Posted by Trentonjoe on 7/13/2017 3:46:00 PM (view original):
Posted by johnsensing on 7/13/2017 2:14:00 PM (view original):
As for the rest of 3.0, there are several refinements needed at DI. Too bad seble's beta is apparently going to be all we get. Then again, I think I'm one of the few people who liked 2.0 better who's still around playing out the credit string.
It's certainly been tougher on those who used to dominate. I don't meant that in any sort of negative way. The advantages to those who had achieved tremendous success has certainly been mitigated.
I agree completely with your first sentence (and some changes probably needed to be made), but I think the pendulum has swung too far the other way, and some of the ways in which seble "mitigated" the success of those who did well in 2.0 has been dumb.
The main problem in my view is that there's far too much luck/randomness involved in recruiting. I've had several teams (at LSU Knight and Texas Naismith, in particular) where I've either not been challenged in recruiting or where I've gotten a run of winning battles. At the start of the year, I've looked at team ratings, and there have been only 4 or 5 teams that I thought were legitimate NT threats to me (to that end, I've also had seasons where I've lost battles and I've run out 7 or 8, and I'm sure the elite teams with 10+ actual players thought I was no real threat -- and they were right). It seems to me in 3.0 that there may be more teams that have a chance to make the sweet 16 (and maybe get lucky and make a final 4 run) than in 2.0, but that there are fewer teams that have a realistic shot to actually win an NT. I find it's really easy to predict how my seasons are going to go in 3.0, and that's solely a function of whether the RNG let me win recruiting battles -- not a particularly fun way to play. The game incentivizes you to do that, though -- if you lose a bunch of battles, just come back the next year with a ton of APs and try to blow people away.
I would make the following changes:
1) Halve, or better yet, quarter, the value of APs compared to the value of HVs/CVs. As currently set up, teams with 1 or 2 open schollys are at a severe disadvantage to those with 4 or 5, especially if they think they may be getting an EE or two (keep the unlocking mechanism the same, though);
2) You can't win a two-man battle unless you're at 40%. I've lost several battles (and won 1 or 2) where the winning team was under 30% -- that is idiotic. Those are the battles people remember, and it really puts a bad taste in your mouth regarding the game -- especially when the recruit "wants success" but goes to a B- team.
3) Make certain preferences mean more. Ex: if you "want to play," if a team offers the player a start, it is nearly impossible to beat that team in a battle unless a competing team also offers a start. If someone "wants a rebuild" (and who knows what that even means), prestige should essentially be inverted (i.e., an A+ team's efforts should get D- credit, A to D, so on). Maybe even make the preference intensities random -- for one recruit, "man to man" may be a thumb on the scale, for another it's a deal-breaker -- although that may have the effect of increasing randomization, which would be problematic.
4) IMPROVE RECRUIT GENERATION. By far the most important one -- and what I really thought caused the 2.0 issues. Have there be 10/20% more blue-chippers -- create an extra 10/20 players a year that start at 500 overall, but are at all green and "want a rebuild" or "want to start," etc., etc. The artificial scarcity of players teams actually want creates screwy incentives.
I don't know -- there may be other improvements (or I may be off base), but the way 3.0 is currently set up is sub-optimal IMO. Disclaimer: I'm only playing DI, so your DII/DIII mileage may vary.