Posted by snafu4u on 2/13/2023 8:30:00 AM (view original):
Posted by CoachSpud on 2/12/2023 6:38:00 PM (view original):
Posted by snafu4u on 2/11/2023 8:16:00 AM (view original):
Posted by shoe3 on 2/10/2023 5:26:00 PM (view original):
Posted by R0pey on 2/9/2023 9:25:00 PM (view original):
Just recruit crappier players so you don't have to battle or lose them to EEs
I don't know if it's in jest or not, but yeah. That's literally how it's supposed to work. I think folks forget or never understood in the first place how rare it is to see college teams in real life with more than 2-3 future NBA players. It's insane to think that a competitive and well-balanced simulation of college basketball would feature teams only recruiting 3* players and better - in other words, likely future NBA players. Part of the game has to be figuring out how many of those elite guys you can afford to go after, and the ones you land need to be a risk for leaving. Lose that, and it's not a good simulation of college basketball.
Now all that said, I'm certainly sympathetic to guys going through long losing streaks, and it's pretty absurd that there's this *enormous* dropoff of talent available after you get through the top tier of un-starred players. There should be a very large pool of replacement level D1 guys, low potential, starting around 650 OVR or so, who will always choose juco over dropping levels; and/or that should pop up as second session only juco players in the first place. This is a no-brainer that would make the game a ton more functional and realistic, and probably stop a lot of rage quitting as well. But the game has to maintain a nice wide window within which teams can reasonably compete with each other for elite recruits.
So I get OP's frustration. I've been there, as I've said. But for coaches only going after the best of the best, these are natural consequences you should have to manage to stay at a high level. I'm critical of many parts of this game, but this is an aspect it generally gets very right, post 3.0.
I’ve lost 87.5% of rolls where I had 70% odds to win. How is that possibly a natural consequence?
I can think of a couple of solutions.
1.) Complain in the forums.
2.) Put a little more into the recruits you want so no other team has a shot at them. You won't lose any 100-0 decisions if you are the 100.
I would not suggest #1. I don't think it would improve your teams much.
Any advice on how to put more than 80 AP, 25 Pomised minutes, a promised start, 20 HV, and 1 CV? I am prioritizing recruits just as you advised, and consistently losing to teams that did not prioritize the recruit and barely made it into the dice roll.
If you feel this way is not working for you, maybe give another way a try?
If you see the battle coming (so not like a late bomb in), pull back the effort, find/add another recruit (or two or three or whatever you can afford -and I see you play zone so you should have those extra walk on resources-), and get to ~30-50% on a bunch of guys. Theoretically, because of how promises work, you gain slightly more effort using this method.
It's also quite nice to bomb your project player early and if no one wants to challenge you then that frees up resources to circle back to the top/second-tier guys that were always gonna be a battle anyways.
Finally, it's useful to learn other coaches' recruiting styles, team openings, and other battles. Those are important things to consider when picking your spots.