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
SOunds good, since Seble didn't state it and this being something pretty major IMO I assumed (incorrectly) that this wasn't addressed.
4/29/2010 2:12 PM
Quote: Originally posted by fd343ny on 4/29/2010Lets followup on that unintended consequences note - and also transition issues1.  durability - will we all now regret some recently signed low DUR folks....we knew the change was coming2.  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 classes3.  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 

1. I don't think there has been a big change in injuries. Seble stated he wasn't going to increase the overall frequency, just make it so low DU guys were more likely to get injured than high DU guys. I have a couple of 20 something DU guys on my D1 test team and haven't noticed injuries in 2 seasons.

2. Ratings for new recruits are generally a bit lower (except for the top 5% in D1 - who are higher), but there isn't a drastic change in overall ratings.
The more significant change with ratings is how they are distributed. Post players may generally have higher PE and BH than they do now, but perhaps lower LP. Guards may generally have higher LP (which now counts), but lower SPD. There are definately a wider range of ratings.

3. I believe the rate of improvement will be the same for old players and new players (it is in the test world). It is somewhat lower than the current rate. However, there was a lot of discussion about this in the test world, and seble worked hard to find a rate that people liked. The change is not drastic, IMO.

4. The need to practice LP for guards will be a big change for me.


4/29/2010 2:34 PM
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4/29/2010 2:36 PM
Quote: Originally Posted By srunstro on 4/29/2010
Quote: Originally posted by fd343ny on 4/29/2010
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



1. I don't think there has been a big change in injuries. Seble stated he wasn't going to increase the overall frequency, just make it so low DU guys were more likely to get injured than high DU guys. I have a couple of 20 something DU guys on my D1 test team and haven't noticed injuries in 2 seasons.

2. Ratings for new recruits are generally a bit lower (except for the top 5% in D1 - who are higher), but there isn't a drastic change in overall ratings.
The more significant change with ratings is how they are distributed. Post players may generally have higher PE and BH than they do now, but perhaps lower LP. Guards may generally have higher LP (which now counts), but lower SPD. There are definately a wider range of ratings.

3. I believe the rate of improvement will be the same for old players and new players (it is in the test world). It is somewhat lower than the current rate. However, there was a lot of discussion about this in the test world, and seble worked hard to find a rate that people liked. The change is not drastic, IMO.

4. The need to practice LP for guards will be a big change for me.


This sounds pretty cool. Seems like we'll have the chance to see some real stars at the highest level of D1.
4/29/2010 2:55 PM
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4/29/2010 3:01 PM
Incidentally, there was some work done on end of game situations.
4/29/2010 3:04 PM
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4/29/2010 3:04 PM
Quote: Originally Posted By metsmax on 4/29/2010

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


I guess its good...I don't really have much interest in a computerized human poll, well except for the one I'm kind of working on lol, but I mean we'll see how it goes. I griped about these rankings when the game first came out in 2004 and it was about how the number of votes weren't matching up to how its done in real life (a completely ridiculous argument). These seem like positive changes, but you'll never really know until you see it in action, and I virtually never paid attention to BETA so its not a big deal. I'm never ranked in the top 25 and as far as this game goes, RPI is really where its at. They could completely rid themselves of the Top 25 "Human" rankings and I'd be completely fine with it. The SEEDING mechanism needed a lot more work than the arbitrary, meaningless RANKING mechanism


With all that said, I still think my system is better than anything WIS has or uses, but they aren't and never were going to incorporate my system, so I'll go on doing what I'm doing and they'll do what they'll do.
4/29/2010 3:15 PM
I also hope that slowdown has been worked on. I don't think teams running slowdown should lead to so many high 20's to high 30's scores.
4/29/2010 3:15 PM
Quote: Originally posted by srunstro on 4/29/2010
4. The need to practice LP for guards will be a big change for me.




Can somebody shed more light on how the LP/PE thing will break down in the new engine? More specifically, in the current engine some guards with high BH and but low PE can score well on dribble drives. Will guards now need LP to finish drives, or will LP only cover post ups/alley-oops/tips/etc.?


4/29/2010 3:45 PM
I didnt see any difference myself in d2
4/29/2010 3:46 PM
Well, there was definitely a difference on one guard I had that had a higher low post from his real season.

4/29/2010 4:42 PM
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4/29/2010 5:28 PM
Quote: Originally posted by narcotico on 4/29/2010
Can somebody shed more light on how the LP/PE thing will break down in the new engine? More specifically, in the current engine some guards with high BH and but low PE can score well on dribble drives. Will guards now need LP to finish drives, or will LP only cover post ups/alley-oops/tips/etc.?


seble said something along the lines of - LP determines scoring ability in the paint, while PE determines scoring ability outside the paint.

For what it's worth, I have a JR PG in the test world with 99 ATH, 99 SPD, 5 LP, 45 PE, 99 BH, 99 PA. Through 6 games he's scoring 8.5 pts/game and shooting 44%.
4/29/2010 5:29 PM
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4/29/2010 5:32 PM
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