Just a note on V6.0:
Defensive Pressure at '100' in Coach Settings - I tried to avoid having a static setting for any of the coach options. Since I play CPUvCPU, Coach Settings are one of the few places you can tweak things during the season. In fact, I have a good PG that gets into foul trouble a lot and it is probably due to this setting.
I may back it off to 95, but I can tell you that disparities in this setting will lead to much different shot selection, and what you will find is that games are being predetermined based on a Coach's D setting rather than by the players. This setting is too valuable for spacing and consistency in offensive pace and shot selection. When paired with the sliders for Awareness and Help Defense/Recovery, the variety of plays to the basket make up for the static setting IMO.
Also, teams that cannot play defense still get punished, but they get punished in the halfcourt in individual matchups, which to me is a big plus for immersion into the game.
In the end, I hope you guys see what I am seeing in my games and enjoy the sliders. I know I keep tweaking things, but I cannot see any reason I would move on from this set.
v6.0 Gameplay
As I have stated, my sliders are supposed to create gameplay that fits reasonably within the boundaries of simmed stats but have the look and feel of college hoops IRL. If you are looking for eye candy and fun-and-gun games in legacy mode (absolutely nothing wrong with that, my friends!), try version 4.x.
Known Issues
1. Still tweaking FG% overall. Might be low, but it is pretty close.
2. Turnovers are too low. This is a game engine issue, as I have described in other places on the forum. I will probably not reduce Ballhandling any more than it is. Lowering BH will lead to live ball TOs, which means more run-out baskets (layups and dunks) which raises FGAs and FG%. In turn, we have to ratchet down pace of play in the halfcourt and at some point every game looks the same. Not worth messing with.
3. Fouls are slightly low. Like with turnovers, it is probably not worth messing with to get an extra 2 fouls each game on average. The problem here is that some games are foul festivals already. Raising fouls tendencies will ultimately mean that you have a couple of starters out for most of the game every third game or so. IRL fouls balance out over the course of the game because, frankly, the refs are watching the scoreboard too, and there is an innate sense of "fairness" which causes us all to expect foul numbers to be even numerically. (In reality, this is stupid, because odds are that one team just fouls more than the other... college coaches take advantage of this by being extra physical, because coaches know that refs simply will not foul everyone out.)
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