tbird, i am pretty wasted right now (baby has been crying more today than he has any other day in his short, 10 week life), so i apologize for any incoherency. in ANY GAME, there are going to be learning curves. if you play poker, you learn the probabilities of hands over time, the probabilities of hitting certain combinations of cards at certain points in the game. even though they are published, there is a significant barrier to being an expert there. if you play one of the biggest real time strategy games of all time, starcraft or warcraft or command and conquer, anything like that, there are major learning curves. again, much of it is published, but learning the units and buildings is easy - learning the unpublished stuff, what counters what, what strategies are effective, that kind of stuff is all going to be learned by you, over time. you experiment, and you learn.
so, i inherently disagree with the idea that you shouldnt have to pay to experiment, or pay to learn.
now, that said, i generally agree this game needs a little more transparency. ive argued for the publication of the meanings of scholarship responses, scouting trip messages, etc, etc. i don't like that all these barriers exist for new players. IMO, the experimentation and learning should be more along the lines of progressive strategy, than experimentation to learn simple things like, does this message mean i am winning? i also have argued that things like HV:CV ration (to take from isac) and the values of prestige should be published. i am not sure i believe those arguments but ive made them, i forget the setting, but there is definitely merit in wanting to know the mechanisms going into things.
however, the problem with that is this. in some games, like poker, spades, chess - there is somewhat infinitely progressing strategy. in this game, if you think of recruiting, if everything was certain - if you knew exactly what a recruit would look like, if you knew exactly how far ahead you were, exactly where you stood, exactly what everyone's prestige was, exactly what the value of that was - then i think it would really take a lot of the uncertainty out of recruiting. there isn't deep and infinitely progressing strategy like there is in chess, risk, etc... and to manufacture the need for decision making and tradeoff comparison, and all that stuff, i think WIS intentionally keeps all that stuff hidden. otherwise, i think recruiting would have a lot less of its appeal. especially in d1, its hyper competitive, people dont know who is going to win top recruits, and that creates excitement.
another note. a lot of this stuff, it just isnt that well known. ask 5 veteran coaches what the value is on a letter grade of d1 prestige, and you will get 5 answers. and likely, all 5 coaches will be wrong!! stuff like, the different meanings of scholarship messages (exactly, not roughly), the value of different recruiting tools, prestige, impact of work ethic on growth, FSS messages, this stuff is not that well defined. i think i have a pretty good grasp on some of these concepts, and i don't really publish some of my beliefs on just a couple key areas, because i think its better that most people don't know. there may only be a a couple people who KNOW the value of d1 prestige, and i may or may not be one of them. but with so many people not knowing, what is really the harm? you can come to the forums and get a ballpark. one top coach might say the value of prestige is 1.5 per grade, another might say 2x, and you might guess its 1.75 and be closer than both of them!
so while i kind of agree i dont like the stacking of the cards in the vets favor, after a handful of seasons and a bunch of interaction on the forums, you can have nearly as good of a guess on most of these topics as most people. i dont know if anyone has ever published a guess at specific values on the amount of effort it takes at the boundary between tight and loose FSS messages. many of us say, there are two categories. but what does it take to get from category 1 to 2? i have a decent guess, but its different for different prestige ranges and divisions and its not even easy to articulate what my guess might be (even if i was sober). there may be zero coaches in the game who can give you the answer (within reason, within say 5-10% of the actual answer. its tough to ever know if you are 100% right on a lot of this stuff). so why not spend some time experimenting, and try to figure it out yourself?
one last thing, its really the experimentation that makes this game fun to many. i mean, of course, its also the strategy of recruiting and building a good team and all that. but trying this and that, in a quest to learn more about the engine, or about recruiting, that can really be a lot of fun. so yeah, you might be "paying" to experiment, but if that is one of the most enjoyable parts of the game, whats the problem? the name of the game is "what if sports". ok, well i guess its hoops dynasty, but you know what i mean. the "point" of the game, if you will, is to try something, and see what if! thats experimentation, its core to the game, and it can really be a blast. im sure experimenting to find the optimal composition is probably more fun than experimenting to find the HV:CV ratio but if you get into it, its easy to enjoy all of it. i probably played this game harder than 99% of people, i used to spend like over an hour almost every day. i seriously used to spend half an hour a game just analyzing the results. i loved trying to understand how this game worked, at a very detailed level, its really awesome if you get into it.
and one last thing (for real this time, maybe). one thing that is different about me than most coaches is i like to really pin things down. i try to establish things like, in the press, for a guard, from a purely defensive standpoint, is 1 point of speed worth .8 points of athleticism? .9? .7? i like to pin it down quantitatively. i think most people are happy to pin things down qualitatively. you have to decide what you are into. if you want to, you can do the experiments and figure out, if you go for the best recruit you can talk to (in terms of WIS rankings, not true skill), exactly how many home visits does it take to get "strongly" considered. you can say its 27, not 28, not 26. but a lot of people don't care. thats why so much of this stuff DOESNT have quantitative answers. a few things, like value of prestige, HV:CV, much of the forum community tried to pin it down. but most stuff, people don't look at it that way. im not sure anyone has even tried to nail down things like, if you get scholarship message X, and we know it means your leading, does that mean you have somewhere between a 5-10% lead? or is it 7-12%? i haven't. and does it even work that way? or is it an amount of effort you are leading by? if so, is it 1.5 - 3 campus visits? or 2-5? or what? if you enjoy it, you can try to figure all that **** out, and you can really benefit from it. i spent an insane amount of time on that stuff years ago, and got super in tune with the details of what was going on. so much has changed, and its been years, and now there is a ton of that stuff i don't know anymore. but thats fine. i didnt just spend all that time so i could be a better coach today. i spent that time because i ENJOYED it, every pain staking minute of it. if you don't enjoy that stuff, its simply not worth it. old resorter told me i was a fool for putting so much time into game planning (i am paraphrasing), because i could have easily spent a **** ton of time for 1-2 points a game. and if i did it just to win, maybe he was right (i dont think so, if you are trying to win championships in strings, every point counts - and i think i proved the effort i put into game planning yielded significant dividends). but i really enjoyed it, so no matter what it was worth point wise, it was worth it. if i had not enjoyed it, it really doesnt matter how much it could have helped me, it was just way too much time, and it wouldnt have been worth it.
so basically you have to decide if you like that stuff or not. if you love the experimentation, if the experimentation IS the game to you, then dive in, and you will learn a lot. but if you really dont like that part of the game, you can pretty easily ask around on the forums, and you can get a pretty good idea of the situation, relative to other people in the game. 90% of people probably dont have a very good idea of the FSS cutoffs, actually probably more, depending on your definition of good. but you can still talk about it here and get close to as good an understanding as those people. i include myself, i really dont know the cutoffs except around d1 a+ prestige. so you just wont get that good of an idea - but relative to the group, you will - if that makes sense. so its like, its not really going to hold you back, except maybe from the elite coaching range. where as some other things, like the meaning of a particular scholarship message, a lot of coaches know for sure if it means you are ahead, and if its slight or not. so you can ask around, and get a good understanding, relative to the rest of the coaches. it just so happens that somethings, good relative to the rest of coaches might mean you have a really good idea in an absolute context, and in other cases, it might mean you have a ****** understanding in an absolute context. and if its fun for you, you can experiment on those things to find out more, and build a good understanding in an absolute context, and a GREAT one relative to the rest of coaches. but if you don't want to do that, its really not going to hold you back that much.
i really wish this game did have a better FAQ though, to help new coaches get going. although OR made it way better, there is just SO MUCH.