Quote: Originally posted by felonius on 4/17/2010just a thought - isnt it problematic that the sim models on contemporary play but purports to be about "what if" players from various eras played together or against each other? it works out Ok for paint players but I'd like to be able to play perimeter players from days gone by like Clyde Frazier or Jerry West and have an 'even' playing field vs contemporary players
I think the older perimeter players are a little more playable than people think - I was just in an open league where the league champ had the most expensive Nate Archibald. If Tiny can be that effective I'm pretty sure West can too - less sure about Frazier, since you have to pay for rebounding and assists that he simply won't produce at the levels you pay for. But anyway, the one big strike against the old guys is that there was no three point line. So they have the made-up three point totals, which is helpful, but already a blatant departure from fact - it's not like they can just make up a Jerry West season with 180 3PM, they just have to kinda keep everyone the same with no real concept of who the three point shooters would have been.
So since they can't make threes, they can never match the modern guys in efficiency per dollar. If they do what I think they should - take fg% out of the equation for salary purposes, to be replaced by efg% - you would see older players become more affordable by comparison, and more usable in the SIM.
The other thing they need to do, they started already but didn't take far enough. They added the fg+ values, which as far as I can guess are accounted for - very slightly - by the SIM, but not enough to matter much. The next step is to base salary values on efg+ instead of just efg, and make players perform based on the era-adjusted values instead of the raw values.
The thing is, something like this will take a lot of tinkering. There's a good chance that the initial re-programming will throw things way out of whack, and we'll see a bunch of 54%-shooting Dolph Schayes chucking their way to championships (sounds like the good old days!). Ideally you get where the baseball sim is, where players across all eras can be incorporated with success (not that I ever had much). Right now, the only real issue is that the SIM hasn't quite evolved to the point where salary matches value - to be fair it's better than it used to be, but that evolution process that should have kept continuing slammed to a halt a year or two ago. So with plenty of time to tinker with a static engine, the owners have simply gotten smarter than the SIM and found ways to exploit the areas where salary and value clearly don't line up. That by itself is not really a huge issue - some people will always be better at the game - but the lack of change (matched with the absolutely, positively, 100% retarded fact that anyone can simply copy a great team off of the leaderboard) mean that too much of the same thing is winning now. I dunno how many other people play GD like me, but the exact same thing has happened with that game - development of the game stopped, people have figured out what works, and the game is dominated by a relatively small group of people. Nothing really wrong with it - except it discourages new owners from really getting into the game (unless they're copycats) and so the base of playing owners isn't really growing. And that is definitely a bad thing, for everyone.