i havent seen a thread on the last 2 posts by seble yet, so i figured i'd start one...

from a week ago:
Seble: The rankings change mentioned above is nearly complete, just doing some final testing.  The perfect test case was the unexpected championship run for Rhode Island in Iba.  They ended the season unranked, even after winning it all.  After this change, they will finish ranked #1.  This will filter down to teams that advance in each round of the tournament, so for example a 12 seed that makes a run to the Sweet 16 or Elite 8 would see a nice bump to their ranking.  I will likely release this change tomorrow.

I was hoping to get a clearer picture of the areas that need attention next from the survey, but the vote seems pretty split.  There's a pretty even number wanting me to improve the job process, prestige, postseason seeding, and user interface.  I'm not sure what order those items will be targeted, but those were the areas I planned to address anyway.  I'm leaning toward postseason seeding first since that was supposed to be part of the May release anyway.

Before I start any of those I'm going to take a look at several of the concerns with the engine, including rebounding and fouls.


from today:
Seble: Quick update: I'm working on some changes that will reduce the game-to-game variance in certain areas of the game.  I've started with rebounding and it seems to work pretty well.  I'll look at fouls next and then maybe shooting percentage.  This change won't affect the numbers much at all over the course of a season, but will bring individual game results closer to the average.



my reaction - to the first one, well, i have to admit i had a small heart attack before reading the last line, which then made me feel much much better. i'm glad he's looking at the engine first, including rebounding and fouls, both of which could use a looksie.

what about the rest of those items? job process, prestige, to me those both address the horrible way d1 works in terms of jobs and prestige and also meeting expectations/in jeopardy/etc which i think is a good area to fix. after the sim engine is hunky-dorey, of course! not really sure what is wrong with the user interface, anybody have any ideas on that? post season seeding... i would definitely like to see that fixed eventually. no hurry but it has been a minor annoyance as long as i can remember (and in 1 or 2 seasons in particular, a major annoyance ;)

anyway, sounds to me like he is on the right track as far as what to address going forward. what do you guys think?

then on the second post, i think he is basically on the right track. i agree that the problem is more with in-game variance than mean performance. i would still like to see speed as a small component in rebounding though, for conceptual reasons.

so, what do you all think??
7/21/2010 4:02 PM
Agreed -- the sim engine needs to be priorities #1-10. Once the sim feels good, we can focus on other items, with prestige and jobs process being the more immediate areas of concern.

While the change he's talking about sounds good, it also scares me. First, I'm worried about the standard overcorrection. Second, I'm worried about any mechanism in place that would artificially keep things in check. But I think that right now there are some pretty harsh flaws, so I'm definitely open to new possibilities.
7/21/2010 4:20 PM
Something is jut off in this engine, i have thought this for awhile, then in the lat 3 nights my D3 conference has been littred with crazy upsets that never happened in the old engine. I have seen more upsets in 3 nights than i saw for 14 seasons in the old engine.
7/21/2010 5:42 PM

I haven't seen alot of crazy upsets (in DI).  In fact, I'm not convinced there aren't less upsets now than in the old  engine (since the home court issue was fixed, that is).  The main thing is, I think the old engine made the sim intentionally worse than it should have been.   In other words, I think Tarek put something in to make the Sim horrible.  That's not the case now.  The sim plays as it should.


I have noticed a few things though:  field goal % seem to be much higher--  I've seen lots of nights with .500 the norm... in fact, my team is over .500 for the season (or it was at one point).   But plenty of nights lesser teams have put up .500 against me as well.   Not sure how often that happens in real life.

What causes this:  My theory is that the engine doesn't handle exra  high passing very well.   Put a sf at pf or a sg at sf and watch your shooting percentage explode.   Some very high 3pt shooting out there as well (including my own team- which starts a sg at sf).

Another issue, is of course with the rebounding.    I've seen some guys put sf's at pf with 100 ath 50 reb hang in or do better than my pf with 80ath 90 reb pf.   In this instance, it doesn't seem to handle the gap between rebounders very well... it's my opinion that ath is a bit too much of a factor in rebounding    I know it's hard to judge a limited instance- but it seems to me the 90 reb guy should have the advantage despite the ath.

7/21/2010 8:08 PM
Just as I suspected your team runs triangle.  In this new engine high passing mixed with triangle has produced some very good offensive results.
7/21/2010 9:07 PM

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