/18/2020 2:01 PM
Posted by darnoc29099 on 4/18/2020 2:01:00 PM (view original):
Posted by gillispie1 on 4/18/2020 12:54:00 PM (view original):
this is not a glitch. the glitch has been fixed - the glitch was that these players can never improve. your guy did improve, at a rate higher than his start of fr season rate (which was the problem in the old game). this is expected behavior IMO and has to be taken into account in recruiting. we all know stamina is the offseason bear, always has been - just got to adjust!
I'm confused here, gil. When the player was recruited his ST was 81 ( and red). When he graduated it was 72 (and black). Every season his ST declined. His ATH and SP improved all 4 seasons, so there were plenty of minutes dumped into conditioning. Over the course of his career he LOST 9 points of ST despite an appropriately set practice plan. There is definitely something wrong here.
the glitch that was of particularly relevance was this - the growth of a rating is supposed to be based on a number of factors - the current rating, the max rating, the practice minutes, the playing minutes, work ethic, etc - but what was happening early in 2.0 (potential era), was that the formula was effectively NOT based on current rating, but the highest that rating had ever been.

so, if you had a growth rate of .1 pts stamina/season based on the factors, in FR year, 1 point away from the cap - this was not going up as the rating went down. this was not a specific glitch to stamina - this applied to every rating, its just that stamina is the offseason bear, so it was the primary source of issue.

what is happening now is intended behavior. i always hated the amount stamina dropped in the off season, but its been this way forever. and ever since 2.0, the majority of growth in nearly-capped ratings comes from offseason improvement - with stamina as the sole exception - because it actually declines in the off seasons.

anyway, you can argue about whether you like it this way or not (i don't, personally, because i press so much and am relative to everyone else, a huge fan of stamina). but it has always been this way. for most ratings, if you have solid work ethic, you can plan on near-maxing. stamina is the exception - but the reason for that - the off-season slacking of players - has been part of HD since before potential ever existed. so its not a glitch, by any normal definition of a glitch.

just to clarify - you can't compare the growth in different ratings objectively and say there is a problem. break it down into offseason and regular season based growth, and you'll see what i mean. stamina grows just like ath/spd or any other rating in the regular season (within reason - i mean, there are different rates, to be sure - but stamina acts like a 'normal rating' in the regular season). the off season is the culprit here (and always has been).

edit: i would 100% support changing the stamina growth curve, to grow faster as it nears caps - which would resolve this issue. i've supported that since like, 6 months into 2.0, so like 10 years ago - but as a logic change to affect behavior, not fixing a glitch, if you will. the fixing of the actual glitch had minimal impact on the behavior we've seen consistently for the last 10 years, because most of the stamina issue is related to expected behavior re: offseason growth/decline, not the glitch (i was hopeful the glitch fix would help more than it did, but i can see now that was fairly naive) - IMO coaches need to adjust on how they view stamina, if they are not considering this 'expected behavior'. i've avoided those 70 red stamina guys for like, 10 years now.
4/18/2020 7:00 PM (edited)
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