OLD ENGINE OR NEW ENGINE Topic

In my relatively limited experience in the new engine so far, I'd say I'm partial to the old right now, but hope/expect that once things are fully tweaked, my opinion will change.

Primary issues with the new engine are unrealistic foul totals, a few issues with stamina, problems with FCP at the DIII level (it seems to function far better at DI), and just for personal preference, I enjoyed the faster rate of player growth in the old engine.  And one VERY minor thing - in the play-by-play it would help to get rid of "hit the rim" for misses, since in a quick read, I often misread it as a make.  

Overall, it seems we have the usual new engine growing pains.  Once it is sorted out we can all adjust, I'd just like things sorted out ASAP so can determine how to build future teams.
6/27/2010 9:40 PM
Posted by grecianfox on 6/27/2010 1:42:00 PM (view original):
My gripes so far:

Too much red categories for recruits
Stamina is way too low for the new recruits.  
Combo defenses do not appear to be working right at high DI (especially m2m/press). Do not know about the other divisiobs.  I  feel that since the 6/16 update that the game has become m2m dynasty. 
Slowdown seems to have made a comeback after the 6/16 update
Fouls are still too high.

I probably missed some things as this was off the top of my head. 
After reading this whole forum, grecianfox is right on.

-Recruit generation is AWFUL (stamina, many low potential categories, and horrible cores)
-Press teams have way more disadvantges than advantages overall.
-Perimeter shooting is not consistent.  Check out my Ouchita Baptist squad.  Look at my players and try to guess which ones are shooting better from downtown and then look at the stats.
6/27/2010 11:00 PM
chewchad, I ranked your 5 guards and had them in the right order....except I had Brown #1 and he's actually #5. That boy must play drunk
6/28/2010 5:32 AM
I'd say you can't  judge recruit generation until you see how the recruits look in four years.  Ands you especially can't use the previous season's rating to judge this seasons.  If all the ratings go down, then the average goes down and what you compare things to is the new average, not the old.


6/28/2010 7:16 AM
New engine- much more control over play distribution
6/28/2010 8:29 AM
Don't like 90% of teams in real life in D1 run M2M? So who cares if in HD because of the changes 70% of teams begin to run either M2M or hcp/M2M (I doubt this # would ever get any higher than this), it would still be lower then the real life total.
6/28/2010 10:30 AM
Posted by hitman1979 on 6/27/2010 2:10:00 PM (view original):
Posted by grecianfox on 6/27/2010 1:42:00 PM (view original):
My gripes so far:

Too much red categories for recruits
Stamina is way too low for the new recruits.  
Combo defenses do not appear to be working right at high DI (especially m2m/press). Do not know about the other divisiobs.  I  feel that since the 6/16 update that the game has become m2m dynasty. 
Slowdown seems to have made a comeback after the 6/16 update
Fouls are still too high.

I probably missed some things as this was off the top of my head. 
          Yeah, it's looking a LOT like m2m dynasty at this point.  I'm going to give it more time before I switch my Whitman team, though.  Never know what kind of tweak seble is going to make with no notice.
Re: Stamina too low

I can't disagree with you less.  Especially when it comes to NCAA athletes and the first 6 weeks of the season or even the first 12 weeks if they play in Sept and Oct when they first get to campus, nearly all players will have roughly the same stamina--or at least the same capacity.  Having kids come into school with 40 stamina is ridiculous when others arrive with 80 on a 1-100 scale.  It was an issue I pushed for in beta.  Nearly all players should have roughly the same stamina levels as that rating isn't a skill, but rather an attribute--more similar to IQ than speed or shooting.
 
I think that fatigue is more global from a team perspective and that an 11-man rotation will be less fatigued than a 7-man rotation, regardless of their individual stamina levels.  I also believe that most every NCAA athlete has the capacity to train and successfully run and finish a marathon within a year (which would be the equivalant of a high stamina rating and high potential in stamina).

In beta, as was the case with the old engine, the fix was to tweak how the engine values fatigue, while stil having a pretty wide range of stamina levels between players.  The issue in my mind was/is that the range is too wide to begin with, not how much the engine values fatigue.
6/28/2010 3:46 PM
Rails, I completely agree with you.  There shouldn't be anyone with a starting stamina below like 60, and everyone should have a cap at 75 or better.
6/28/2010 3:50 PM
Really? 

So John Wall came to Kentucky with the same stamina as Tiny Gallon did to Oklahoma?

I see your point on a basic level, but I disagree completely that everyone comes in the same (or close to the same) and that everyone has the same capacity.

Although I do agree that it should be more like IQ.  Everyone can increase stamina to some extent with proper conditioning.
6/28/2010 4:02 PM
I said "nearly all" -- not all.  There are certainly outliers.  TG did, however, average 24 mpg--which is certainly not low for an incoming frosh.  MPGs don't always reflect stamina and whether he had the stamina to play more is certainly debatable.  I'm just saying I'd be willing to bet that TG could train for and finish a marathon within a year if doing so was a high priority.
6/29/2010 2:57 PM
I'm partial to the old engine, for a few reasons. Recruit generation is a killer, especially for low-D1 schools who now have no chance to compete with the big boys who grab the few ready-to-play recruits that exist. They're left with the remains, comparably-awful players who are asked to do too much, too soon.

I also think HCA needs to be tweaked, the zone defense has been weakened significantly in comparison to the other two defenses, and the impact of strong big men has been lessened too much. These are fixable things, but the current "wait and see" attitude is a bit discouraging.
6/29/2010 3:18 PM
Posted by Rails on 6/29/2010 2:57:00 PM (view original):
I said "nearly all" -- not all.  There are certainly outliers.  TG did, however, average 24 mpg--which is certainly not low for an incoming frosh.  MPGs don't always reflect stamina and whether he had the stamina to play more is certainly debatable.  I'm just saying I'd be willing to bet that TG could train for and finish a marathon within a year if doing so was a high priority.
Anyone who has played basketball knows that there is a huge difference between basketball stamina and marathon stamina. 

And yes, Gallon played 24 mpg, but hardly at Wall's pace.

But yeah, I have always thought that the interaction between stamina, fatigue penalty, and minutes played has been off in HD.  So, in that respect, I agree.

But even if what you're saying is true, that everyone has the same stamina capacity (which I disagree with), players certainly don't show up in the same condition, and don't increase stamina at the same rate.
6/29/2010 3:18 PM
Old Engine.
7/1/2010 3:40 PM
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new engine, cuz i won my first championship..........d3 knight baby!
7/1/2010 7:53 PM
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