Posted by CoachSpud on 10/9/2016 8:45:00 PM (view original):
That seems like a thoughtful post ... until you start to spot the outright fallacies, such as "Then, at the end of the day, if you actually do want to go after a player, and recruit them heavily, if anyone else went after them to the point where you are at least relatively close, whether or not that player signs with you its a totally random end game outcome." Once you see the spin, the post is just another "I don't like it" post from someone who hasn't taken the time to learn the game, for whatever his reason. I offer thread below as the counterpart, written by those who have taken the time and have learned the game.
https://www.whatifsports.com/forums/Posts.aspx?topicID=495608
Thanks for the link, Spud. If you took the time to actually fully review what you're linking to, though, you'll see that I actually posted the very first question in response to Chapelhillne first putting this out because I was so eager to learn as much as I could about 3.0 since I didn't participate in the beta.
I do fully admit, though, that I am a long ways away from having learned the game. The process of learning more about the game and how it works, and how to better operate a team is what has been a big part of what has made HD such an enjoyable experience. The problem I have is that the more I have learned how scouting works in 3.0 in terms of trying to optimize your efforts, the less enjoyable it becomes, because, as Benis said in another thread, you can get 85% of the way there in 10 minutes, but that remaining 15% is, in my opinion, excruciating.
On the other hand, the way the actual recruiting process functions now actually has a lot of interesting elements (I actually like having APs - although to me I think APs could have been better used as a way to solve the carryover "problem" without actually limiting carryovers, by making the number of APs available to each team each year fixed, with only the cash being allowed to carry over and vary by success, but I digress - and preferences could be a really interesting factor - if implemented with more equity for different play styles and with more reasonable thresholds that should have been better balanced in the beta process). However, as someone who very much likes playing, but doesn't want to devote too much time each day to this game, just the extra time burden of adding on recruiting during the season when you are also game planning (which is something I really enjoy doing and trying to optimize, even for games when I wouldn't necessarily need to do it and even though I'm not that great at it) is a significant disincentive, not to mention all the problems that were introduced by having a split recruiting session (the biggest one, actually, I think, is that it serves as a big disincentive for new coaches who won't get a chance to sign a large percentage of recruits when they first join because they're already signed and/or heavily invested in by other teams; while there's an element of realism, and first year coaches often don't make the best recruiting choices anyway, I would worry significantly about new coaches feeling cheated by this process, but once again, I digress).
The point I was trying to make with the sentence you refer to is that, personally, if I'm going to invest the extra effort that is required by the new system, having the final result be determined by one draw from a random number generator (given, based on parameters that are determined by the actual amount of work put in by the various teams involved that impacts how likely a team is to win as a result of that draw) makes it much harder to justify to myself that the effort is worth it. Then again, I'm one of the relatively few who actually reads through the play-by-play for each game; I wouldn't enjoy the core game if all I got at the end of a game was a total score based on a single draw from a random number generator based on overall team rating and team settings for the game. You are right, though, Spud, that this sentiment is in fact nothing more than a personal dislike for the structure of how the randomness is implemented, accompanied by how I would structure it to still incorporate randomness while making the result more appealing to me, personally.
By the way, Chapelhillne and Benis have my immense gratitude for all of the effort they put into preparing the 3.0 guide. I would have been completely lost without it. You deserve a commission for your work, as it effectively functioned as the release documentation.