Testing the following changes from the set above:
Shooting Foul 68
Mid 48
3Pt 48
3Tend 33
Drive 78
Fatigue Rate 46
Recovery 65
*Prior to tip off, adjust each roster to a Max rotation of 9 players (see below for reasoning).
Issues:
1. I was not getting enough 3pt attempts (this only became apparent as played through a few seasons with different teams). The game engine does not provide enough opportunities for 3pFGAs outside of your main shooters, although I am getting some attempts from my stretch-4 and even a couple from a center with good range, so overall I am pleased with the change. SFs are going to heave up too many 3s, so I am watching this closely.
The interactions come from all of the tendency sliders plus the Defensive pressure setting. I can lower the Pressure (Coach) setting and lower the 3pTend. The effect will likely be (a) poor floor spacing and (b) reduced post play. I am not ready to make that trade just yet, because frankly these sliders have provided the most entertaining and engaging games I have seen in 30 seasons of this dynasty.
2. Minutes per game - I thought I had this fixed, but I was wrong. I started looking at the actual NCAA stats, and it is rare to see a team with its leading MPG under 26 mins. My sliders provide 38 min games, which means a total of 10 minutes (2x5) are missing from 200 minutes on a 5-man team IRL. So, I should expect players to average 5% less MPG in my CH2K season.
If a player averages 30 MPG in real life, they should be at 28.5 MPG in my dynasty. Fouls play a massive role in this, because CH2K8 sits players a little too long for fouls, but over all this is still a pretty sound metric. I have started messing with fatigue sliders to see if I can keep players on the floor more accurately.
The other issue is that CH2K8 does not have enough dead ball turnovers and no media timeouts. For this reason, players will sit at the scorer's table for several minutes before entering the game. Real college games have dead balls all the time.
OVERALL
It is hardly doom-and-gloom. These sliders provide much more varied attacks at the rim, a lot more jumpers, which in turn provides new outcomes due to rebounds and other interactions that did not occur as frequently. Overall, the sliders continue to improve. I still want to be careful not to favor or hamstring a certain playstyle.
The reason for the latest changes is because I watched a series of games where a superior team continued to get beat by lesser teams...which would be okay if there is a sound reason as to why (e.g., the lesser teams were able to exploit a weakness of the better team). In these games, I could not tell you why the lesser team won, outside of some foul trouble.
Consistent aberrations are exactly that -- aberrations. It is always a sign that the sliders are flawed. With these changes, so far so good, but still testing.
Anyone using the latest version posted above, I would advise making the change in this post.
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