Posted by MikeT23 on 3/2/2017 9:09:00 AM (view original):
No. Really most of the complaining is coming from folks who want to roll back the clock. Where Duke stakes a claim and everyone else is forced to run away. Where the same 10-12 teams cherrypick their recruits and fight each other for the NT season after season. Where anything less than 30-2 is consider a "poor" season. Where you can claim you "earned" the advantages that keep you at the top of the mountain. And many of the users who played that game are just fine with the updates and have adapted.
You pretend as if anyone not playing D1 simply cannot understand the concept of losing battles and having no way to land another top recruit. That's just a false pretense. HD is not some unique universe where you put a lot into something, get nothing back and have no other resources to gamble big again. That is a life concept. So, please, I beg of you, stop saying "If you play D1, you will see what I mean" because it's just nonsense.
Your first paragraph is categorically false -- I don't know of anyone who is saying "let's go back to 2.0." I think all of those players quit already. It's really hard to take anything you say seriously when you keep building the same ridiculous strawmen.
What some people are saying in this thread (I think) are three things: (1) that the 20 HV cap should be increased in DI to increase tactical complexity within a battle; (2) that the battles in high DI are pretty boring and there is not a lot of complexity to them, since you just max out your 20 HV, your CV, and hope for the best; and (3) that if you go "all in" and lose, there should be some way to compensate the losing coach.
Re: the first, I'd be in favor of a minor increase to the 20 HV cap -- maybe to 25 -- but if you raise it too much, it turns into "I win because I have more open schollys" which is a dumb way to decide battles.
Re: the second, this is absolutely true. It's the difference between strategy and tactics. Seems to me that there is a lot more strategy in 3.0 with regard to recruiting, i.e., who do I go after, where do I scout, do I go all-in on this recruit, but once you've decided to go all-in, your tactics are limited -- you just max out and hope for the best.
Re: the third, amazingly enough, I agree with you (again, this is why the strawmen you keep building aren't helping your cause). You go all in and lose, that's too bad. I'd be in favor of tweaking some things so that battles aren't as much of a crapshoot (for example, I think for certain preferences (distance from home, success/rebuild), it should be nearly impossible for a coach to win unless he is VH on that preference -- I think that for "wants to play," a coach should have pretty much no chance unless he offers a start), but if you go all in and lose, them's the breaks.