Posted by topdogggbm on 1/17/2021 8:49:00 AM (view original):
Posted by gillispie1 on 1/16/2021 8:41:00 PM (view original):
i feel like this discussion also furthers the argument that d3 is out of whack for new coaches. recruiting d1 players out of d3 just seems way too complicated for a new coach, i think new coaches need to be able to get further in the first couple months than the game currently allows. it just seems so much simpler to me to think of walking in as a new coach and recruiting d3 players from the d3 pool, segmented from the d1/d2 schools. adjustments would need to be made to make that viable, like buffing the d3 pool - and an added benefit would be that the rookie d3 recruiting scheme would be more similar to d1 recruiting (hit the ground running), which should help to make it easier for new coaches to transition to d1.
I agree with this completely. If the first step as a new coach is NOT talking with a vet, there's no way to know that you can successfully scout and recruit players from the the D1 and D2 pools. And by not doing that, you're steering toward mediocrity at best.
The concept of making scouting and recruiting simpler for the new player is good. But we want to do that without disrupting the balance of gameplay. They could simplify D3 overall like GD did, and have it be a basic version of the game, but I think we’d all have to accept that will probably reduce long term appeal for most folks and drive population in most worlds down further at that level. Not a terrible thing, if it’s improving overall retention and the higher divisions are seeing increases, but that’s a big, long term gamble, and I doubt powers that be have an appetite for that kind of thing, given how GD turned out.
Simply “buffing” the D3 pool is a little better than capping the pools and removing pull downs, but there is still the unintended consequence here of making all the teams around the new players better as well. We can’t really just give new players a better player pool to themselves, without sims and vets also swimming in it. So a new player may have an easier time fielding a higher OVR team recruited from the D2 pool, but it will be facing generally stronger sims in conference with those same “buffed” recruits.
Recruiting is not just evaluating talent and then selecting the best; that’s drafting, and there are other games for that experience. Recruiting is about finding the best fits for your program, and then trying to bring that talent in. The system that exists is a good, if complex, one, if you have the right frame of mind going in. The thing it lacks is good communication and messaging for new players, giving them the right frames of mind to go in with. A good tutorial, or “did you know” mode to help a coach in their first season at D3 would be great. An email from the AD explaining how to use the division drop downs, or the advanced search filters, and maybe another one advising them to seek out a mentor, and linking to the mentor thread.
I don’t think a big structural change is advisable or necessary, but if something big was going to be done to the scouting model, I’d like to see the pool divisions eliminated entirely. No more red lights; players signing time preferences would all be fluid depending on prestige of the programs chasing them (#45 pg in the country would be early for Kansas, EOP1 for Marquette, whenever for Alcorn St, late for Grand Canyon, last 24 hours for Case Western). Some % of players would still want to wait until RS2 to see who has early entry effort to spend though. I would adjust the camp process to give users more control then over the quality/quantity of players in the camp. Do you want an elite AAU camp, drawing from the top talent pools in the region? It will be costly, and if you’re a D2 or D3 school, a poor use of resources. Better in that case to use a less prestigious D level camp, drawing from the current D2/3 pools. That’s how I would start to approach the scouting $ exchange in a division-less system.