Minimum practice minutes? Topic

My apologies if this information is easily accessible somewhere, but I couldn't find it.

After years of ignoring my practice minute emails, I'm actually trying to pay attention to them. Could someone refresh my memory on the minimum amount of minutes needed to prevent a tapped out category from declining?

I'm using 12 minutes for free throw practice, but I'm afraid that's a bit too high.

Also, I'm using 4 minutes for certain skills such as LP and PER. What about footwork?

Thanks.
10/26/2011 9:13 AM
If he's actually capped, then 0. If he's just near max, then 7. I use 3 for lp/per.
10/26/2011 9:56 AM
Talk about a loophole that needs to be fixed
10/26/2011 11:50 AM
Rumor has it (in the past a forum fact) that 7 will not keep FT at the same level.  7 works to maintain for all others except 3 for lp/per. 

I can't speak to the capped 0 stuff.
10/26/2011 2:45 PM
lp/per can really be maintained at a 3, really? I had seen on here before that it was 4 for those. Would be good to know if it was true. Thanks!
10/26/2011 5:47 PM
My experience is that 3 will, indeed, maintain lp and per.
10/26/2011 6:33 PM
I had heard forum fact that 12 was needed to maintain FT as well. But my other answers were things I've tested and tracked personally so I know them to be true. I've not watched FT because it being a letter grade and not a solid number, it was more time intensive to watch. So I didn't speak to it.
10/26/2011 7:24 PM
LP/PER 4 minutes

FT 8 minutes

All others 7 minutes
10/26/2011 10:44 PM
Still searching for when Admin(Tarek) said 3 mins after the shooting->LP/PER split... but here's a quote for ya:

(11/28/07)

As with all skills, the minimum amount of practice time will vary by player - it's going to be based on their current rating, work ethic and playing time. For the average player, you need about 7 minutes to maintain skills.


10/27/2011 12:17 AM
Posted by mullycj on 10/26/2011 11:50:00 AM (view original):
Talk about a loophole that needs to be fixed
What's the loophole -- not sure I get it?

LP/PER are 3 mins.
10/27/2011 12:47 AM
girt- I think the loophole (and I may be wrong) was the 0 after maxing out.
10/27/2011 12:52 AM
thats not really a loophole
10/27/2011 3:27 AM
Right ... I don't consider that to be a loophole. (But not sure if that's what mully was talking about or not.)
10/27/2011 7:41 AM
Why not?  I can't put a player on 0 minutes if he hasn't maxed out without him losing skills, so why would that suddenly change when he's maxed?
10/27/2011 10:37 AM
Asher -- to the extent that it is a loophole, it is a problem in both directions.  It's why seble made the change so that there can't be any players with high potential that start below 10.

Development is on a curve so that it moves extremely slow at both ends.  Even now at 10, it takes a lot of practices to get the high potential category to move to 11.  To me, that's just as much a problem as being able to put a maxed out player at 0 and typically not have a player lose a point the rest of the season.

I'd like to see both "fixed" but seble says this would require too much work since the entire way development occurs would have to be rewritten.
10/27/2011 12:27 PM
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