Posted by shapandrew7 on 8/23/2010 10:00:00 PM (view original):
Aren't tweaks really all we need?
Let's be serious - people are going to keep mastering this thing one engine at a time - some variations will cause more teams to stop guaranteed winners until all else is unbeatable - if Ash wins the ODL with his current group of clowns (no offense, brother), then the current engine could be dead. The formula for this engine was established by Beni and Sly in opens and Ash in the ODL - I believe those two forms to be the purest of the WISNBA.
Let's tweak this current thing a bit - salary emphasis on rebounding, eFG, and 3s would be nice - and change the game a bit. Isn't that what Russell's Celts,. Bird's Celts, Magic's Lakers, Jordan's Bulls' and to a lesser extent Wilt's Sixers and Duncan's Spurs did? They changed the game, and made it tough for people to adapt.
How about you make it extremely reminiscent to today's product - find out who can lump the three most salary efficient studs together and surround them with a competent supporting cast?
Another Budweiser and some more youjizz is calling me - peace.
"if Ash wins the ODL with his current group of clowns (no offense, brother), then the current engine could be dead"
first off, none taken.
second... here's what's really messed up about this squad: If things continue as they are (and it's likely), I'll end up with a first round bye. And then my only weakness (not drafting enough minutes, so my team has been fatigued the entire season) goes away. Because of the way the 1st round bye works.
"The formula for this engine was established by Beni and Sly in opens and Ash in the ODL - I believe those two forms to be the purest of the WISNBA."
They are the biggest indicators of sim trends and engine flaws. So yes, they are the purest forms of wisnba. The sim (currently) is very simple: Score more points than your opponent. To do that, you need to have more possessions than them (rebounds) and shoot better (fg%, but more specifically, efg%). The x-factor isn't defense; it's fouls. Once you have fouls figured out, the formula becomes dumb: Get 10-15 more rebounds per game, shoot 5-6% better from the field and win 60+ games. With a solid understanding of how the advanced stats work, it becomes pretty easy to figure out how to do both of those. Theme leagues are tougher because the quality of owners goes up, but for the most part, you can still do it.
I took what I learned from OLs and applied them to themes. In any $42M theme, I build the team the exact way I would an OL team: An offense of extremes (perimeter/paint) to mess with fouls, rebounds and super high efg%. The players' names don't matter. Their per game, per 48s and totals don't matter. It's all about those advanced stats, and specifically those I just mentioned.
With salaries in their current state, you can get extreme amounts of everything you need while limiting the stuff you don't need. With the proposed changes, this statement remains true.
Higher cap leagues function differently for a multitude of reasons. But they're becoming more and more extinct with the decreasing salaries (yes, brad, you were right - salaries went way down with the last big engine change).
"salary emphasis on rebounding, eFG, and 3s would be nice"
This is what needs to happen right now. It's entirely too easy to make a team (in $42M) that has a creb of 150% with your core five, have at least 3 60%+ efg% players (at least one of which with 22.1%+ usage%) and 600+ 3PM (which translates to 750+). You do these three things, figure out the balance between peri/paint and the fouling thing, and you'll win 60+ in any OL you enter, unless you have three "elite" OL queens in the division with you. And even then you'll still get 50+.
8/24/2010 2:10 AM (edited)