Posted by dahsdebater on 2/20/2017 1:32:00 PM (view original):
Yeah. You used to have to pick which recruits to engage in a battle with by knowing who could afford to dump 77 visits on him, guess opponents priorities, etc. Now you can afford to max your expenditures on a number of guys in D1 and hope to get lucky, even if you can't actually gain an edge. You don't need to put in the critical thinking during the decision making stage because mistakes are less costly and more likely to work out anyway.
The game isn't over when you win or lose a recruit, so don't evaluate strategy based on winning or losing a recruit. Critical thinking comes in at many points in the process of building a team; how far to reach, how to prioritize, how much to invest, quality/depth balance, class structure, whether to spend extra resources to try to increase chances with one, or to develop a decent backup, how much emphasis to put on player preferences, when to use resources, how hard to go after elite players whose careers are more volatile (EEs for D1). Strategies in all these areas have opened up in 3.0 beyond the dominant strategy of "avoid battles when you aren't pretty sure you can get to 51" because 51 doesn't always beat 49 anymore. Moving from deterministic commodity distribution to probabilistic commodity distribution was the essential shift in 3.0. It has expanded the number of viable strategies at many decision points, thus increases the value of strategic thinking.