If any of you ever played Goalline Blitz at the early stages - gameplanning took only a couple of minutes, once they changed the engine it took a team of people to gameplan. I do like the changes they are talking about, but also do not want to spend too much time gameplanning.
4/29/2010 12:39 PM
Quote: Originally Posted By cburton23 on 4/29/2010
I worry about this portion-

"* 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
* improved defensive positioning logic at half time (i.e. your team will better react to how the opponent is playing)
* much stricter substitution logic so that your depth chart settings will be followed even more closely."

I don't want to spend 45 minutes coming up with a gameplan.


Doesn't seem like it would be anywhere near that intense to come up with a gameplan. I mean you have 3 guys that score in your starting lineup, your SG/SF and C. You notice his starting SG has a defense rating of 23 you up your SGs distro, how would that take long?
4/29/2010 12:40 PM
Yeah. Gameplanning won't be that extreme. Like kmason said, its as simple as noticing bad defense, ath and spd, or reb.
4/29/2010 12:43 PM
Quote: Originally Posted By kmasonbx on 4/29/2010
Quote: Originally Posted By cburton23 on 4/29/2010

I worry about this portion-

"* 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
* improved defensive positioning logic at half time (i.e. your team will better react to how the opponent is playing)
* much stricter substitution logic so that your depth chart settings will be followed even more closely."

I don't want to spend 45 minutes coming up with a gameplan.


Doesn't seem like it would be anywhere near that intense to come up with a gameplan. I mean you have 3 guys that score in your starting lineup, your SG/SF and C. You notice his starting SG has a defense rating of 23 you up your SGs distro, how would that take long
But your PF has a D of 31 and his has a LP of 85. What do you do now? Not only that but his starting C has a D of 92 but stamina only at 65 and the back-up C has a D of only 28. Then add all this to 2,3 or 4 teams and you are looking at a long time.
4/29/2010 12:43 PM
Quote: Originally posted by dustintwise on 4/29/2010
Quote: Originally posted by homrbush on 4/29/2010And will the new sim engine actually perform closer to ratings? I'm really ****ing sick of my 90+ rated shooters (at the D2 level) shooting worse than 60 rated perimeter guys.
Right there with ya, two seasons ago I had a great PE/BH SG yet he couldn't hit shots to save his life. This season i have a weaker PE/BH SG and he is shooting much better then the "star" player ever did.

2 seasons!? I'm on my 5th straight such shooter/underperformer. Either there's ancillary ratings that effect shooting that I'm not recruiting properly (not ATH or BH, I recruit those), or PER is (currently) the most irrelevant rating in the game.
4/29/2010 12:44 PM
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4/29/2010 12:45 PM
We have plenty of decisions right now. You can still move players around. If it starts taking me 15-20 minutes to game plan for one team I will cut back to 1 team. But maybe thats just me.
4/29/2010 12:48 PM
I already do that much game planning in terms of isolating individual matchups. Sounds great to me.
4/29/2010 12:54 PM
I am all for the update and hope for the best but it will be interesting to see how The Law of Unintended Consequences plays out.
4/29/2010 1:01 PM
Quote: Originally posted by metsmax on 4/29/2010wonder what it means by "more potential for improvement per player than before" in the recruit generation?  some super duper mega potential players?
I'm in the test world, so I have some clue here.

What seble did was lower starting ratings somewhat while leaving the potential max ratings basically the same, therefore each player has more room for growth but won't max out any higher than before.

In fact, I think most players will max out slightly lower than before.
4/29/2010 1:03 PM
Quote: Originally posted by haasdr on 4/29/2010i was not in the test group, but i would like to understand more about these 2 statements:

* in general, more potential for improvement per player than before
- Player rate of development slowed a bit more to increase the need for strategic decision making in the practice plan

they seem contradictory to some degree. with regards to potential for player improvement, won't this create a lot of elite teams, especially in DI? i could be missing something, but i am curious.

Not contradictory.

The distance between the starting ratings and the max ratings has increased, meaning there is more "potential."

At the same time, the rate of growth is somewhat slower, meaning it takes longer to reach the max number. There is more strategy because you can't automatically max out everything, you need to decide what ratings to practice more (to max them out) and what ratings to practice less (they will never max out).

There should actually be less "elite" players in D1, because ratings are somewhat lower for all but the top 5% of players. The idea was to produce a small number of "stars."


4/29/2010 1:07 PM
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4/29/2010 1:10 PM
Quote: Originally Posted By cburton23 on 4/29/2010We have plenty of decisions right now. You can still move players around. If it starts taking me 15-20 minutes to game plan for one team I will cut back to 1 team. But maybe thats just me
If you look at your matchups that closely right now then you will take no more time to game plan. All the new release does is "more accurately" account for the individual mismatches that may be occuring on the floor.
4/29/2010 1:11 PM
Quote: Originally Posted By mullycj on 4/29/2010
Quote: Originally Posted By cburton23 on 4/29/2010
We have plenty of decisions right now. You can still move players around. If it starts taking me 15-20 minutes to game plan for one team I will cut back to 1 team. But maybe thats just me.
If you look at your matchups that closely right now then you will take no more time to game plan. All the new release does is "more accurately" account for the individual mismatches that may be occuring on the floor
makes sense - at one time, I spent some effort on individual matchups, then decided that I wasnt seeing results except in the most extreme cases and raised the level of mismatch that I tried to catch - may need to look more fully which sounds okay
4/29/2010 1:19 PM
Quote: Originally Posted By rds_lsu on 4/29/2010I am all for the update and hope for the best but it will be interesting to see how The Law of Unintended Consequences plays out
I think this is my biggest concern as well. I've seen seble "improve" (and by improve I mean annihilate) the NBA sim and the fact that zhawks thinks that BETA was more bad than good leads me to believe that this could be a serious flop. I have 1 season in the bank and we'll see if its the first or last...
4/29/2010 1:20 PM
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