so what do we think?

Hey guys, the much anticipated Hoops Dynasty release is nearly here. We greatly appreciate all the patience you've shown while waiting for these changes. The update addresses much of the feedback we've received the past few years. There will be more updates coming, but this is the big one!

Release Highlights:

- New SimEngine
* 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
* improved defensive positioning logic at half time (i.e. your team will better react to how the opponent is playing)
* much stricter substitution logic so that your depth chart settings will be followed even more closely
* Better and less random injury logic. The Durability rating will be the driving force for both odds of injury and recovery rate.
* Offensive efficiency improvements. For example, a player's offensive efficiency will decrease when he's getting an unrealistic amount of shots
* new and more varied play-by-play
* many other tweaks


- 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

- New recruit generation logic
* in general, more potential for improvement per player than before
* much more varied player types, including perimeter big men and guards that live in the paint

- Player rate of development slowed a bit more to increase the need for strategic decision making in the practice plan


The release will go live on Wednesday May 12th with Allen and Smith being the first worlds to use the new SimEngine. The rest of the worlds will follow as they roll over to a new season. After the release on the 12th, the next time that a world generates recruits, it will use the new recruit logic even if that world is not yet using the new SimEngine.

There will be a Developer Chat on Tuesday, May 4th to answer questions pertaining to this release. You may submit questions before then by
clicking here.

All in all, the update produces a more realistic college basketball experience at all stages of the game. We hope you all enjoy it and we look forward to your feedback.
4/29/2010 12:05 PM
wonder what it means by "more potential for improvement per player than before" in the recruit generation? some super duper mega potential players?
4/29/2010 12:06 PM
i like the sound of all of this and i'm the crabbiest ******* on this forum.
4/29/2010 12:06 PM
i was not in the test group, but i would like to understand more about these 2 statements:

* in general, more potential for improvement per player than before
- Player rate of development slowed a bit more to increase the need for strategic decision making in the practice plan

they seem contradictory to some degree. with regards to potential for player improvement, won't this create a lot of elite teams, especially in DI? i could be missing something, but i am curious.
4/29/2010 12:07 PM
input from those who participated in the beta especially welcome - I signed up but then got crushed and work and did not participate
4/29/2010 12:09 PM
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?
4/29/2010 12:10 PM
Cautiously 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.
4/29/2010 12:15 PM
all in all, sounds like some nice changes
4/29/2010 12:15 PM
Quote: Originally Posted By blaank182 on 4/29/2010i like the sound of all of this and i'm the crabbiest ******* on this forum
Maybe it is the actual crabs that are in your *******.
4/29/2010 12:18 PM
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?

4/29/2010 12:19 PM
And will the new sim engine actually perform closer to ratings? I'm really ****ing sick of my 90+ rated shooters (at the D2 level) shooting worse than 60 rated perimeter guys.
4/29/2010 12:20 PM
They still haven't fixed end-of-game logic?
4/29/2010 12:23 PM
Quote: Originally posted by homrbush on 4/29/2010And will the new sim engine actually perform closer to ratings? I'm really ****ing sick of my 90+ rated shooters (at the D2 level) shooting worse than 60 rated perimeter guys.

Right there with ya, two seasons ago I had a great PE/BH SG yet he couldn't hit shots to save his life. This season i have a weaker PE/BH SG and he is shooting much better then the "star" player ever did.
4/29/2010 12:24 PM
I worry about this portion-

"* 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
* improved defensive positioning logic at half time (i.e. your team will better react to how the opponent is playing)
* much stricter substitution logic so that your depth chart settings will be followed even more closely."

I don't want to spend 45 minutes coming up with a gameplan.
4/29/2010 12:24 PM
Quote: Originally Posted By cburton23 on 4/29/2010
I worry about this portion-

"* 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
* improved defensive positioning logic at half time (i.e. your team will better react to how the opponent is playing)
* much stricter substitution logic so that your depth chart settings will be followed even more closely."

I don't want to spend 45 minutes coming up with a gameplan.


good question - hey beta folks - how complex is this? do I need to cut back on my teams in order to avoid spending hours gameplanning?
4/29/2010 12:33 PM
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