Quote: Originally Posted By dahsdebater on 4/29/2010The change I really have trouble with is the importance of low post for guards finishing drives. If you're going to call it "low post" it should be a measure of how good a player's post moves are. This has absolutely nothing to do with how well a player can finish a drive. That is based on the players athleticism and "finishing," a rating category that doesn't exist but possibly should
4/29/2010 11:59 PM
I was never a great coach when I played this, but this sounds like some of the gripes I had when I decided to finally leave a couple of years ago.

I might just come back to Wooden when it rolls around if I hear good things once this is implemented in the other worlds first.
4/30/2010 12:10 AM
Quote: Originally posted by thethrill10 on 4/29/2010
* increased focus on individual matchups allowing a coach to exploit mismatches, like a weak defender guarding a great scorer or a poor rebounder battling a great rebounder
* Offensive efficiency improvements. For example, a player's offensive efficiency will decrease when he's getting an unrealistic amount of shotsWhat if you have a 90+ everything rated player going against a walk-on scrub guarding him in Man.  You decide to give him 100% distro since this match-up is so favorable and everywhere else it is not.  Will your superstar just be penalized for taking 100% of the shots?  I do not like just decreasing offensive efficiency for the sole reason of taking a lot of shots, and I hope it doesn't work that way.  I know it doesn't happen a lot, but guys do go off for 30-40 points sometimes, I hope that it doesn't just cap you at 20 points a game and then anything more a guy misses just because he is taking more shots.


There will be a drag, yes. But if he dominates that player by that much, then for the additional shots he'll still be dominating just not by as much. By no means does it cap you at any amount of points.

Right now in the test world, for example, five games in there are twenty players at dI averaging more than 20 points.

It only kicks in when one player is averaging more than fifty percent of all shots when he is on the floor.

See, this is where I see the problem.  I don't care if I take 100% of the shots if I am a dominant college player, and I am playing a team of grade schoolers, and all my teammates are gradeschoolers, I don't think my performance would decrease just because I am going to be taking all of the shots.  If this is just an automatic thing that kicks in when a player has a high distro and doesn't take into other aspects of the situation then I think it was done in the wrong way. 
I actually think this scenario doesn't support your argument at all.  If there is no "adjustment factor" then that guy is going to be guarded by a single defender or perhaps doubled sometimes and will shoot 100%.  In reality we know eventually all 5 guys on the other team are going to guard this same dude and he'll probably shoot 95%.  That's the correction.  If one guy starts shooting a huge percentage of his team's shots the players on the other team will figure it out and will multiple cover them.
That is what double team should be for, or have an option of "If player takes more than 50% of shots then triple team them".  I personally think that to automatically do something negative to a player who takes a lot of shots is the wrong way to handle it.  I think improving double team logic or giving us more options to defense would be the way to go.  Or actually have a player play to his ratings instead of letting average to bad players score like crazy with good %'s with major distro would be more effective and more like real life.  But to have a drag put on a player just because he takes a lot of shots seems wrong to me, because then if a team starts to double or triple team him he would then start to pass to the wide open guys. 

Making passing important for players other than guards? Sounds good to me. That player should get triple teamed until he can prove that 1. he will pass and 2. that he can pass and not turn it over.
4/30/2010 12:22 AM
* increased focus on individual matchups allowing a coach to exploit mismatches, like a weak defender guarding a great scorer or a poor rebounder battling a great rebounder



Oh good. Maybe now a team that runs FCP with defensive ratings in the 40's doesn't automatically cause more TO's than a man defense with defensive ratings in the 70's.
4/30/2010 12:28 AM
these changes sound nice but more like moderate tweaks to the exisiting engine than an actual major change

if this change actually bothers to fix the ridiculous effectiveness of the press and addresses the awful free throw discrepancies that often happen in games then it will actually be worth something.
4/30/2010 9:05 AM
so this LP for guards in the lane thing - does that mean the BH is not really important anymore?
4/30/2010 10:14 AM
Quote: Originally posted by blaank182 on 4/29/2010i like the sound of all of this and i'm the crabbiest ******* on this forum.


Agree entirely on all fronts.
4/30/2010 10:16 AM
will be very interesting to see what drives offensive success by guards with these changes
4/30/2010 2:10 PM
Ouch. My first taste of the injury factor in the test world.

Player with a Durabilty rating of 14. He goes down to a 37 health rating with a torn hamstring. It's been quite awhile since I had a player drop to a 37.

It'll be interesting to see if his health improves the normal 6 points or so every practice.

But it looks like ignoring Durability during recruiting is kind of like ignoring insurance.
4/30/2010 3:04 PM
Quote: Originally Posted By Iguana1 on 4/30/2010
Ouch. My first taste of the injury factor in the test world.

Player with a Durabilty rating of 14. He goes down to a 37 health rating with a torn hamstring. It's been quite awhile since I had a player drop to a 37.

It'll be interesting to see if his health improves the normal 6 points or so every practice.

But it looks like ignoring Durability during recruiting is kind of like ignoring insurance.





whats insurance?
4/30/2010 3:52 PM
its like a credit default swap
4/30/2010 6:36 PM
just looked at my test team for the first time in who knows how long.

clicked on 3 box scores at random and saw in one game my team shot 26%, in the other my team had 8 assists and 25 TOs, in the 3rd the other team shot 1/16 from 3.



the sim engine has apparently not changed. great.

sure, you can accuse me of ignoring a thousand different variables, but these were the first 3 box scores i looked at, at random, and i saw the same awful issues that drive current coaches crazy.
4/30/2010 6:38 PM
All three of which can easily really happen. THats liek a weatherman saying "Today some temperatures from around the country: 26, 35, 76, 59."
4/30/2010 8:26 PM
please let me know when you understand the idea of background and context. because i certainly understand the idea of sampling, and mentioned as such.
4/30/2010 8:30 PM
Quote: Originally posted by Iguana1 on 4/30/2010Ouch. My first taste of the injury factor in the test world.Player with a Durabilty rating of 14. He goes down to a 37 health rating with a torn hamstring. It's been quite awhile since I had a player drop to a 37.It'll be interesting to see if his health improves the normal 6 points or so every practice. But it looks like ignoring Durability during recruiting is kind of like ignoring insurance.
I think I have this one beat.

My freshman center has a DUR of 1 (yep, 1) and in the 3rd game he goes out with a fractured ankle. Out at least 17 games said the trainer. Health down to 13 and increases only 3 a day (up to 28 now after 8 games played). Granted, with a DUR of 1, this is understandable I suppose, so I'm not complaining. But yeah, you're definitely rolling the dice by totally ignoring DUR at the super extreme lows with the new engine. I really wonder if this kid would be eligible for the medical R/S, as his health will be back to only a 68 at about Game 22. Could be a WIS first....if the test world continued that far.
4/30/2010 11:19 PM
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