I find it funny that there's never been a comfortable medium with this game...there's always an over-correct or an under-correct, nothing that ever simply just makes sense.
10/3/2010 10:06 AM
Come on people, this isn't the end all your making it out to be. If you want to see how Magic, jordan,bird,malone and wilt would fair against paul,kobe,durant,duncan and Howard please create a theme league or use Dream Teams. Open leagues are about team building and trying to win championships with a salary cap restriction. Lots of you people do this very well. I'm sure one of you will find the cookie cutter and rule the sim world again. I for one look forward to seeing all those unused player from the past.
10/3/2010 11:32 AM
Posted by chris_snid on 10/3/2010 11:32:00 AM (view original):
Come on people, this isn't the end all your making it out to be. If you want to see how Magic, jordan,bird,malone and wilt would fair against paul,kobe,durant,duncan and Howard please create a theme league or use Dream Teams. Open leagues are about team building and trying to win championships with a salary cap restriction. Lots of you people do this very well. I'm sure one of you will find the cookie cutter and rule the sim world again. I for one look forward to seeing all those unused player from the past.

open leagues are the first place most people start and most people originally come here to see "what if etc" not  as you say trying to win championships with a salary cap restriction - for the health of the site the open/default cap should be the one that appeals to the broadest audience - let theme leagues deal with the esoterica of building real teams

in any event now that I 've toyed with it a little bit more scrubs might be the bigger issue - and of course the fatigue standards have not changed nor has the ham fisted substitution logic

10/3/2010 11:40 AM
Posted by ashamael on 10/2/2010 4:40:00 PM (view original):
"What's everyone's problem?"

I already stated my problem.  Read before asking dumb questions.

"I don't have a problem putting together a team that seems interesting and realistic to me.  If you're expecting to have enough salary to sign five all-time greats, join a theme league."

I don't want to have to join a theme league (read:  slow filling if ever) to mess with the "What If?" concept.  I think we did right in raising salaries, but the final increase was too much.  Raise efg%.  Raise on rebounds.  Maybe make the small raise on higher usage players (though I think is what's causing most people's problems right now with getting enough offense).

And no offense, but you don't exactly have a lot of experience on this site.  For you to say you're having no problem putting a team together means nothing.  When long-time successful vets are having issues, then I'll tend to believe them more than a noob who talks a big game.
"What's everyone's problem?" was a rhetorical question, I did read all of the other posts.  And not to get in a ******* match, but I've been using this site since March 2003 whereas you've been using it since 2008 apparently (although, of course, you may be on a newer account).  Should we revisit the concept of who has more "experience on this site"?  Sure, I've been more baseball-focused the last few years (and I've never been the type of user to have more than one team of any sport at most times), but that doesn't mean I don't pay attention to the basketball sim and screw around with making teams every now and then.  Which brings me to my ultimate point:

One reason it gets so boring to make open league teams is because everyone uses these "cookie-cutter" teams.  You know what makes it easiest to make cookie-cutter teams?  Low salaries.  Think about it - if there were no cap, there would be pretty much only a few possible teams that you could have that would be competitive, right?  (i.e. having the all-time greats like Jordan filling out the roster) As you lower the cap (or raise salaries - same effect), you get more interesting and different combinations of players to try to piece something together within the restraints of the cap.   I don't mean to speak for everyone, but I can't see why anyone would be interested in playing a game where it's so easy to make a team (and thus everyone ends up making the same team that has no weaknesses).  I'd think that basketball fans would like to have to deal with having weaknesses like being a smallball team that doesn't rebound or block shots well, but shoots great from the outside and trying to match up with a team that's a slow-plodding half court team that dominates the boards.  With lower salaries, it's too easy to be good at everything.
10/3/2010 12:17 PM (edited)
I agree with the scubs being the biggest issue.
10/3/2010 12:20 PM
Posted by detlef on 10/3/2010 12:17:00 PM (view original):
Posted by ashamael on 10/2/2010 4:40:00 PM (view original):
"What's everyone's problem?"

I already stated my problem.  Read before asking dumb questions.

"I don't have a problem putting together a team that seems interesting and realistic to me.  If you're expecting to have enough salary to sign five all-time greats, join a theme league."

I don't want to have to join a theme league (read:  slow filling if ever) to mess with the "What If?" concept.  I think we did right in raising salaries, but the final increase was too much.  Raise efg%.  Raise on rebounds.  Maybe make the small raise on higher usage players (though I think is what's causing most people's problems right now with getting enough offense).

And no offense, but you don't exactly have a lot of experience on this site.  For you to say you're having no problem putting a team together means nothing.  When long-time successful vets are having issues, then I'll tend to believe them more than a noob who talks a big game.
"What's everyone's problem?" was a rhetorical question, I did read all of the other posts.  And not to get in a ******* match, but I've been using this site since March 2003 whereas you've been using it since 2008 apparently (although, of course, you may be on a newer account).  Should we revisit the concept of who has more "experience on this site"?  Sure, I've been more baseball-focused the last few years (and I've never been the type of user to have more than one team of any sport at most times), but that doesn't mean I don't pay attention to the basketball sim and screw around with making teams every now and then.  Which brings me to my ultimate point:

One reason it gets so boring to make open league teams is because everyone uses these "cookie-cutter" teams.  You know what makes it easiest to make cookie-cutter teams?  Low salaries.  Think about it - if there were no cap, there would be pretty much only a few possible teams that you could have that would be competitive, right?  (i.e. having the all-time greats like Jordan filling out the roster) As you lower the cap (or raise salaries - same effect), you get more interesting and different combinations of players to try to piece something together within the restraints of the cap.   I don't mean to speak for everyone, but I can't see why anyone would be interested in playing a game where it's so easy to make a team (and thus everyone ends up making the same team that has no weaknesses).  I'd think that basketball fans would like to have to deal with having weaknesses like being a smallball team that doesn't rebound or block shots well, but shoots great from the outside and trying to match up with a team that's a slow-plodding half court team that dominates the boards.  With lower salaries, it's too easy to be good at everything.
so detlef I'm not a noob - in fact I make you look the noob - I am however persona non gratis round these parts so must persist in the charade of this particular user handle - I suppose you can guess who I am and I agree with ash

since you've been here since 2003 I'll make my argument simple: before and after - there was a decision made to gauge the 42m cap to real life teams - before that there was a robust player population and growing popularity, after that, this.

as for cookie cutter teams, that's what theme leagues are for - since you've been around since 2003 you know that there is always a cookie, always and there will be in this release as well - the point is if you had lowered all salaries instead of raising them there would still be a new cookie - any reset would create a transition phase before a new cookie coalesced - if that's all you want it doesnt matter which way the salaries fluctuate

the way to get what you really want (and I agree it is desirable) is not to arbitrarily raise or lower salaries but rather to properly calibrate valuation for those stats the engine favors

10/3/2010 1:16 PM (edited)
"I've been using this site since March 2003 whereas you've been using it since 2008 apparently (although, of course, you may be on a newer account).  Should we revisit the concept of who has more "experience on this site"?  Sure, I've been more baseball-focused the last few years (and I've never been the type of user to have more than one team of any sport at most times), but that doesn't mean I don't pay attention to the basketball sim and screw around with making teams every now and then.  Which brings me to my ultimate point:"

I don't give a flying **** if you have been on this website since the first dot com appeared on the internet.  You have 4 full-season BASKETBALL teams on this user handle, the one you choose to post in this forum with, and thus are a noob when it comes to basketball.  I don' t care how many teams you've "played around with", you've only rolled with 4 teams.  Therefore you really have zero concept of wtf you're talking about.  At least, you have nothing to back it up.  You're almost like that naboimp guy who has 11 teams and shows up every 6 months or so to tell us why we're all wrong and the sim is perfect.  It doesn't matter if you've played 47,000 teams in baseball, this is basketball, where you have 4 teams.


"You know what makes it easiest to make cookie-cutter teams?  Low salaries. "

Since you've been around the site since 2003, please tell me the actual definition of a cookie-cutter team.  From the context of and around this sentence, it appears that you don't.


"As you lower the cap (or raise salaries - same effect), you get more interesting and different combinations of players to try to piece something together within the restraints of the cap."

Again, you don't know what a cookie cutter is.  Changing the cap and/or salaries just changes the cumulative totals and percentages an owner tries to achieve.


"I don't mean to speak for everyone, but I can't see why anyone would be interested in playing a game where it's so easy to make a team"

I agree that there is a joy to a good challenge, but you have to balance it with the whole 'what-if' idea that drives this site.  It's long been known that if you want competition, you go to the theme leagues, while if you're new, you try out open leagues first.  As it stands right now, newer owners will learn nothing from an open league and are less likely to stick around.


"(and thus everyone ends up making the same team that has no weaknesses)."

I've never seen this happen, and I've been in far more leagues than you.  Besides, the standard everyone mistakenly calls cookie cutter had great weaknesses that repeatedly got abused by several owners like myself towards the end of the last roster.


"With lower salaries, it's too easy to be good at everything."

This is true, but nobody is arguing for that.  We want a little flexibility.  If I wanted to play as the 09-10 Lakers, I'd buy NBA 2K11.
10/3/2010 4:15 PM
Wow.  Salary for some of my go-to bench scrubs is up by 50%.  This is going to take a while.
10/3/2010 4:23 PM
Posted by longtallbrad on 10/3/2010 4:23:00 PM (view original):
Wow.  Salary for some of my go-to bench scrubs is up by 50%.  This is going to take a while.
More like 75% in some cases.  J.R. Smith, for example, is essentially unplayable outside of high cap leagues.
10/3/2010 4:24 PM
"The number one player on the top 25 listing was at or about 5,000 and now it is over 10,000"

What was this in reference to, hoosier?
10/3/2010 5:16 PM
Sorry Ash,  I certainly respect your ability to put together what seems like super teams, however you are not the only one.  I was simply pointing out that the last change obviously made it easier to do exactly what you and others have done. Prior to the last change for whatever reason there was really not anyone who dominated the game as you do.  If you and others have been here longer than I have which I am not disputing then why was there not such a domination prior to the last release? At any rate that is the least of my concerns.

My major concern has been posted earlier by others in a way that was probably better than my post.  There used to be far more players here than there is now.  New people coming in to the game will want to be able to play at least a couple of known players.  Most of them will probably play an exhibition season and find out the only players they can play are for the most part a bunch of crap they have never heard of.  Therefore little to zip growth of new people actually paying to play. As we all know there will be a point where basketball will for the most point cease to exist.  There might be a few people who like this as it is now and I could be a total idiot, however before I paid to play I played one of the free games and after trying to put a team together if it was as it is now I would have never payed to play.

Ash.  On your post where you say a 10% increase across the board would be a good thing my immediate thought was "Hey this might work".  Then I went back to the drawing board and tried to put together a team with a 10% increase and found that still would not get it for me.  One of the things everyone was asking for was a decrease in the valuation of the three point shot. Well we got what we wanted but instead of finding a way to do it with some kind of programming they did it the easy way.  Look at the increase in cost of the 3 point shooters and you will see how that adjustment was made. How Rice and Reggie which are just two examples can have such a huge increase in cost is proof of how this adjustment was made.   I really don's have the time nor desire to go any farther with this than I already have, however my position still stands that increasing the cap is the best and easiest way to fix this mess. That will of course not make everyone happy, but I think that is what it will take to draw more people into playing.

This will be my final post on this matter. As stated before I rarely post anything, however this to me was a must, because I simply refuse to play here under the current release.  I have 4 more teams to use before I have emptied my account and I still have not decided if I want to use them or not. I will probably check back occasionally to see if WIS has admitted to a total screw up and comes up with a quick fix.  Until that I am going on vacation too.. a permanent one 
10/3/2010 8:12 PM
I'm pretty sure dman had a rating of over 13,000.  Most of the other guys that were (within the past 2 years) in the 7-9k range only played one or two teams at a time and were either dominant teams in a progressive league or used standard/copycat rosters in open leagues.  Mine jumped while playing 6+ teams at a time, 4 of which in theme leagues, so it's kind of flukish.  There was a lot of luck with that as I inherited a really, really good progressive league that won 150 games by 30+ ppg in 2 seasons.

But yeah, I agree with almost everything you've said here.
10/3/2010 9:44 PM
Posted by felonius on 10/3/2010 1:16:00 PM (view original):
Posted by detlef on 10/3/2010 12:17:00 PM (view original):
Posted by ashamael on 10/2/2010 4:40:00 PM (view original):
"What's everyone's problem?"

I already stated my problem.  Read before asking dumb questions.

"I don't have a problem putting together a team that seems interesting and realistic to me.  If you're expecting to have enough salary to sign five all-time greats, join a theme league."

I don't want to have to join a theme league (read:  slow filling if ever) to mess with the "What If?" concept.  I think we did right in raising salaries, but the final increase was too much.  Raise efg%.  Raise on rebounds.  Maybe make the small raise on higher usage players (though I think is what's causing most people's problems right now with getting enough offense).

And no offense, but you don't exactly have a lot of experience on this site.  For you to say you're having no problem putting a team together means nothing.  When long-time successful vets are having issues, then I'll tend to believe them more than a noob who talks a big game.
"What's everyone's problem?" was a rhetorical question, I did read all of the other posts.  And not to get in a ******* match, but I've been using this site since March 2003 whereas you've been using it since 2008 apparently (although, of course, you may be on a newer account).  Should we revisit the concept of who has more "experience on this site"?  Sure, I've been more baseball-focused the last few years (and I've never been the type of user to have more than one team of any sport at most times), but that doesn't mean I don't pay attention to the basketball sim and screw around with making teams every now and then.  Which brings me to my ultimate point:

One reason it gets so boring to make open league teams is because everyone uses these "cookie-cutter" teams.  You know what makes it easiest to make cookie-cutter teams?  Low salaries.  Think about it - if there were no cap, there would be pretty much only a few possible teams that you could have that would be competitive, right?  (i.e. having the all-time greats like Jordan filling out the roster) As you lower the cap (or raise salaries - same effect), you get more interesting and different combinations of players to try to piece something together within the restraints of the cap.   I don't mean to speak for everyone, but I can't see why anyone would be interested in playing a game where it's so easy to make a team (and thus everyone ends up making the same team that has no weaknesses).  I'd think that basketball fans would like to have to deal with having weaknesses like being a smallball team that doesn't rebound or block shots well, but shoots great from the outside and trying to match up with a team that's a slow-plodding half court team that dominates the boards.  With lower salaries, it's too easy to be good at everything.
so detlef I'm not a noob - in fact I make you look the noob - I am however persona non gratis round these parts so must persist in the charade of this particular user handle - I suppose you can guess who I am and I agree with ash

since you've been here since 2003 I'll make my argument simple: before and after - there was a decision made to gauge the 42m cap to real life teams - before that there was a robust player population and growing popularity, after that, this.

as for cookie cutter teams, that's what theme leagues are for - since you've been around since 2003 you know that there is always a cookie, always and there will be in this release as well - the point is if you had lowered all salaries instead of raising them there would still be a new cookie - any reset would create a transition phase before a new cookie coalesced - if that's all you want it doesnt matter which way the salaries fluctuate

the way to get what you really want (and I agree it is desirable) is not to arbitrarily raise or lower salaries but rather to properly calibrate valuation for those stats the engine favors

The decision to make the $42M cap "real" teams was the death knell of this sim.

No one comes to a What-If Website to recreate the 1979 Denver Nuggets.
10/4/2010 5:29 PM
Posted by ncih on 10/4/2010 5:29:00 PM (view original):
Posted by felonius on 10/3/2010 1:16:00 PM (view original):
Posted by detlef on 10/3/2010 12:17:00 PM (view original):
Posted by ashamael on 10/2/2010 4:40:00 PM (view original):
"What's everyone's problem?"

I already stated my problem.  Read before asking dumb questions.

"I don't have a problem putting together a team that seems interesting and realistic to me.  If you're expecting to have enough salary to sign five all-time greats, join a theme league."

I don't want to have to join a theme league (read:  slow filling if ever) to mess with the "What If?" concept.  I think we did right in raising salaries, but the final increase was too much.  Raise efg%.  Raise on rebounds.  Maybe make the small raise on higher usage players (though I think is what's causing most people's problems right now with getting enough offense).

And no offense, but you don't exactly have a lot of experience on this site.  For you to say you're having no problem putting a team together means nothing.  When long-time successful vets are having issues, then I'll tend to believe them more than a noob who talks a big game.
"What's everyone's problem?" was a rhetorical question, I did read all of the other posts.  And not to get in a ******* match, but I've been using this site since March 2003 whereas you've been using it since 2008 apparently (although, of course, you may be on a newer account).  Should we revisit the concept of who has more "experience on this site"?  Sure, I've been more baseball-focused the last few years (and I've never been the type of user to have more than one team of any sport at most times), but that doesn't mean I don't pay attention to the basketball sim and screw around with making teams every now and then.  Which brings me to my ultimate point:

One reason it gets so boring to make open league teams is because everyone uses these "cookie-cutter" teams.  You know what makes it easiest to make cookie-cutter teams?  Low salaries.  Think about it - if there were no cap, there would be pretty much only a few possible teams that you could have that would be competitive, right?  (i.e. having the all-time greats like Jordan filling out the roster) As you lower the cap (or raise salaries - same effect), you get more interesting and different combinations of players to try to piece something together within the restraints of the cap.   I don't mean to speak for everyone, but I can't see why anyone would be interested in playing a game where it's so easy to make a team (and thus everyone ends up making the same team that has no weaknesses).  I'd think that basketball fans would like to have to deal with having weaknesses like being a smallball team that doesn't rebound or block shots well, but shoots great from the outside and trying to match up with a team that's a slow-plodding half court team that dominates the boards.  With lower salaries, it's too easy to be good at everything.
so detlef I'm not a noob - in fact I make you look the noob - I am however persona non gratis round these parts so must persist in the charade of this particular user handle - I suppose you can guess who I am and I agree with ash

since you've been here since 2003 I'll make my argument simple: before and after - there was a decision made to gauge the 42m cap to real life teams - before that there was a robust player population and growing popularity, after that, this.

as for cookie cutter teams, that's what theme leagues are for - since you've been around since 2003 you know that there is always a cookie, always and there will be in this release as well - the point is if you had lowered all salaries instead of raising them there would still be a new cookie - any reset would create a transition phase before a new cookie coalesced - if that's all you want it doesnt matter which way the salaries fluctuate

the way to get what you really want (and I agree it is desirable) is not to arbitrarily raise or lower salaries but rather to properly calibrate valuation for those stats the engine favors

The decision to make the $42M cap "real" teams was the death knell of this sim.

No one comes to a What-If Website to recreate the 1979 Denver Nuggets.
amen
10/4/2010 6:59 PM
I just want to reiterate that the salaries were indeed adjusted to balance offense and defense.  All we need to do now is adjust either all salaries or the cap.  There is a good chance that the SIM will be a big improvement over the last version.  Let's not make this out to be worse than it is.
10/4/2010 9:44 PM
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