i think shoe's argument here is pretty persuasive. we have nothing like the one and done freshman of real life, not from recruit gen (IQ primarily) not from EEs, etc, i don't think its generally good to pick and choose parts of today's real life underclassmen flow to NBA model to implement without taking into consideration the whole. so it doesn't exactly follow to base the examples on today's college ball.

that said, i think the idea is that in general, from a game design standpoint, it is beneficial to have random events for users to deal with, like a 50/50 on a recruit or a potential roll that is a fairly known quantity, etc - while it is detrimental to have events that are both highly likely/unlikely and severe - the combination is what is killer. such events are very hard to plan around (like severe injuries / player death, a 96% EE roll, a 4% EE roll, and so forth). that is definitely opinion to some extent, but that's my opinion and in general, the game designers made some efforts to avoid those things (like the unrealistically low severe injury rate), knowing the impact on user frustration (high).

i don't think there's a great 'because of reality...' argument for the change, but i think there's a pretty reasonable 'for game design purposes...' argument here, about those 90% juniors returning, and on those low-board juniors who may only get a roll 10% of the time, yielding a 3% real chance of leaving, that sort of thing... with both high/low odds involvement and high severity, i definitely get how this leads to user frustration.
7/29/2021 3:11 PM
Posted by gillispie on 7/29/2021 3:12:00 PM (view original):
i think shoe's argument here is pretty persuasive. we have nothing like the one and done freshman of real life, not from recruit gen (IQ primarily) not from EEs, etc, i don't think its generally good to pick and choose parts of today's real life underclassmen flow to NBA model to implement without taking into consideration the whole. so it doesn't exactly follow to base the examples on today's college ball.

that said, i think the idea is that in general, from a game design standpoint, it is beneficial to have random events for users to deal with, like a 50/50 on a recruit or a potential roll that is a fairly known quantity, etc - while it is detrimental to have events that are both highly likely/unlikely and severe - the combination is what is killer. such events are very hard to plan around (like severe injuries / player death, a 96% EE roll, a 4% EE roll, and so forth). that is definitely opinion to some extent, but that's my opinion and in general, the game designers made some efforts to avoid those things (like the unrealistically low severe injury rate), knowing the impact on user frustration (high).

i don't think there's a great 'because of reality...' argument for the change, but i think there's a pretty reasonable 'for game design purposes...' argument here, about those 90% juniors returning, and on those low-board juniors who may only get a roll 10% of the time, yielding a 3% real chance of leaving, that sort of thing... with both high/low odds involvement and high severity, i definitely get how this leads to user frustration.
Yeah exactly my point. And for the realism side- I pointed that out in another thread when the argument of "well these random things happen in real life! " because you're correct, we don't want constant injuries because it would suck.

They made a limit on the dice roll% where the minimum chance you can have in a 2 team battle is about 24% - not 5 or 10%. (And people still complain about losing a roll when they have a 75% chance of winning).

So why not apply that same logic to EEs is all I'm saying. Top guys should definitely go. Lower guys should definitely stay. Add some randomness between the 30 and 60 spots and you're done.
7/29/2021 4:10 PM
But again - my issue is that there is nothing else in this game that can reward or punish a coach via random dumb luck like EEs

Sure you can get a bad sim for a game but you got to recruit the players you wanted, set your depth chart, set your tempo, set your defensive positioning, set your double teams, set your offensive distribution. So many inputs you can make to help swing the game into your favor if you know what you're doing. Or if on the other side, you pull off a big upset in the tourney and you can argue that you earned it via the gameplanning moves you made.

You can get a bad dice roll for a recruit (only max 25% bad beat though). But you control how much of your resources you invest, which players to target, which preferences to prioritize, etc. Or - Sign a long shot recruit and you can argue you that you earned it by making intelligent and strategic choices.

There is just very little you can do with EEs. If a guy has the #1 player on the big board stay - what savvy moves did they take to pull that off? Absolutely nothing. You didn't earn it, you were given a random gift.
7/29/2021 5:35 PM
EE's are the biggest problem to me in WIS. To me it's not necessarily a problem until you add how recruiting is done. Having to recruit in the "late" period is not a great idea to me. There are too many problems with that. The easy fix to me, is have one recruiting period after the NT. Get rid of the early one.
8/6/2021 1:14 PM
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