Posted by pkoopman on 9/15/2016 3:39:00 PM (view original):
Not that any of this tangent is germane - at all - to the OP. But it's actually a decent discussion, because I think a lot of the dissatisfaction with 3.0 comes down to those dissatisfied people wanting a more deterministic, rather than a more probabilistic game. A common refrain is that the game simulation is "random enough", and so recruiting should remain straight deterministic. To Benis's point, at least what it looks like he's getting at, any game sim action is probabilistic - "random" or "coin flip" is an improper term. It wasn't a 50/50 proposition that a given player makes or misses a ft to win or lose a game. The probability is based on how much ability he has shooting a free throw. I'd love to have a B rated FT shooter up there with the game on the line, but he's still going to miss ~25% of the time. "Dice roll" or "RNG" are more accurate terms here, they reflect the reality that these outcomes are based in probabilities, not determined by a hard number comparison.
As hughesjr has said in another thread, what 3.0 does with recruiting is take an aspect of the game that was straight deterministic - getting recruiting effort credit of 50.00000001% resulted in 100% determined outcomes - and made it subject to probabilities, like the rest of the game. Players who can't tolerate that lack of determinism are going to have a hard time ever accepting 3.0.
Pretty much sums up my thoughts. Probably much more eloquently than I could have said it too.
Even within the normal game, we still get upset when things that 'should' happen, don't (I'm very guilty of this). When my 80% FT shooter misses 2 FTs when the game is tied, I'm ****** (cost me the conf championship btw).
But that's how I guess I'm viewing the new recruiting thing now. You set yourself up with the best odds of winning a recruit just like you do for winning a game. Sometimes the bounces go your way and sometimes they don't. It's frustrating when they don't.
I do think a problem is that with the new system, you're more likely to lose a battle. In 2.0, you kind of have a good idea if you're going to lose or not and have a backup on that maybe 1 battle that's going on. I think that's relatively easy to handle. In the meantime you can fill up your other openings with sure things. In 3.0, guys won't sign until the 2nd period (when recruiting up or have a late preference) so it's harder to nail down a couple guys early and easily and so losing a battle is going to make it hurt even more. And you could possibly lose 2 or 3 battles.
Combined with the fact that I think it's harder to find a long solid list of players who could be backups, losing a battle will REALLY suck since you may not have a quality player waiting there to grab if things don't go your way.