Posted by Benis on 1/6/2017 7:15:00 PM (view original):
Posted by shoe3 on 1/6/2017 7:03:00 PM (view original):
Posted by Benis on 1/6/2017 5:40:00 PM (view original):
" For starters, A+ D2s are much better teams than D level D1s."
This is true. But not for the right reasons. They're only better because recruit generation is horrible and SIMs are typically dumbazzes. Heck, D3 teams are better than a lot of D1 Sims. It doesn't mean that's how it SHOULD be (IMHO). It's not representative what you'd see in college bball.
It's true, because that's the game we want to play. Removing pull-downs would be a huge change, and I doubt it would be very popular. People want to have the option to reach up. People want the recruiting game to be effort based, for better or worse. My preference would be to remove all the effort based stuff, but it's not going to happen. So as long as it's a commodity game, I want it to be both rational and competitive. Whether or not it is an accurate representation of real college basketball in this particular aspect is not high on my list of priorities.
I get that's what you want. On the effort thing- I don't necessarily disagree.
But I just didn't agree with what you were saying about how D2 teams are better than D1 teams and that should be reflected in the prestige level. If that's not what you were saying then my mistake.
But if that is what you're saying then to me, it's just a flawed argument because of the flaws of the game engine which has nothing to do with 3.0 recruiting. You got guys who have single digit ath and def, even at D1. That's a recruit generation problem. You got SIM teams with 6 Bigs in a class with no guards, that's a SIM AI issue. Bottom line, it's messed up.
I think you're right that removing pulldowns completely could potentially be unpopular. But the system we had in 2.0 was popular, I think. It gave the ability to pull down but within reason. It also protected the user from reaching too high for a player that they couldn't actually get (which would make Mike happy). To me, that was a good set up and I think most people really liked it. Why not go back to something like that?
Not really what I was saying. My comment was a response to the notion - put forth by zorzii and endorsed by jpmills - that a promise of minutes alone, from a d level D1, should be enough to overcome all-in effort by elite D2 teams. I don't mind that there is a prestige modifier between the lowest D1 and the highest D2. But that level of differentiation would be absurd.
As I've said before, if you really want to see superpowered D3s, adopt a system where A+ teams can "pull down" recruits that lower level teams can't touch.
The recruiting game is a commodity game. It should be market based, and the users set the market. If a high level D2 values the #80 sf in the country significantly higher than any D1 values him, and decides to go all-in on effort and promises, then he's set the market for that commodity. It's up to the higher level teams to invest enough to try to land him.
And on the realism front, it's completely realistic that a championship caliber D2 is competitive with a D or mediocre C level D1 for any single recruit. They'll be playing for national championships at high level D2; they'll be lucky to sniff a conference championship with a low level D1. Some guys at that level will be swayed by the possibility of maybe a couple games against Duke or UK during their career. Others don't care about that. There shouldn't be an extreme automatic division modifier that annihilates that possibility.