Posted by shoe3 on 4/24/2018 9:01:00 AM (view original):
Posted by johnsensing on 4/24/2018 6:46:00 AM (view original):
Posted by shoe3 on 4/23/2018 7:07:00 PM (view original):
Posted by johnsensing on 4/23/2018 4:46:00 PM (view original):
Posted by shoe3 on 4/23/2018 11:41:00 AM (view original):
Especially among long time users, the big problem is the previous version trained people to think deterministically, as though the odds are the outcome. People are still in the mindset of “I was ahead, that meant he favored me. The outcome doesn’t make sense.” That’s just not how it works anymore. I think the model could be re-worked to help people manage expectations a little better in that regard. It could be made more clear that the considering list *is not* an indication of how much the recruit likes your program, but is rather an indication of how much interest *you* are showing the recruit. It represents effort credit, not admiration. That’s why I say it’s better to think about the considering list as a 3rd party evaluation of how they think the recruiting battle is going for a given player. Nothing in the game is meant to tell us unambiguously what is in the recruit’s head.
So when a 5-Star shocks the world by picking New Mexico State over Washington and Washington St, it’s a huge upset in recruiting, not because the recruit really actually liked the PAC-10 schools so much better, and chose Las Cruces for no apparent reason, but rather because the recruit’s decision surprised observers.
I'm a long time user, and I disagree strongly -- the big problem is that the new version has too many "outlier" results in recruiting, which makes for poor gameplay and user dissatisfaction. The 26% beating the 74% is bad for the game -- it infuriates people, and for what? It's not as if the winner played any better, or figured out an angle -- in my experience, a lot of times these sort of losses are actually going contrary to the recruit's stated preferences. That sort of result can (and should, in my view) be improved upon. I've suggested what I believe are easy fixes -- that would improve gameplay/strategy -- elsewhere in this thread.
It's a sliding scale. 2.0 was 100% deterministic, which was too much for some people (although it's pretty obvious at this point that the market liked 2.0 better) -- we've swung too far to a probabilistic model. Seble should go back and split the difference.
A 26 beating a 74 only looks like a bad beat because of the stretching. The underdog’s effort credit in that case is ~40-60, which you find acceptable. “Splitting the difference” like stretching those odds to favor the effort credit leader (and then stupidly showing the odds) is precisely the cause of the misunderstandings and dissatisfaction. The range of teams that can compete for a recruit with the same effort is ~2 prestige grades, which is perfect, IMO. Whatever is done to change the presentation of those battles, the range should definitely not be narrowed.
No more “splitting the difference”, thanks. I’d much rather see them strengthen the game by fixing the dumb little bugs like the considering list and the champions page, and then do what they said they were going to do and fix hiring, which easily is the number 1 biggest obstacle to new player attraction and retention. The game simply has way too steep a cost, in terms of time and money, to play at the level most people want to play when they go searching for a college basketball game.
shoe, you've played this semantic game before -- you're missing my main point. Stretching or no stretching, the "range" at which the user who has put in less effort has a chance to win the recruit should be narrowed -- the current broader range is bad for gameplay and user satisfaction. That is my argument. I get that you disagree, but the market is speaking here, and the market doesn't like the current game. Of course, part of that is because WIS doesn't care to fix basic things -- one thing we do agree on is that it is disgraceful that the "dumb little bugs" still exist.
And for those people who are arguing that odds should not be posted following a battle, I don't understand your position -- why would you want the game to be more of a black box? Isn't the idea to use strategy as much as possible? How can I engage in "intelligent recruiting" (to use spud's phrase) if I don't have any way to tell how close I was to winning battles? Of course, if you narrow the range so that a user only has a chance to win the recruit at VH (as I am advocating), there probably isn't a need to post the post-signing odds, since both users are at least close on the recruit...
It’s not semantics, JS, and no I didn’t miss your main point. You even acknowledge it by specifically pointing out our key disagreement. I don’t want the range of teams that can compete for the same recruit with identical effort narrowed from the current ~2 prestige grades, give or take based on how preferences shake out. 2 prestige grades is the difference between the top teams in a conference, and the lower-middle tier teams in the same conference. If the first place team in a conference doesn’t have to worry about the 8th or 9th place teams in the conference reaching up and possibly competing for an elite commodity, the game is flawed. It is neither realistic, nor does it make for a good competitive multiplayer game when UCLA doesn’t have to worry about Arizona State possibly competing for a 4-Star from Phoenix.
Seble already “split the difference”. The odds don’t go all the way to 0, people can’t get into signing range unless they get up close to 40% in effort credit. The ~40% threshold you call for is already where the game would be, had seble not tried to “split the difference” and stretched odds to favor effort credit leaders. Narrowing that range makes the game less competitive. The game wants battling for elite commodities, and it wants users who want to play a game where they have to compete and battle for top commodities.
The market “speaks” every time a product updates, especially when it fixes a major flaw that a lot of longtime users benefitted from, as HD did by making recruiting probabilistic instead of deterministic. Some people don’t like the change, and leave. The market would “speak” again if seble went chasing after all those people who have already left, and we’d lose another chunk of the base. Making recruiting less competitive would be a terrible way to increase user attraction and retention. It’s literally the opposite of what should happen. The way to convince new users to try it, and then to stick with it, is to stop alienating them at the point of entry by forcing a steep investment of both time and money into teams they have no reason to care about, in order to play the game the vast majority would like to play (D1).
You've put an awful lot of words in my mouth here -- too bad you're misstating my position.
It is semantics. In multiple threads, you've responded to my posts stating that the range should be narrowed with "but stretching." And I'm not arguing that the range of teams that can compete for a recruit should be narrowed -- I've also argued repeatedly that preferences should be given more weight, which, if done properly, will give back to lower-prestige teams what my range-narrowing proposal admittedly takes from them. If I'm an A+ and the recruit is "wants rebuild," I should have a much more significant handicap -- right now I don't. I'm not arguing to make recruiting less competitive -- I'm arguing that the current system is poorly designed, unrealistic, and leads to bad outcomes (for the game as a whole and for specific users). I think my suggestions would make recruiting more competitive (or at least equally as competitive as 3.0 is now). So yes, I don't necessarily think A+ UCLA should have to worry about B- Arizona State, if it has preference advantages.
I'd quibble with 3.0 being a "fix" to a "major flaw" -- if the game had x users before the "flaw" was fixed, and it now has 2/3x users, was there really a flaw at all? Stated another way, I think the market has decided that the cure was worse than the disease, notwithstanding the apologia for 3.0 from the likes of you and spud.
I also think letting newbies start at DI is a bad idea given the complexity of the game, but at this point, it's all rearranging deck chairs. If WIS would let me cash in my credits on amazon gift cards, I'm likely gone in 3 months or so. The game just isn't as fun as it used to be, and WIS seems to have no appetite to try to improve it.