- “My gameplay is fine. This entire thread is about why we can't retain new players and why the current system does not promote new player retention. If you want to complain about the gameplay, the same applies to you pre 3.0. Everyone else seemed to adjust fine.”
A lack of caps *is not the reason* the system doesn’t retain new players. No one I’ve mentored ever complains about being able to scout and recruit players from higher pools that get overlooked or passed over by higher level human coaches. There is no reason to think that closing off pools will benefit anyone other than vets, as I’ll lay out (again) below. *The folks who want caps are veterans who complain about lower level teams locking in players they would like to fall back on without investing anything.* That’s 100% true about every related complaint I’ve seen here in the past 2&1/2 years. I’ve yet to see a new player who knows how the system works complain about that part of the system.
- “Pools do not advantage veterans. It actually limits them significantly. It creates more battles, using more resources, and reduces the gap a top team can create between themselves and lesser teams. In addition we've already shown that just like there are preferences which may benefit a vet, there are preferences that benefit new players/rebuilds.”
Ok, so your example of something I say being “the opposite of what actually happens” really means “the opposite of what rugburn says should happen”. Or in other words, “You’re contradicting me!” Just so we’re all clear what words mean to you.
Smarter people than you discussed this at length in beta. What you think should happen is not how it will play out. Closed pools advantage vets in commodity games. Always. (Again, more on that below). Limited number of preferences for wants rebuild don’t mitigate that advantage for any recruits other than the few that have that advantage - and it is purposefully rare to see that advantage in players at the top of the pool - far more likely to see wants success. Regarding playing time, vets know how to mix in freshmen, promises are generally not an obstacle for 2-3 players in a class, so basically for most players.
Who *really* gets an advantage from closing pools? The vets in higher divisions who want to swing for the fences among players at the top, and have their backups waiting patiently for them to drop. That’s why *most* of the folks who want caps ignore the counter suggestions like having some players choose Juco after signing with lower division teams, or going to more aggressive and intelligent sim AI teams. If the idea was really concern for how intimidating top D3 teams are for new players, you should be jumping all over those ideas, because that gets you there without whacking the economics and prioritization.
- “So as long as it's in DI, it's ok for a top team to feel accomplished for dominating new players who are forced to only play in DI, because vets have experience, prestige, and built up preference advantages. Before you say, but they have DII, the same arguments would apply if the game were only DII and DI.”
This is nonsense, and hardly worth responding to, other than saying yes, I do think it’s silly that D3 is part of this game. No other college sport game ever created found it necessary to start down that low. It’s a novelty, and it’s fine, and I’m not suggesting it be lopped off. But it isn’t where you increase retention, because for the vast majority of folks interested in a college basketball simulation, D3 is not where they plan to play.
Now regarding the stuff at the bottom, let’s talk again about how closed pools advantage veterans, because if you’re not going to get this, you’re not going to understand this game (or basic economics) at all. A larger supply of resources, or commodities, is generally good for consumers. Prices are lower when commodities are abundant. When the supply of valuable commodities is suppressed, prices go way up. The folks with *means* are going to find ways to get that value, and in this game, “means” includes the inherent advantages of being a vet parked in D3. Prestige, experience with the geography and coaches around, all the vet-leaning preferences, which is pretty much everything except wants rebuild, a class structure maximizing recruiting value, etc. New players can compete for some of those commodities - but they’re going to have to battle veterans for them, and they’ll constantly be punching up and losing those battles. The other option is to stay away from battles, and accept lower class recruits, and then try to win with those. Good luck newcomer!
A new player should have two questions when thinking about the existential goodness gap between her team and the top D3 teams: 1) how do I get there?and 2) how long will it take? With the game that exists, the first answer is to learn how the game works as quickly and as well as you can; and the second answer is that you can start building that kind of team with your first recruiting class. The new player has the same access to the same large group of D1 and D2 pool players that will get passed over by higher level humans. Huge pond. Lots of places to find, where you *will not have to battle* veterans for those recruits if you don’t want to. The only issue is learning how and where to find those places in scouting.
3/15/2019 9:11 AM (edited)