Posted by kcsundevil on 9/6/2020 9:43:00 PM (view original):
Posted by topdogggbm on 9/6/2020 8:12:00 PM (view original):
Posted by kcsundevil on 9/6/2020 6:25:00 PM (view original):
Posted by Benis on 9/6/2020 4:57:00 PM (view original):
Posted by kcsundevil on 9/6/2020 2:06:00 PM (view original):
Posted by sol_phenom3 on 9/6/2020 11:28:00 AM (view original):
I just unlocked a kid at 17 AP running 1 AP per cycle. I've unlocked at 1 AP per cycle before but never this fast at D3 on a D2 player. What's the fewest AP you can run to unlock a scholly (ignoring the auto unlock in the final day obviously)?
Time is a variable here. The later you wait on just about any Player X, the fewer APs you'll need to unlock them.
Can't say I've ever gotten one for under 17.
You sure about this? I've never heard that before, I don't think it works this way.
Based on own experiences, I feel good about it.
How is that even trackable tho? The only way I could see verifying this, is maybe to put 5-10 AP on multiple players. And of those players, find 2 of them that are exactly the same unlock percentage on the scholarship bar.
say they both got to 20%. Unlock one then, and then unlock the other in RS2. I don't see how the results would be different.
I don't understand why you see this kind of approach as so unrealistic.
Someone explain how this scenario is tracking anything, please.
If I understand what KCSD is saying, a player would (or might) require fewer AP later in the recruiting process. I think the most straight forward way to test this is to look at a player kept at a consistent low level of AP; project out the unlocking cycle based on the first cycle or two of 1-2 AP, and see if it changes as it gets later in the process.
In my experience, this is not true at all. Players come in with a certain bar you have to meet in order to unlock recruiting actions, and that bar does not change. I’ve quite often given a player some early attention, left him alone, then come back to him later, and found him exactly where I’ve left him him in terms of how much AP required to unlock recruiting actions.
I suspect what some folks are seeing are different players; their backup options are typically requiring less attention to unlock. And it’s true that lower quality recruits do generally tend to require less attention, so if you’re going after your 1st, 2nd and 3rd choices, and then knocking on that last resort local kid’s door, yeah there’s a good chance he’s going to be easier to unlock. It’s not because he’s desperate, it’s because that’s how the system works, better players require more AP.
I am not 100% certain that I’ve got the correct interpretation, but it’s north of 90. I’d love to see examples with screenshots if others have hard evidence to the contrary.