Posted by a_in_the_b on 9/18/2011 7:28:00 AM (view original):
Posted by zhawks on 9/11/2011 8:03:00 PM (view original):
Posted by umpikes on 9/11/2011 6:46:00 AM (view original):
I don't see anyone arguing for the old way. I think oldresorter has suggested on numerous occasions that the fix would be pretty easy by tweaking recruits in a certain range. It wouldn't have to be like it was before. I think a change was quite necessary, but (like many things here) they took it too far.
The difference between the old potential model and the new potential model was that the old one you were able to coach your recruits to be what your team needed, now you must recruit exactly what you need (if you can find it) and choose which category they max out on first. Personally I am in favor of anything that gives coaches the ability to coach their team how they want which is why I prefer molding the old potential with the new potential and would like to see a soft cap. Nothing too drastic but there is an inbetween that could be reached here Ithink.
Old potential model really holds very, very little interest for me. I could live with the soft cap, perhaps. But really, the "Practice plan dynasty" is not all that entertaining an idea to me, so to speak.
Practice plan dynasty would not be interesting to me either. The issue is about balance, perspective and common sense. Too much in any given direction throws the equation out of whack.
But, the game is about more than recruiting or game planning. I don't know how long you've played, but in the old game, IQ was much more important than it is now, so was stamina, so was rebounding, so was practice planning (which you took exception to) .... for example, if you gameplanned to wear out the other team, you were could win by 60 or 80 even against a pretty good team (one of the reasons most all teams in that era played uptempo / FCP). Whatever the exact importance of any one issue may or may not be, seems recent changes have swung in the direction of making recruiting more important than it used to be. So much so, that nearly everyone is asking for change, either to other elements of the game to compensate for the over correction, or to take the game back more in the direction it used to be. Many of those who fought for the recruit gen change, are now leading the charge for change to other elements of the game to bring back coaches / competitive balance in d1.
But, to what you said about game planning, the actual assignment of value to game playing functions and importance is a matter of personal taste, to think that yours, mine or anyone's will be the same is an exercise in futility. Trying to navigate thru and balance all of these issues can't be easy, On this one, I do not envy Seble. Although if he wants, I will tell him exactly what needs to be done so the game is exactly how I want it to be - LOL!
The list of changes needs to address far more than singular changes to prestige, job process, recruit gen, post season money or practice planning. The challenge is to make all of this stuff work TOGETHER once changed. I think Seble is now in a position to do that now that he rewrote the engine code, has had a year to read CS suggestions and complaints, as well as a year to just think about the direction he wants to go, will be interesting to see what exactly comes next?