One season ago, I let my loaded UCR team in DI Naimsmith go sim for a season. I wanted to see if coaching mattered anymore. The short answer is, it does not matter. The team went to the NT final- losing 3 games all year. I long thought this was an issue, but I only confirmed it by letting them go sim to see how they would perform.
How the game has been made worse:
1) Variablity. You never see complaints about odd results anymore. If you think that is a good thing, you have no idea about how slot machines work- or how to build an addiction.
1a) Game Strategy doesn't matter. +5 doesn't work, -5 doesn't work. These strategies should have an opportunity to be sucessful when the opponent has a strategically flawed gameplan. Likewise, you should be able to capitalize on a sims predictability. There is limited ability to do that.
1b) Shooting is not a completely independent event. What a magnificent way to kill any chance for an upset. This has been a game killer- despite more normal looking box scores
1c) Too few high level recruits in DI. This wouldn't be so bad if there was any coaching strategy left in the game. But since there is not, and since low prestiges have no ability to find diamonds in the rough, or to land a top 20 recruit, it is particularly problematic.
There is a fine line between creating variable results based on game strategy and variable results based on random events. It is my belief that the former is a very serious problem and the later a mild to moderate one. I honestly can't remember the last time I've been upset by an obviously inferior team. Who would sign up to play a game where they know the results before the game is played?
My suggestions:
1) Fix the above items, beginning with 1a
2) Make the game lines an actual prediction of expected results, so that you can see the extent to which your game differed from the expected result.