I have nothing against zhawks as we get along. However, he seems to be very biased when it comes to the BETA testing. I feel like he has an idea of what he wants to happen and when the release wasn't exactly that, he started bashing it. Just my opinion. I think the changes should be good for the game.
4/29/2010 1:22 PM
As long as I can still successfully run FB/FCP im fine with whatever
4/29/2010 1:26 PM
hope that players dont grow 16 ath in 5 games like a few season back in wooden. players were improving like freaks 90 ath and 90 def and 90 spd in d3
4/29/2010 1:29 PM
Quote: Originally posted by homrbush on 4/29/2010
Quote: Originally posted by metsmax on 4/29/2010I had always assumed that this happened now:* Offensive efficiency improvements. For example, a player's offensive efficiency will decrease when he's getting an unrealistic amount of shots"but could not prove it systematically.....does this statement mean it didnt happen already or that the effect is being increased?
My question about this is does unrealistic number of shots count only for those who giving like 90 distro to one player, or does it also apply to those who try and limit players distro to try and stop them from leaving early, despite being talented enough to deserve a 20% distribution?


I think seble said that it already happens but he has improved the way it works.

I don't know the actual numbers buy my impression is that it kicks in around 30% +/-
4/29/2010 1:29 PM
Quote: Originally posted by kybjones on 4/29/2010Cautiously optimistic, but I hate my best program being in the guinea pig world.   I suspect this will be a very rocky 2-3 season period.

We'll have run 3-4 seasons in the test world before the actual release. I won't guarantee there won't be any problems, but I'm pretty confident that it will be a smooth transition.
4/29/2010 1:38 PM
One thing I would like to see implemented but I doubt it will, is to allow players to perform better when they are getting tired, or have players tire more slowly. We should be able to play our best players for 30 minutes of affective basketball.
4/29/2010 1:42 PM
That has been addressed in this release. Players are able to play more minutes in the new engine.
4/29/2010 1:44 PM
Quote: Originally posted by kmasonbx on 4/29/2010One thing I would like to see implemented but I doubt it will, is to allow players to perform better when they are getting tired, or have players tire more slowly. We should be able to play our best players for 30 minutes of affective basketball.
Yes, most starters are able to play 30+ minutes now with reasonable fatigue.

Keep that in mind when you promise minutes to recruits - 15 min is no longer so easy to give a backup.
4/29/2010 1:46 PM
Quote: Originally Posted By srunstro on 4/29/2010
Quote: Originally posted by homrbush on 4/29/2010
Quote: Originally posted by metsmax on 4/29/201
I had always assumed that this happened now:

* Offensive efficiency improvements. For example, a player's offensive efficiency will decrease when he's getting an unrealistic amount of shots"

but could not prove it systematically.....does this statement mean it didnt happen already or that the effect is being increased?

My question about this is does unrealistic number of shots count only for those who giving like 90 distro to one player, or does it also apply to those who try and limit players distro to try and stop them from leaving early, despite being talented enough to deserve a 20% distribution?


I think seble said that it already happens but he has improved the way it works.

I don't know the actual numbers buy my impression is that it kicks in around 30% +/
* increased focus on individual matchups allowing a coach to exploit mismatches, like a weak defender guarding a great scorer or a poor rebounder battling a great rebounder
* Offensive efficiency improvements. For example, a player's offensive efficiency will decrease when he's getting an unrealistic amount of shots

What if you have a 90+ everything rated player going against a walk-on scrub guarding him in Man. You decide to give him 100% distro since this match-up is so favorable and everywhere else it is not. Will your superstar just be penalized for taking 100% of the shots? I do not like just decreasing offensive efficiency for the sole reason of taking a lot of shots, and I hope it doesn't work that way. I know it doesn't happen a lot, but guys do go off for 30-40 points sometimes, I hope that it doesn't just cap you at 20 points a game and then anything more a guy misses just because he is taking more shots.
4/29/2010 1:47 PM
I hope when he makes all of us beta test it doesn't ruin my caldwell program. I think the durability thing will make me exit div III as well. It depends on how bad it is, but the best players in div III are the ones who have the low durability. I guess it makes it the risk/reward, but all the best players shouldn't have the highest chance of injurie just because they are the best.
4/29/2010 1:48 PM
Quote: Originally posted by sully712 on 4/29/2010That has been addressed in this release.  Players are able to play more minutes in the new engine.

This is very good news - something many of us have been calling for for some time.

As ccthomas mentioned, though, the failure to address or even acknowledge the need for changes to the end-of-game logic is, well, very unfortunate but hardly unexpected.
4/29/2010 1:57 PM
agree mured

so the notice is out for MORE than two hours and NO discussion by the colonel of the rankings changes???



- New Top 25 rankings logic
* uses a combination of player talent and game results
* talent is weighted less and game results weighted more as the season moves along
* accounts for the strength of each opponent, whether you won or lost, and the margin
* will be updated after each game cycle
4/29/2010 2:03 PM
Well the future of HD may depend on how good this new engine works. If it does what it's advertised to do, then HD sounds like it will take a major turn for the better. If it's a bust, then I (and I suspect alot of other long time coaches) may just decide to call it a career.

I hope it works because I really love this game, but I don't know if I really want to waste my time and money and a product that turns out to be a dud. Crossing my fingers and holding my breath that it works, because, hey, what else am I gonna do with my time? Spend it with my family? Come on HD is more important than that (joking, people)!!!! :^)
4/29/2010 2:06 PM
Lets followup on that unintended consequences note - and also transition issues

1. durability - will we all now regret some recently signed low DUR folks....we knew the change was coming

2. do I want a lot of slots when the new release comes out or very few - I think few because it looks like new recruits will be a notch (or two) weaker than the prior classes

3. will changes in the RATE of improvement apply to newly created recruits or also to old recruits and what happens when you have a kid - lets make it interesting - who had high potential, redshirted and is a freshman and also a new recruit who is a freshman - who will win the race up the improvement curve?

4. will this change at all the balance between how many mins to invest in IQ and how many in skills? hard to know, yet

4/29/2010 2:10 PM
take note - this thread now has more views than the official locked "release" thread - shows the value of the free marketplace in ideas
4/29/2010 2:11 PM
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