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TuscanSota

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  1. Approved @MagneticField! Go ahead and request Saint Louis in the interface for CBB. We're still in the offseason for college basketball, but we're hoping to have OOC Scheduling start up soon
  2. Hey everyone, I took the time to record an introductory video for the community - basically what SimFBA's about, along with some of the changes occurring since this offseason. I've also added a pre-season analysis on the FBS conferences at the end of the video that I think y'all will enjoy. ~TuscanSota
  3. Welcome @LordLittlebutt! Thank you for applying for the CFB Notre Dame job. I'm going to go ahead and approve you for the role. Please make sure to sign up on the Interface Web Application, since we use that for the user experience and for managing your teams. Once you've done that, go ahead and request for Notre Dame CFB , and I will approve you for your team there. Once approved, you will have access to the full roster and the team's recruiting for both teams. At the moment we're currently in the off-season for CFB and will get things started sometime in late March at the earliest. Until then, I recommend the following: Get familiar with Notre Dame's Roster on the interface Read the New Member Instructions document here Read the latest Dev Diaries to learn of upcoming new features for the next season including Gameplans, the upcoming draft, and (soon) the transfer portal Say hi to everyone on discord! We stream game results there every weekend and often discuss a lot of the simulations there along with the forums. Welcome to SimFBA!
  4. I do want to preface too - the announcers are introductory at the moment. The play by play text generation and the announcer introductions are completely separate at the moment. I haven’t gotten that far into development for the play by play result texts to have the same emphasis or personalities of the announcer broadcasting
  5. Hi everyone, Hope y'all are well. We're nearing the end of development in the offseason and I want to make two more *surprise* announcements. I think y'all will like both of these. The first one has to do with play by plays. Currently as they stand, thanks to the new format, we are able to provide y'all with play by plays on the interface and through exports. The format of these is standard and should be used as reference when scouting games. Part of the reason for storing play by plays on the interface is not only to give y'all ease of access, but to allow some creative flexibility with how we stream our games. Previous seasons, we relied on a process involving moving CSVs to a file format and reading the play by plays directly from there. For the discord streams, we've been busy for the past couple of weeks putting together a more creative edge with how we broadcast games. The intent and design of this feature was to bring the radio-broadcast experience for games right into our play-by-plays, and I think we've achieved it. Basically, the play by play text ONLY for the discord streams are even more dynamically generated than what we're providing through the interface and exports. This experience is only for the Discord channels, and is meant to capture the experience and expression of plays as best as we can. Here's an example of what users will see on the interface: Now, here is the same play but in the discord: As seen, the text generated provides a bit more flair on than what happened on paper. And the kicker is -- the result text is broken up into more phrases randomly selected and combined together for the result text. Meaning, if this game was ran again, the text to describe the start of the snap, the throw, and the interception itself will change. This level of dynamic phrases applies to just about every play that occurs within the sim, that is streamed. This will make every stream unique, with hundreds of combinations of text output that can occur. With that said, streaming is now available on the interface. Secondly, here is the second announcement: Announcers Before the start of every streamed game, an announcer will welcome you viewers and provide you with information on each matchup. Each announcer is unique and provides some flair to welcoming you to the stream broadcast. The hope is that this provides a more personalized experience, and in the meanwhile, adds some lore to our simulation. There is currently a shortlist of broadcasters, some unique only for CFB matchups and some only for NFL matchups. As for which announcer is selected, it will depend on the league. Some announcers cover only SimCFB, while some only cover SimNFL games. Some cover both. An announcer is randomly selected before any game. Without further ado, here are the current list of announcers: FAQ That's an extensive list of announcers! What if I want to only have a specific announcer cover my games? Great question. If you're a tier 1 subscriber on our discord channel, you can have an announcer specifically cover either your SimCFB team's home games or your SimNFL team's home games. How do we sign up? Look for a thread shortly. Can I have a custom announcer? Sure. If you're a tier 2 subscriber, you can create your announcer who will cover your games. There will be a thread shortly on how to do that. What's next? Honestly, not a whole lot. This took a lot of work to put together, but I'm excited with what we've been able to cover thus far. There will be bug fixes to work out the play by play and to ensure a better-quality experience with the interface. For now, I'll be adding more discord commands so that we can have more lookup info during games. Anyways, I hope y'all are doing well and are excited for this new feature. Before heading out, I want to give a shoutout to @Rocketcan who's been a tremendous help with putting together the play-by-play logic on the engine side, which has allows this to happen. We've both been busy with the changes for this offseason, but I do want to recognize and appreciate the work that he's done to make this possible. ~Tuscan
  6. It should be there in the play name column
  7. Hey everyone, Hope y'all are doing well. Today's dev diary covers the following changes to SimFBA: Adjusted Schedule Page game rows to hold two matchups per row Adjusted box score data handling in game modal, specifically for desktop Added Play by Play results to the interface This dev diary primarily will cover two things: Play by plays moving forward and the schedule section. In previous seasons for SimFBA, we hosted play by plays and box score results here on the forums for users to view and see. We've done our best to ensure that users would be able to view all data generated from the engine so they can see the most results, all down to the smallest detail that we can. This offseason, along with many other changes, we've made an effort to store play by play results in the interface. Moving forward, users will be able to use the schedule page to view individual box score results, view play by play information from their game, and even export the play by play data. On how we did it: In order to make this a reality, the interface had to the tables necessary for holding the play by play data in a manner that would be able to handle thousands of games moving forward, and still remain lightweight. The play by play record is perhaps our lightest record in the table to date. We are hoping to make some adjustments to the other tables moving forward in order to keep the database lightweight for the foreseeable future. So, what does this mean to you? Well, we're providing a long-term solution to ensuring that all of the data needed is directly from the interface, and can be exported at your fingertips. Once games are revealed, click on the info button on the game record you want to view and the game modal will appear. All stats info from the forum threads should be viewable here. To view the play-by-play, click on the play by play nav option in the modal. The play by play table now provides users with the same data as before, including new information such as: the play ran, the offensive formation used, defensive formation used, point of attack, defensive tendency, number of players blitzing, linebacker coverage, db coverage, and safety coverage. The results section is now generated dynamically based on the new format of the play by play data. To export, simply click on blue Export button and the play by play results will be generated. There's something off regarding the Spring Week 1 game results. What happened? We're taking care of a couple of bugs which have been fixed since this morning's games were ran. Information like points scored per quarter will be viewable starting next week. Punts also aren't appearing in the play by plays, or being used. We became aware of it, and fixed that too. A number of bugs both engine-side and interface side were fixed this week and should be shown in next week's set of games. Can we view the box score and play by play in mobile view? Yes. Since play by plays are now stored in the DB, how will games be streamed moving forward? That will be announced at a later date. I'm still working on that feature but I hope to have it ready sometime within the coming weeks before the season officially starts. ~TuscanSota
  8. Hi everyone, Hope y'all are doing well. Today I'm going to be covering the following things: How to use the transfer portal UI Before we begin, I would like to encourage everyone to read the following dev diaries so that they are caught up on the concepts on the design of the transfer portal: With that said, let's begin. Landing Page When the college season is over, the landing page will now show a button to view the transfer portal, over the recruiting page At a glance, this is what the transfer portal page will look like: The page itself is covered in 3 sections: The first is the bookmark section, which will show basic information on your team, their reputation, and how many points you can spend. It will also show you the number of active promises. The next section is the overview section. This section will show every available player within the transfer portal. There is no specific order, though the user is able to filter by position, overall, potential, stars, and their previous school. Sorting will be added soon. To add a player to your team's board, click the plus button. Once you've added players to your board, click on the "Team Board" button to view your current board. Here, you can view each player on your board, the leading teams on the player and allocate points. For the transfer portal, users can allocate between 0 to 10 points on a player. Furthermore, points allocated are considered consistent. After you save & after every sync, the current week points remain the same, pending any adjustments made. The range is smaller in the transfer portal in order to bring out more emphasis on the Promises feature. Teams can commit a promise to a player, which will then act as a multiplier towards the points allocated. To create a promise, click on the blue info button to pull up the user's card, and make a promise. This is the exact same modal that is used to committing promises in the previous transfer phase. Once a promise is made, the multiplier should then activate. Depending on how level of a promise was committed, the multiplier can go anywhere between 1 and 1.75. Leading Teams Leading teams behaves the same way as it does in recruiting. The leading team & any team within 66% of the points committed will be considered the teams in contention. FAQ Section: What is the formula for points applied during the Transfer Portal Sync? As described within Part 1: Points within the week = Points Submitted * (Promise Multiplier) * (Portal Reputation/100) What is going on with the quality of players? The transfer portal gives players that didn't have their expectations met the previous season a new opportunity to showcase their talents and succeed within the league. Due to how regression worked this past season and how transfer intention worked, the list is likely small and with talent that may not meet some users' expectations. I will likely adjust things based on how the transfer portal goes this offseason, but I do want to note: Any adjustments made to the transfer intention algorithm that will increase the number of players in the portal will be a double-edged sword. Users that want to build from the transfer portal should also expect players from their own roster to enter. How many players can I add from the transfer portal? As many until you reach the maximum size of your roster: 13. How can I cancel a promise? Remove a player from your board. What if I want to cancel a promise but still recruit a player? That player will no longer be interested because you took back a promise that you committed to the player. So, either don't put points on the player and have someone else pick them up, or remove them from your board. What happens if I promise everyone a national championship? Well, either you win the national championship next season, or your portal reputation will plummet to zero. Can I recruit a player that left my roster? No, they're looking for greener pastures. Will any of this apply to CFB? Based on how this transfer portal phase goes, I will make adjustments for CFB. Everything from the format and layout of the page should be the same. If we like how the sync goes, we will probably keep it. If not, I will probably have to rewrite it... Where can I go to provide feedback for the SimBBA offseason? Here: When does the portal open? Now. What's next? Finishing the remaining work for the SimFBA offseason, and then hopefully the final changes to the SimBBA engine and gameplanning. Recruits will be generated when I have time, please don't ask when that is. Thanks, ~TuscanSota
  9. Welcome @TheRealJT! I'm approving your application for Loyola Chicago basketball. I recommend navigating to our interface web application to request Loyola-Chicago basketball. We just started the off-season for SimCBB, but the transfer portal will be open very soon, allowing you and others to build up your programs even further! SimFBA (simfba-interface.azurewebsites.net) Along with registering, I also recommend reading the following items: How to gameplan for College Basketball: https://www.simfba.com/topic/4886-94-simcbb-gameplan-update/ Recruiting Part 1: https://www.simfba.com/topic/3794-72-simbba-interface-recruiting/ Recruiting Part 2: https://www.simfba.com/topic/3872-74-simbba-interface-recruiting-part-2 How players progress in SimCBB: https://www.simfba.com/topic/4271-89-simbba-player-progressions-archetypes-position-update-and-specializations/ You're also more than welcome to join our discord server where we stream sports games and have discussions on the sim https://discord.gg/q46vwZ83RH Welcome to SimFBA!
  10. Hey everyone, I'm back from vacation and wanted to provide an update on the transfer portal, specifically for college basketball. I'm working hard on completing the Transfer Portal page and getting it 100% ready. With this being said, I am likely going to be delaying the availability of the page for another week. The vacation helped, but I had a lot less time than I initially expected to work on things. Heck, I was working on things last night after I got home. This delay is to prevent burnout and to give me enough time to get this page ready, along with the final changes that are going to be arriving in time for spring games. SimNBA Playoffs are going to continue as expected, as I just ran the first set of games just now. I really appreciate y'all's patience with this and with me during what has been a very busy offseason. I'm as excited as y'all are to participate in the transfer portal and look forward to it's full completion.
  11. Hi everyone, I will try and make this dev diary short. Here are today's topics: SimNBA Playoff Series and how they will work Extensions & Activating Options SimNBA Playoff Series With the finally playoff bubble games having been ran, I would like to announce that the SimNBA Playoff Series will handled through automation this season and moving forward. Meaning, I don't have to upload any games. The API will only need the active series and the succeeding series within the playoff format; and will handle generating the playoff games from there. Generating playoff games will be handled after stats are migrated to their respective season table formats. Each playoff game will update the series counter and will generate the next matchup based on the game count of the current series. When either team reaches 4 wins, the respective team will be moved up into the next series, and will have their next game once their next opponent finishes their series. In the event that both series complete before the end of the current week that playoffs take place, the next series will start on the Monday after. I will be tinkering with the logic to resolve any issues that appear from the current automated format; but if this succeeds, I will consider this a win towards automating the workflow of the Basketball API. Extensions and Options During the SimNBA Playoffs, teams that aren't participating will be able to trade & offer extensions to their players. Once a team has been knocked out of the playoffs and the next set of series begins, the knocked out teams will be able to make extensions and trades after. Once the SimNBA Finals are complete, every team will be able to participate and make extensions for at least two weeks; where after the NBA Progressions will be ran. The extensions algorithm that we use for Football is in place here, with the proper modifications with how we handle finances for the NBA. Teams that have a player with either one year remaining on their contract OR an option for the next year will have the dollar sign symbol active for the player row: Inactive State: Active State: Players with one year remaining on their contract will see the following prompt to create an extension offer: Simply create an extension offer as usual, meet the minimum contract value to create your offer. For Options, this is what the prompt will look like: Players with options on their contract can have them activated by their team owner or GM. In the event that an option is activated, the player will earn the above value as projected on their option. If no monetary value is shown, it will be the current year of what they're making, plus 5%. In the event that an option isn't exercised, the player will enter free agency. That's all I have for now. Thanks, Tuscan
  12. Hey guys, I'm going to be out of town through next Wednesday and next Sunday on vacation. Because of the new functionality surrounding the SimNBA playoffs and the transfer portal, the following will be delayed by a week: SimNBA playoffs College Progressions Transfer Portal Opening The following will not be impacted: Accessing the interface Preparing for SimCFB spring games Preparing for SimCBB transfer portal. Heck, y'all are given another week to submit promises The delay has been reflected in the logistics schedule. Once I return, the playoffs and transfer portal will be in full swing. ~Toucan
  13. Hi everyone, This Dev Diary is going to cover the following topics: The new offseason format for College Basketball & SimNBA The Promises UI Window The Offseason Pipeline In previous seasons, I had to manually run tasks during the off season as a means of getting things prepared for next season. As of today, I'm happy to announce that the off-season is now being ran on an automated schedule. This process is in part due to how the transfer portal is being built, but also to help mitigate some of the work so that I can focus on other things. So for those wondering, "When is the transfer portal?" or "When is progressions being ran?", it's going to be on a schedule. Following the national championship game results being revealed, the interface will consider the college basketball season to be over. On the next immediate Wednesday in the timeslot where recruiting would take place will be the first phase of the transfer portal: The Intention Phase. Once the intention phase is ran, coaches will be aware of which players intend to enter the transfer portal and who will be declaring early this will begin phase 2 of the transfer portal. From that Wednesday to the Wednesday after, coaches will be able to submit and offer promises to their players entering the transfer portal with the intention of retaining them on their roster. The Wednesday after for phase 2, all college players will be progressed. Once players have progressed and the next draft class is created, the interface will scan through all made promises and conduct a check on whether the player accepts the promise or leaves for the portal. Once these phases are done, the transfer portal will begin. Phase 3 will consist of approximately 8 Weeks of Transfer Portal recruitment, where coaches will be able to recruit players in the portal to sign onto their team. Coaches will be able to put points onto Transfer Portal Players, and make promises to those players to entice them into joining their team. To better explain things, here is an infographic on the automatic schedule. Everything on this list is automated other than uploading the schedule and running the draft: Promises Window UI On Wednesday, users will be able to see which players intend on entering the portal and which players will be declaring early. This will be viewable from the CBB landing page via the news logs section, and in the News Page. When a player intends to transfer, go to the Roster page for your team. Players intending to transfer will have a Red Shield on their row. Players with a Green Shield are staying. To make a promise, click on the red shield. The Promises UI will show the user the player they are viewing, along with their stats from the current season. On the right-hand side, users will be able to select which type of promise they can make, along with the benchmark in terms of dynamic promises like wins and minutes. To submit a promise, select a promise type from the dropdown. Each type has a specific weight that is assigned to it. Once a type is selected and a benchmark is made (given the type selected), click the submit button. The UI will tell you when the promise was created. When is this available? Technically now, though users will be able to see which players intend to leave this Wednesday. Can I cancel promises? Cancelling Promises will soon be available on Wednesday. Can I make a promise to a player that's declaring early? Unfortunately not this season. This is due to the fact that recruiting class sizes depended on which players were leaving early. More info will be provided sometime within the next two weeks on the Transfer Portal Page. With that said, I hope y'all are ready for the offseason. ~Tuscan
  14. I should specify - but basically when the transfer portal is open for everyone to recruit, the players within the portal will be sophomores, juniors, and seniors. The transfer intention algorithm will be ran for the following players: - Freshmen - Redshirt Freshmen - Sophomores - Redshirt Sophomores - Juniors - Redshirt Juniors Players that will not be in the transfer intention algorithm: - Players currently redshirting - Players intending to declare early - Players graduating
  15. Hi everyone, Today's dev diary goes over what will likely be our final new feature this offseason: The Transfer Portal. This Dev Diary is mainly going to be text, as development on the Transfer Portal is still in progress. The goal is to provide awareness on what the Transfer Portal is, how it will work, and what to expect. This document is mainly text. The Transfer Portal for both SimCFB and SimCBB is a management tool for collegiate teams to reload their roster by bringing in players transferring from a different university. It is designed to be high-risk with coaches retaining and bringing in players through commitments of promise. The transfer portal won’t replace the Recruiting system for SimCFB and SimCBB, but is instead complementary. Transfer Portal process begins before progressions and will initiate after progressions are run. Players will range from sophomores, juniors, and senior players that will be looking for a school that meets a specific need of theirs. Why Would a Player Leave Their Program? There were a lot of questions that were brainstormed when putting together this feature. The first one being: Why would a player leave their program and transfer? To put it plainly, there are a couple; and we needed to put together a design that allows this question to be represented in gameplay and with managing your team. For the initial season of the transfer portal, here were the reasons we came up with: Playing Time via snaps on the field & minutes on the court Coach is using a scheme that is a bad fit for the player. The player is homesick. The player wants to attend a school that they would be a legacy-player in (Previous family member attended, parents attended, etc.) The player wants to follow their coach to a new program (in the event that a coach is out-going) The player wants to find success in their career (See the post-season, winning record, etc.) The player did not want to be redshirted. Represented as Data With the above bullet points, we had to come up with a way to represent these reasons as data. Thankfully, we have five data fields associated to players that we've been considering in future releases; but one we will likely use for now: The Recruiting Bias field. The Recruiting Bias field will be seen as a long-term bias value that the player will associate with when considering whether to transfer or not. Where Affinities we're short-term for high school recruiting, the recruiting bias field will have a small impact in the player's decision to intentionally declare. If the player's bias is already met, the impact will be applied towards the player's reason to stay. If the bias isn't met, the impact will be applied towards the player's declaration of intention. Below are the fields that will now be represented in Recruiting Bias: Average Legacy Open-Minded (Player is more susceptible to promises) Prefers to be Close to Home Prefers to play for a national championship contender (Wants to play for a team that will likely make the playoffs next season) Prefers to play for a recent national championship winner (Bonus towards last season's national champion) Prefers to play for a specific coach (Bonus to the coach that recruited the player, if the coach left for a different program) Prefers to play for a team where he can start immediately (Will check the depth chart/roster by position and look for a top-2 spot) Prefers to play for a team with a rich history (Will consider the overall W/L record of a school) Prefers to play in a different state (Will look for a school not at their previous school's location and perhaps even hometown) Does not want to be redshirted (Will use to indicate that a player does not want to be redshirted and wants to instead play on the field/court) Any existing biases that are not on this list will be re-rolled, with the majority weight being towards 'Average'. Any players currently redshirting will have their bias set to "Average" in order to avoid getting the "Does not want to be redshirted" bias. First Stage - Transfer Intention The first stage of the transfer portal is the intention phase. When a player declares their intention, they are actually not in the portal. This is a stage that will allow head coaches to be aware of players potentially leaving their program and will allow them to act. Coaches will have the opportunity to retain players intending on leaving or allow them to leave. To retain a player, a coach can commit a promise to the player. More on that below. The base algorithm to indicate a player’s intention is designed to check snap count/minutes on the court, age of the player, the star rating of the player, and if the scheme used in the previous season was a good fit/bad fit for the player. Again, recruiting bias will only be used as a modifier towards the base algorithm and won’t be the main weight. Furthermore, the find success option will only be done if it is the player's recruiting bias. This is to ensure that teams that haven’t found success in the previous season don’t suddenly find half their roster wanting to leave. We did not want to incorporate affinities into the transfer portal system, and instead wanted to utilize a more dynamic approach based on the current roster and the team's performance. Everything from standings, the state of a team's roster by position, their gameplan is all on the table. Nothing is implemented quite yet, but we are open to feedback. Promises Promises are a new high risk feature coaches can make to entice players to either stay at their program or enter their program. A promise can be considered a goal to make for the individual player, something to achieve during and by the next season. Promises have a variety of categories and weights to which can make a “Low Priority” promise, “Medium Priority” promise, and “High Priority” promise. With each level of priority indicating how risky the promise is. Below are the categories being considered: Snap Count / Minutes Coach can input a default number of snap counts that will be based on the player’s current position. For athletes, we will need to go by their archetype. The lower the inputted number, the lower the priority of the promise. And the lower chance that a player will consider the promise. A promise can also be made not to redshirt a player. (Low) Success Can be measured by the postseason status of a team from the following options: Bowl Game (Low/Medium) that isn’t the toilet bowl Conference Championship (High) Playoffs (Honestly, high) National Championship (Very High) Win Count (Dynamic. Lower the number, the lower the promise. Higher the number, the higher the promise) Gameplan Promise to use a gameplan that is a good fit for the player (Medium) Promise to use a gameplan that is not a bad fit for the player (Low) Homesick Promise to play a game within the player’s home state (Medium). For CFB, we will be using the recruiting state map when accounting games played in Texas, California, and Florida Only one promise can be made per player, per team. Promises cannot be stacked and will be designed to make an impact towards why the player intends to leave, and what they want from their next program. It is also something to duly note that promises will act as multipliers during the duration of the transfer portal. More on that below. Second Stage - Intending Players Entering the Transfer Portal If a player intending to leave does not have a promise committed to them, they will enter the transfer portal. For a player with a promise, the promise (based on its priority) will have an impact based on how likely the player will enter the portal (Low, Medium, Priority). Think of the promise as a nudge in this stage to get the player to stay. A low priority promise on a player with a low intention of entering the TP will have a high chance of the player staying. It won’t be a 100% guarantee, but it makes the odds even smaller. A low priority promise on a player with a high likeliness of entering the TP may lower the odds slightly, but it is still likely the player will enter the transfer portal. Once this stage is complete, the transfer portal stage begins. Third Stage - The Actual Transfer Portal This stage will run for ten weeks and is designed to be similar to Free Agency, albeit a little different. Coaches will be able to sort the list by position, overall, potential, city, state, and college they were leaving. During this stage, Coaches will be placing offers/submissions on TP players with points and promises as a means of getting the player to commit to their school. Everything from cards, to teams scouting the player can be viewed on the initial page. Teams will have 100 points available to them, and can make as many submissions as they want. The point system will differ from recruiting in that points aren’t submitted weekly. When a player is added to a team’s board, they will appear in the Team Board Panel on the Transfer Portal page. Coaches can then go make an offer for the player which can consist of two things: A point submission between a range of 0 to 10 A promise, which will act as a multiplier for the point submission Promise Multipliers will be considered dynamic based on the player’s recruiting bias and the current state of the team submitting the promise. There will be a number of things to check in this stage considering snap count, the state of a team’s depth chart, a team’s success last season, and the location of a team. Basically, a promise multiplier will be higher if the promise made matches the player’s recruiting bias. Promises also made in this stage are considered a constant and cannot be updated further. Portal Reputation Portal Reputation is the final multiplier toward points submissions in this stage. Portal Reputation is a long-term modifier that is designed to reward/deter coaches based on the promises committed onto players through player retention and the transfer portal. If a coach has a high portal reputation, players will be more likely to consider the points submission of the coach and the promise. If a coach has a low portal reputation, points submissions on players will be less effective. The starting portal reputation for a coach is set to 100. The range for portal reputation values is between 1-120. Meaning that a coach that successfully promises can find benefits; and a coach that has promises fail will struggle. Portal Reputation will adjust at the end of the next season during the next season’s Transfer Portal Intention Sync. Any promise that succeeds or fails will adjust the reputation of the coach in the following manner: Success Low Priority: 5 points (If a coach’s reputation is at 100 or above, 1 points) Medium Priority: 10 Points (If a coach’s reputation is at 100 or above, 3 points) High Priority: 15 points (If a coach’s reputation is at 100 or above, 5 points) Failure Low Priority: -5 points Medium Priority: -10 Points High Priority: -20 points The Weekly Sync During the weekly syncs of the transfer portal, the point submission * promise multiplier * (Coach’s portal reputation / 100) will be applied to the team’s profile on the player. Below is the formula: Points within the week = Points Submitted * (Promise Multiplier) * (Portal Reputation/100) A point submission can be updated after its initial submission, but can only be raised. A point submission cannot be lowered. An offer can be canceled on the player as a means of getting points back. In the event a team wants to replace an offer on the player, they must meet the point requirement again. If a player has only one offer after at least two syncs, they will commit to their team. Once a player has more than one offer, the player will make a decision within a 3 to 5 week span starting with the week the offer is placed. If a player hasn't made a decision by the final week, they will decide by that week. The weekly sync will go through all competing battles and conduct a dice roll on the following criteria: Total Points Accumulated on all teams within 66% of points of the leading team. In the event that no player had any offers through their duration of the transfer portal, they will return to their original team. FAQ What if I change my gameplan before the intention algorithm is ran? We're keeping track of the most recent gameplan that was used by a team, so changing your gameplan will have no impact on the intention algorithm. Either way, I would consider changing your gameplan before this stage to be a double-edged sword. If you try to change your gameplan at the last minute to keep a specific player on your roster, you're going to upset other players that you might not have intended to want to leave. There's 80+ players on a CFB roster. Trying to keep one player despite a bad scheme fit will cause other players declaring their intention to transfer due the gameplan-flip at the last minute. If we weren't keeping track of gameplans used in games, I would advise coaches from doing this. What would stop someone from promising a player that they will win a national championship? The reworked recruiting bias means that a player will prefer different things other than a national championship, but that kind of promise will be very high risk. The reworked recruiting bias + portal reputation would make this kind of behavior very difficult. A coach could try and swipe all the talented players from the TP for a run, heck they would be SimDeion Sanders at this point. But the burden will then be on the coach to make the national championship and win. And if they don’t, it will destroy their reputation in the long term in the event they try to use the transfer portal again. Is there a maximum amount per cycle that a coach can rise/fall in reputation? A max cap on portal reputation impact? There's no cap. Commit promises at your own risk. What can a coach do if their portal reputation tanks due to unfulfilled promises? Make better, reasonable promises? Outside of promises, coaches with a reputation of less than 80 will see their reputation grow by at least 5 points each season. What happens if a coach gets a player to transfer to their school, and then chooses to redshirt the player? This is a good question. If a coach redshirts a player that transfers in, and if a promise is committed… as it currently stands the promise they made won’t be fulfilled and the player will enter the TP again the next season. And their reputation would sink based on the promise made. What happens if a player is injured for the rest of the season and they have a promise? I may need to write an algorithm for this edge-case but postponing a promise due to a season-ending injury is something I am considering. What happens if I’m targeting two QBs that are looking for starting snaps, and one chooses to transfer to my school before the other makes a decision. What happens to the multiplier for the second player? The end-stage for the transfer portal weekly sync would adjust the multiplier on all profiles based on the existing state of a team. Once a player transfers, they will be available to the team on their depth chart. Hence once the end-stage sync checks the roster and adjusts based on scheme, the multiplier will adjust with change from the transferred player in mind. What happens if I’m targeting two QBs and I’m in a battle for both? What happens in the final sync? This is a good question. I’m not quite sure yet, and I think I would want to leave it to the coach to make the decision on which player they would want more. Why can’t promises stack? Can I promise a player more than one thing? Not right now. I want to tie promises to the recruiting bias of the player and with the need that matches why they want to transfer. What happens to players that have the old biases that were not considered? We will reroll for the biases of these players to match of what we will be using for the transfer portal. Why do successful promises reward less points towards Portal Reputation than failed promises? I'd like to use a bridge analogy for this: building a bridge takes time. Days, weeks, months, even years depending how large the bridge. It takes a single day for a bridge to collapse. Bridges can be built again; but like the original bridge, it will take time. Treat Portal Reputation in the same manner. Why only ten weeks of transfer portal? Would it make sense to add more? The idea of the duration of the transfer portal is that it would take place in the off-season duration that we would want. So, after the SimCFB national championship and then the next SimNFL Draft. During this stage, we as admins along with the commissioners should be focusing on completing conference schedules and completing OOC. The transfer portal would give users something to do to build their rosters further during the time that we’re working on having next season ready. How will AI behave in the transfer portal? In previous recruiting dev diaries from this off-season I’ve added some behaviors to coaches that will have set behaviors for how often they will promise, if they will over-promise or under promise. I will need to write the code for this, but I have the AI recruiting stage to use as a starting template. Will there be any differences between the transfer portal in SimCFB and SimCBB? I think I want both to be similar this time. The only thing I would adjust for basketball is that I am not keeping account the formation or schemes used by the team. I think I need a bit more time to figure that out, and with the end of the season arriving soon I want to provide the most tangibles that I can. What kind of players should I expect to enter the transfer portal? For the initial season, I would not expect top-caliber players entering the portal, especially in SimCBB. Right now, for basketball the most likely players entering are those that did not make their minutes expectation. And even if a top player does declare their intention, a coach still has a chance to retain the player. When should we expect the transfer portal to begin for CFB and CBB? For College Basketball, at the end of this season. For CFB, at the end of next season. I'm developing the transfer portal for both CBB and CFB simultaneously, so the feature in both sports will be neck-and-neck similar. Why did my star player declare their intention to transfer? Is he stupid? Clearly he needs to be sent to the asylum. That's all I have now. Thank you for reading in! If you have any thoughts of feedback, please use this thread for feedback related to recruiting and the transfer portal: ~TuscanSota
  16. You can use this link: https://discord.gg/xtPewnQV
  17. Welcome @Parm! I’m approving you for the Cavaliers. Go ahead and register on the interface web app and request for ownership of the Cleveland Cavaliers. We’re nearing the end of the regular season but there’s still time to make it into the playoffs and prepare for next season. for the Chargers, they’ve recently been acquired but I recommend reaching out to @Dean on opportunities within the organization. finally, I recommend joining our discord server if you haven’t yet. Many people within the community are active there and we also stream games within the sim there as well
  18. @Trentwill need to request for the role on the interface before I can approve. Can you reach out to him and let him know?
  19. Hi everyone, With today's dev diary I would like to fully announce and reveal the brand new SimFBA Gameplan Page! This gameplan page has been overhauled and re-designed to accommodate for the new features that players can now fully utilize to strategize and make the most of their team! The page is now designed with providing you with the most information as possible when setting up your gameplan using information from previous dev diaries, along with your currently set depth chart. Overview When users navigate to the Gameplan page for both SimCFB and SimNFL, they will notice that the gameplan page has been re-organized into four separate sections: Offensive Formations Offensive Distributions Defense Special Teams This dev diary will cover the functionality of the page and assist users with how to use the page. Offensive Formations The first tab we will cover is the Offensive Formations page. This section of the gameplan page covers the chosen scheme of the user and the formations available under that scheme. Users will be able to select one of 12 formations from the dropdown, which will dynamically change the information available regarding said scheme. Users will be able to see which type of players fit their scheme, are a bad fit, along with the min-max range for each play type under said scheme. The info buttons near the Offensive Scheme and Offensive Formation labels are provided to assist users in how to gameplan within each formation. Formations At a glance, users can use between 2-5 formations for their upcoming matchup. Each formation has a card providing the name of said formation, which players will be on the field for said formation, and inputs for the weight and play types available. Players can now utilize formations to run specific types of plays more heavily than others when in certain formations. Offensive Distributions This tab covers how the ball will be distributed in both the passing game and run game. This is the section where players have full control on target distribution, which players should be prioritized in types of passes and weights on traditional runs, options, and RPO. The first two sections, Target Distribution and Running Distribution, use a weighted system based on the input from the player. To put plainly - rather than have a system that is based from 0-100, users decide the inputs themselves and will be totaled together to sum the weights. Users will also be able to see which players will be available based on how they set their depth chart. For Target Distributions, we're showing the WR depth chart positions 1-5, followed by TE, RB, then FB. For Running Distribution, we're showing the starting QB, All RB positions, the FB Positions, and a WR input that allows the user to designate a WR runner based on their position in the depth chart. In the below example, RB Max Corbin has a running distribution of 10, with Drew Walden having a distribution of 5. This means that out of the total 18 points placed in running distribution, it is expected that Max Corbin will run with the ball 55% of the time and Drew Walden will run the ball 27% of the time. The remaining four sections, Run Type, Option, Pass Type, and RPO distributions, do not use the player group weights and are still under the 100 point distribution. Defense This tab covers all of the defensive capabilities available to the player to strategize and compete again their upcoming opponent. Players now have 6 different formations to choose from, with the information provided being fairly similar to the Offensive Formations view. The key difference is when planning by scheme. When players have an upcoming opponent, they will be able to see their chosen scheme, and the five formations they have at their disposal. They cannot view which formations actually have weights on them. To prepare for each opposing formation, players can choose a formation from the dropdown to indicate which formation they would like to use. Players will be able to see which player positions will be on the field, along with which players will be on the line of scrimmage and the backfield. Top Row: Defensive Line Middle Row: Linebackers/Box Bottom Row: Defensive Backs and Backfield Players will also be able to set weights as far as whether their defensive formation should focus more on the run vs the pass, and how often the formation should blitz. There are additional settings at the bottom of the page which control coverage for LBs, DBs, and which DBs can blitz. There are two ranges that will control how the defense will react on both option plays and RPOs through the "Pitch Focus" and "Dive Focus" input ranges. Special Teams The final section allows users controls over the maximum field goal distance and how often the player should go for it on 4th down situations: Quick FAQ Why can't I see my opponent's offensive formation? Games haven't been uploaded to the interface. Until games have been uploaded, I advise not checking out the defensive configurations until then. On that note too, please do not use the save button. This is a lot of new information. What if I'm not sure how to set my scheme entirely quite yet? Great question! The Offensive Formations and Defense tab views have a default feature available in all schemes! Selecting this feature will setup a pre-designed gameplan for you and your team that will serve as a baseline on how your team will perform. Default Offensive formations will only use the first 3 formations and will also have distributions already allocated. Players will still be able to determine pass type by receiver but won't have any control over the distribution weights. To turn off the default feature, just simply click it again. How do I know which scheme I can use the Option and RPO play types? The Scheme Info box is setup to show the minimum and maximum ranges that the scheme allows for option type plays and RPO type plays. When can we see this page? Right now, from the interface. Will this be available for NFL? It already is. Why are you releasing this now? To allow teams to utilize this page as a means of preparing for the upcoming SimNFL Draft. When will we be able to save our gameplans? Once out of conference scheduling is complete and I can upload Spring Games What can we expect next? Draft Day information, and upcoming information regarding the transfer portal. And some basketball info. Thank you again for reading! Hope y'all have a great day! ~Tuscan
  20. Hey all, This is a short dev diary, but I would like to announce another new feature for recruiting this season. We're introducing the following affinities: Media Spotlight: This affinity reflects the desire of players to gain exposure through media coverage, emphasizing their interest in being in the limelight and having their talents recognized nationally. It captures the essence of brand awareness and the appeal of playing in nationally televised games. Teams can earn this affinity by doing the following Posting at least 8 media content articles in the forums Reference each article in the appropriate Media Affinity request thread that will be provided at the start of each season Rising Stars: This affinity for reflects a program with a strong recent recruiting track record, indicating a team on the cusp of greatness. It suggests that the team is gathering talented individuals who are expected to shine in the near future, aligning with the idea of building towards significant achievements. Teams can earn this affinity by doing the following Garnering a Top 10 Recruiting Class that corresponds with the ranking shown on the Recruiting Overview Page on the Interface. The affinity will be awarded to teams at the end of each season. The following affinities will be added to recruits this season, but in smaller number due to the currently existing affinities across all recruits. In future seasons, these affinities will be distributed normally alongside all other ones. The following teams have earned the Rising Stars affinity due to their recruiting class ranks from last season: Tennessee Western Michigan Houston Tulsa UNLV Wisconsin Minnesota Purdue Florida ECU Please look out for the Media Spotlight request thread later today. ~Tuscan
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