Most improbable recruiting win? Topic

As I lose out to an A-prestige school on a 5-star recruit 57%-43% after having previously lost one to an A+ school 50%-50%, I was wondering: Does anyone have any David/Goliath stories of getting a good recruit with, say, only 10% chance? What's the most improbable you've seen in the results?
7/17/2017 8:11 AM
I have lost, If I I remember the exact %'s....I was 72% the team that won was 28%. I have 6 teams, 4 teams have had great recruiting seasons, 2 teams have had horrible ones. It all evens out...
7/17/2017 8:52 AM
In Naismith last night, Iowa won a 3-way battle with 19% -- Texas had 33%, Kansas had 48%. I've also had a 72-28 two-man battle loss. Unfortunate by-product of poor product testing/implementation (and a total lack of realism). IMO, the line to "have a chance to win" in a two-man battle should be set higher -- at 40% or so.
7/17/2017 9:14 AM
Not sure it Is David/Goliath as I am an A- against two A+ schools. I won a 5 star SG/#6 overall with a 19% chance. The top school had a 49% change. Honestly I would be annoyed if I were the losing schools.
7/17/2017 9:15 AM
I lost a recruit to a team that was 19%. But it was a 3 way battle.
7/17/2017 9:22 AM
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
7/17/2017 9:27 AM
Posted by johnsensing on 7/17/2017 9:14:00 AM (view original):
In Naismith last night, Iowa won a 3-way battle with 19% -- Texas had 33%, Kansas had 48%. I've also had a 72-28 two-man battle loss. Unfortunate by-product of poor product testing/implementation (and a total lack of realism). IMO, the line to "have a chance to win" in a two-man battle should be set higher -- at 40% or so.
I've yet to win as the lesser-favored, I'm glad to know it happens. 19% at least gives me hope that I have just been unlucky.
7/17/2017 10:16 AM
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
7/17/2017 11:19 AM
Publishing the percentages was not a great idea. I'd very much like for them to be hidden again.
7/17/2017 11:29 AM
Posted by johnsensing on 7/17/2017 11:19:00 AM (view original):
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
Agreed. Pushing someone to moderate is awfully tough. I think the lowest high is 20%, highest VH, 80%? Am I right?
7/17/2017 11:30 AM
Posted by johnsensing on 7/17/2017 11:19:00 AM (view original):
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
JS, remember the odds you see don't represent the difference in effort credit. The odds are stretched, so battles are always closer than they appear by looking at odds, and that's most exaggerated at the margins. A team has to be somewhere above 60% of the effort credit leader to be in signing range. A team that only just makes the cutoff isn't going to have the ~38% chance you'd expect if it was a straight correlation, though. It's going to be down around 20%. So a 50.1 to 49.9 battle in effort credit is stretched to 52-48. A 62-38 battle is stretched to something like 80-20.

The game is already leaning toward the favorite in recruiting battles.
7/17/2017 11:33 AM (edited)
Posted by johnsensing on 7/17/2017 11:19:00 AM (view original):
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
Seems like you're the one being deliberately obtuse, because you're arguing that 19% should = 0%, and 39% should = 0%.

Again, that's not how math works.
7/17/2017 11:33 AM
Posted by johnsensing on 7/17/2017 11:19:00 AM (view original):
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
7/17/2017 11:34 AM
Posted by tecwrg on 7/17/2017 11:33:00 AM (view original):
Posted by johnsensing on 7/17/2017 11:19:00 AM (view original):
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
Seems like you're the one being deliberately obtuse, because you're arguing that 19% should = 0%, and 39% should = 0%.

Again, that's not how math works.
I think what he meant was that battles should only be VH to VH under this efforts building system.
7/17/2017 12:19 PM
Posted by pallas on 7/17/2017 11:34:00 AM (view original):
Posted by johnsensing on 7/17/2017 11:19:00 AM (view original):
Posted by tecwrg on 7/17/2017 9:27:00 AM (view original):
You all realize that teams with a 19% chance of winning a recruiting battle should win roughly 19% of those battles. You guys sound like they should win 0% of those recruiting battles.

That's not how math works.

Unless you have some empirical evidence that underdogs are winning battles at a statistically significant higher rate than they should, then there's nothing really to see here. My guess is that such evidence does not exist, at least in a way measurable to the HD user community, because neither the "favorites" who are winning the lopsided battles, nor the underdogs who are losing the lopsided battles, are making noise in the forums the way the favorite/losers are.
Are you being deliberately obtuse? I don't think anyone is arguing the math -- I'm arguing policy/gameplay. Of course as things are currently set up, someone who has a 19% chance will win 19% of the time -- my argument is that it's a poor way to set up the game, and the game should be changed so that a 19% in a three-man battle has 0% chance to win (I'm not sure where the cutoff should be in a three-man battle -- 25%? 28?). What I am advocating is that for two-person battles, if one side hasn't put in enough effort to get to a 40% probability, they should have 0% chance. That's a better gameplay mode, IMO, because then you only have losses when it's a true tossup, or at least pretty close (which is really the way it works in real life, too, which is an added benefit).
HES A VETERAN
7/17/2017 1:37 PM
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