I don't consider myself to be in this group, but maybe I am being looked at this way:
there are some people who are just so poisoned at this point, between their own nature and WIS's disastrous releases that hurt this game so badly, before your time. they do exist, but that is a fairly small % of the folks who are against the update, who are just blindly 100% against it, like you might think.
If so, I'd like to summarize my thoughts in one post.
Why I am, overall (not blindly), not a fan of this update.
Not because I don't want change because it will threaten any supposed advantage, but because I don't see how it markedly improves the game. I admit that some of the features have the potential to improve some aspects of the game. Many of these also come with concerns regarding how they will impact other current aspects of the game.
I don't believe that this update will address any of the biggest issues plaguing the game currently. It also has the potential to create numerous others. When all this is added up, I come up with an update that might break other things, doesn't address the biggest needs, and which changes some things seemingly just for the sake of changing things.
Overall, recruiting will not fundamentally change now as I understand it.
Recruiting currently is a bidding war, where the highest cumulative score at the end wins and signs the player. To calculate this score the engine uses effort that the coaches select, modified by distance and prestige. Somehow considering credit is applied when applicable, along with preferences for close/far and/or favorite school, etc., and any other preferences that might exist (I am not sure if any others do anymore - I think they used to). Coaches have a budget based on number of open scholarships, carryover from last season, and post-season bonus cash earned by the conference.
In the update, recruiting (not scouting) will be a bidding war, where the highest scores will be more or less accurately displayed for all
1, and someone in the top three "points categories"
2 will get lucky and sign the player
3. To calculate this score, the engine seems like it will use effort that the coaches select, modified by distance and prestige. No one asked about considering credit, so I don't know if that stayed or not. Player preferences are factored in, but now I think there will be more of them
4.
Coaches will have two budgets, one for scouting efforts, which also reveal the existence of a player or number of players and makes them available for recruiting, another for the actual recruiting
5. Only one Campus Visit will be allowed per recruit, but Home Visits will be limited only by available budget
6. It was not asked, but presumably coaches with more open scholarships will still have proportionally higher budgets.
So what actually changes?
Not distance, or if there is a change it will only be the values involved, not the philosophy, which only serves to make everyone ferret out the new values for things
7.
Prestige calculation
8 I believe falls outside the scope of this update and won't be addressed until a later date (ie the update is being evaluated in how it incorporates current prestige if I read the footnoted response correctly).
So looking at the question of, "How do I sign a recruit," once you identify the player, by whatever means, signing and recruiting are about the same as before, except that where before the coach who could more accurately deduce/determine/divine (whatever) the variables (distance, budget available, prestige, preferences) would be rewarded by signing that player, now that coach has the chance to not sign the player, just because.
Yes, it happens in real life. In real life coaches also get a chance to actually exist. And talk to the player, and his folks, and Aunt Nancy, and pet the dog and see if he let's you rub his belly or not...the collected electrons here don't. So there will still be a threshold to meet, as before, and the process will be about the same, only spread out all season long instead of over 3 days. Oh and even when you win you might not win. But hey, at least if you lose you might not lose...
Scouting. WOTS is out, other changes.
Camps, Scouting Service, and Asst Coach Trips (evals?) replace previous scouting actions
9.
Scouting service is just a different FSS. Asst coach trips finally get an overhaul and gain functionality into the new split budget thing by revealing/locating players and giving (probably the same 3 over and over) info on abilities,
however:
Player information and potential that currently is revealed by number with color-coded potential will become more vague letter grades.10 This is a change to reveal less information than currently, and seems like change just for change's sake.
One issue with the scouting budget is regarding how players "appear" so a school can recruit them. This update sounds like it will allow the top programs an advantage in that the top ranked players are visible to (and recruitable by) everyone at the start
11. Some sort of scouting action will likely be necessary to get that letter-coded potential information, but this still might give an advantage to teams who know that their recruit pool is already visible, since it is very rare that top teams recruit outside the top 100 now. And since recruit generation isn't being touched, just the values obfuscated, even blindly recruiting the top players without any scouting info is no worse than recruiting top internationals now without evals if they have suitable cores...you'll get potential when they sign and show on the roster, right?
Things about recruiting most people define as problems this update seems to fix:
First cycle effort/time management for 3 hour cycles. Recruiting effort is processed in real time, and there is no periodic updates that require overnight attention.
12 This is fine, and could solve a number of time related recruiting issues.
What I am not certain I understand, however, is when recruits begin signing.
The first recruiting period runs from mid-season until the start of the postseason. There is a dead period then until the second period, which is after the job period. So coaches who change jobs may have an opportunity to do some recruiting for their new team. Also, coaches who lose players early to the draft will have a chance then to fill those openings.
Not all recruits will sign at the same time…In the new system, each recruit has a pre-determined signing tendency that will determine when he makes his decision. Some will sign right away, while others will wait.
Sign right away? After signing starts tough, right? There will still be a signing day/time for both periods that signing actually begins. So guys don't sign 1 hour after the period for scouting opens up. (hughesjr - Hall of Famer - 12:07 PM)
Sorry, yes. The signing period starts about 3 days after the first recruiting period. Signings can then take place until the end of the second recruiting period.
Do signings begin 3 days after the mid-season beginning of recruiting period one? 3 days after the post-season? I believe signings will begin happening 3 days after mid-season if I read this correctly. This means that players will begin to sign long before coaches know what impact Early Entries will have on their roster.
Since recruiting remains a bidding based system based upon a budget determined (presumably?) by open scholarships, not knowing what the final number of open ships will be (after EEs) while recruits are signing makes it impossible to know how aggressively to spend or save your budget during the early period, for those schools affected by EEs.
None of this removes any advantages currently afforded the high baseline programs, except perhaps the randomly assisted ability to sign a recruit despite not totaling as much cumulative effort as someone else. And I doubt that will be a recipe for long-term success if one focused on a consistent strategy of not being listed highest and rolling the dice.
The update is said to not necessarily be a fix to this though, and is meant to "improve gameplay."
13
- CURRENTLY: Bidding style recruiting with budgets that allow coaches to buy "effort" that accumulates with a player until the highest total wins.
- UPDATE: Bidding style recruiting with budgets that allow coaches to buy "effort" that accumulates with a player until one of the highest total teams within the "signing range" wins, with the leader have the "best odds" but "some luck" is involved.
Verdict: Why? I've been asked, "Why not?" (As in, "Why is it inherently better for the highest total to win versus some bit of chance," - maybe it isn't - but my response is, "Why isn't it?") The current system rewards the coach that is best able to determine all the variables, and apply his budget most judiciously. The update will do the same, only sometimes not.
- CURRENTLY: Coaches buy FSS data for any number of states which reveals color-coded potentials for all player ratings. The funds are deducted from the overall recruiting account, meaning that a coach must decide how much money to spend on scouting and how much to reserve for recruiting actions. Some recruits can be "pulled down" to lower prestige programs by use of scouting trips.
- UPDATE: There are two separate budgets. Prior scouting actions all pretty much exist, but information
is CAN BE more vague (CAN GET MORE DETAILS WITH MORE SCOUTING EFFORT) Pulling players down not required, but locating them via camps or scouting service is. Coaches still must budget scouting and recruiting effort, but now the decision on how to split that budget has been removed.
Verdict: Why? Yes, this sounds marginally different than the system we now have. Fundamentally nothing is any different. Change for the sake of change.
- CURRENTLY: When more than one school is shown on a recruit's considering list, coaches involved in the battle have a couple of mildly vague but generally reliable methods to determine their position in the battle, and the likelihood that the recruit will ultimately sign, these being WOTS order and scholarship messages.
- UPDATE: When multiple schools are involved in a close battle I do not believe you will know with any certainty your position in the battle relative to the other school, beyond what "category" you both are in.14 So if multiple schools are showing Very High in interest, the recruit will sign with one of those. The school with the highest accumulated effort will have better odds, but I do not believe we will know which school that is prior (or after I suppose...)
Verdict: It is going to be very difficult to plan and attempt to line-up backups, etc., when you aren't even certain of your position, let alone the chance you actually are on top but lose the dice roll. Makes the art of battling even more confusing and less logical, and I don't see the advantage over the current system.
- CURRENTLY: Recruiting is condensed into a 4 day whirlwind with a narrow first cycle and it behooves most coaches in many situations to arrange their sleep schedules to be available overnight for possible game action. This is great for insomniacs and the unemployed. Probably sucks for most average people.
- UPDATE: Scouting will begin immediately or almost immediately. Sending effort will begin mid-season. Signings (I think) start shortly thereafter if a kid is genetically predisposed to early enunciation...Then there is a dead period so people can actually find out their total number of openings, then we start again with whatever is still available. "Poaching" will still exist, only now instead of praying no one shows up before 5 o'clock on signing day , some kids will make you wait until the last minute, probably increasing the chances someone comes along, while others might want to sign lickety-split.
Verdict: Eliminating the intense recruiting period and spreading things out is admirable. Making it so that Early Entries aren't known until after players start signing is disastrous to those coaches so affected. For everyone else, this is a net gain, probably.
(reluctantly, since the EE thing is going to suck.)
Conclusion:
- I don't objectively see how most of this inherently improves the game. Even the one thing I find an improvement carries a heavy toll. Most of the other changes might or might not enhance anything, but they don't seem to fundamentally change how anything really works.
- Past history leads one to expect some degree of difficulty making the update integrate well with the engine.
- Most of the issues that most users feel are important to improving their gameplay experience remain unaddressed.
- Implementation of the update will require a complete stop then staggered restart of all 10 servers. This will take something like 2 months during which all users will need to find something else to waste time while at work or on the john. Some are certain to not return just from entropy.
My opinion, for what it's worth, is that seble's limited development time would be better utilized addressing the issues more pertinent to most users, many of which would conceivably also be less invasive updates. This has nothing to do with what teams I currently coach.
NOTES:
1Right now the plan is to display a recruit's interest level in each school (well, up to 10 schools). That will show Very High, High, Moderate, Low, or Very Low. However, that won't tell you exactly who's in the lead. But a key change in the new system is that the leading team won't sign the player 100% of the time. The top teams on the considering list will all have a chance, based on the total points they've accumulated through recruiting actions. The leading team will still have the highest odds of signing the player.
2Only teams at Moderate or higher interest level can sign a player, so in your example, Team A would probably get him due to Team B being lower interest level.
3I didn't like how in the current system, if Team A had 1000 points and Team B had 999, Team A would sign that player every time. In the new system, Team B would have a decent shot of signing him.
4The only changes to recruit generation will be adding some deeper preferences that will come into play based on the school's pursuing him.
5I've gone away from having a set number of visits for each school and moved to a budget model. There was no other way to account for distance. So each team will have a separate scouting budget and recruiting budget.
6Campus visits will be limited to one per team/recruit. There is no strict limit on home visits for a team/recruit, but the budget will limit that.
7How much impact is distance going to have in this update, right now distance is 1a or 1b on the importance factor for recruiting. (the0nlyis - Hall of Famer - 11:51 AM)
I would say it'll be about the same or less important. Much of that depends on the cost of scouting/recruiting distance. Those numbers are still changing.
8I have the basic structure of the new recruiting system in place. I still need to add a few secondary pieces to it and do some testing. I'm also still tuning the budget amounts and value of certain recruiting actions relative to factors like prestige.
9The scouting options are: Public camps, Private camps, Scouting Service, and Assistant Coach Trip. The scouting service will work somewhat like the FSS system does now, where you purchase by state. The assistant trip will allow you to set some basic parameters and have your coach go find X number of recruits.
10With a camp, we are going to uncover letter grades for players instead of starting ratings. Certain categories can be linear between D1 and D3; an elite shooter is an elite shooter. But I consider a mediocre D1 athletic guard to have ATH/SP ratings of, say, 70-75, or a C letter grade. If a D3 guard gets a C letter grade in ATH/SP, are his starting ratings also 70-75 or are they scaled back for D3, so maybe 45-50? (darnoc29099 - Hall of Famer - 11:55 AM)
Letter grades are on the same scale for all divisions, so a C for a DIII player is the same as a C for a DI player.
(I misinterpreted this reply in the dev chat I believe. The same info appears to be available if you scout hard enough.)
11The top 100 ranked recruits will be visible and recruitable by all coaches. Beyond that, a coach will only be able to recruit the guys that have been scouted through the various scouting options. To unlock all recruits would defeat the purpose of the new scouting system.
12In the new system, the recruiting/scouting schedule is much different. You'll be able to start scouting pretty much from the start of the season. Then the first recruiting period will begin mid-way through the season. The second recruiting period will be after the job period. It's also important to note that many actions will now be immediate. The only recruiting action that is still tied to a cycle is attention points (which replaces letters/calls). Those will accumulate each cycle. But visits, promises, etc. will process immediately.
13The recruiting changes will affect all divisions. This update isn't just to fix issues, it's also meant to improve gameplay.
14If anything, I think this system is more straightforward in a lot of ways. The whole messaging aspect of the current system causes a lot of confusion. There was also some overly complex logic in place that sometimes caused weird things to happen. I'm focusing on making the new system user-friendly and hopefully fun.