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TuscanSota

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  1. Welcome @Dhawk18, you're approved for USC! Welcome to the Pac 12 - the Conference of Champions! We're currently in the midst of pre-season games but after this weekend, the regular season will be starting with week 0. Now that you're approved, I highly recommend getting started up on the interface and requesting USC for both CFB and Basketball. Here is a link to our interface application: https://simfba-interface.azurewebsites.net/#/ I am also adding you to the Pac 12 Discord Server. Feel free to say hi to your conference-mates there. @Kirby can update your avatar. Welcome to SimFBA!
  2. I don't have penalties planned for this season. If there's any future work on the engine, it will be to either implement injuries or fouling out players. That and maybe adding flavor to the play-by-play text. We need some dunks in this sim.
  3. Hey everyone, I appreciate everyone with their patience with many of the updates that are going on for basketball with the SimCFB and SimNFL seasons just around the corner. The past few weeks I've been working on a series of updates, and would like to formally announce the following updates: Gameplan pages for CBB and NBA are now available The 2023 SimNBA Draft lottery will be next week The Previous Gameplan Last season, the gameplan page only allowed customization in terms of the team's pace, team shot proportion, and minutes. Positions were considered positionless, as players could be given as many minutes up to their stamina, with nothing regarding their current position. The biggest constraint was that shot proportion was allocated across the entire team, and users could not control who was shooting 3s, which resulted in many confusing plays such as the lowest rated 3pt shooter attempting a game-winning shot for the final possession. The New Gameplan There's a lot to unpack; but before we begin, I want to give a shoutout to @Ezaco for putting together the SimBBA v2 engine, and for desigining the new gameplan features that we will be going over today. With that said, I advise everyone to read this dev diary thoroughly so that they can become familiar with the new gameplay features, and understand how to strategize their team. To start, here is the new gameplan page: Starting from the top, users now not only can control the pace of their team, but also the formations and the style of play their team will inhibit on the court. Offensive Formations: There are five offensive formations: Balanced, Motion, Pick and Roll, Post-Up, and Space-and-Post. Each formation has its own strengths and weaknesses. Formations also control the overall shot proportions allowed for your team. Balanced A balanced offense is the current, traditional offense and has no bonuses or maluses to any skills. Limitations: Inside: Min 20%, Max 60% Midrange: Min 20%, Max 60% 3 Point: Min 20%, Max 60% Motion A Motion offense focuses on ball and player movement, spacing, and passing for a good open shot. This means the ball is often being passed around quickly, which can lead to drops or steals. It also often results in a player in the outside range being open more often. Bonus: Inside Shooting, 3 Point Shooting Malus: Ballwork, Rebounding Inside: Min 10%, Max 20% Midrange: Min 10%, Max 20% 3 Point: Min 30%, Max 70% Pick-and-Roll A pick-and-roll offense focuses on setting screens for offensive players to open up a dribbling lane or cut off a defender for an open shot. It focuses on getting players closer to the basket for their shot, often by setting a pick around the free throw line or beyond. Bonus: Inside Shooting, Ballwork Malus: Midrange, Rebounding Inside: Min 20%, Max 60% Midrange: Min 20%, Max 60% 3 Point: Min 20%, Max 60% Post-Up A post-up offense focuses on the shots down in the near-basket area, backing up a defender for close layups, hooks, and turn shots. Players are concentrated in the basket area, leaving the longer range shots bare but placing players in better rebounding position. Bonus: Inside Shooting, Rebounding Malus: Midrange, 3 Point Shooting Inside: Min 40%, Max 80% Midrange: Min 5%, Max 15% 3 Point: Min 5%, Max 15% Space-and-Post The space-and-post offense focuses on the players on the outside wings of the court, leaving one offensive player in the near basket area, and providing spacing for the ballhandler to make their own shot. Bonus: Midrange, 3 Point Shooting Malus: Ballwork, Rebounding Inside: Min 10%, Max 20% Midrange: Min 30%, Max 70% 3 Point: Min 30%, Max 70% Defensive Formations There are five defensive formations: Man-to-Man, 1-3-1 Zone, 3-2 Zone, 2-3 Zone, Box-and-One Zone. Each formation focuses on a different portion of offense to be strong against, but can open itself against others. Man-to-Man Man-to-Man defense is the traditional, current defense. Every player has an assignment to guard on the other team and sticks with defending them. There are no bonuses or maluses to this defense. However, new in V2 a Man-to-Man offense can designate a player on the opposing team as a double-team focus. This double-teamed player will receive a malus to shots from any range, but all other non-double-teamed players will receive a bonus to shots from any range. A double-team designation is optional and not required. 1-3-1 Zone A 1-3-1 Zone defense prioritizes the middle portion of the shooting area. One player is designated on the outside zone, one player in the inside zone, while the other three players roam designation zones in the midrange area to defend those shots. Bonus: Turnovers, Opposing team Midrange malus Malus: Opposing team Inside and 3 Point Shooting bonus 3-2 Zone A 3-2 Zone defense prioritizes the 3 point arc shooting area. Two players roam designated zones inside of the arc, while the other three defenders roam their designated zones on and outside of the arc to prevent 3 point shots. Bonus: Opposing team 3 Point shooting malus Malus: Opposing team Inside Shooting and Rebounding bonus 2-3 Zone A 2-3 Zone defense, in contrast, prioritizes the inside shooting area. Only two players are designated to the three point area, while the other three are designated to closer to the basket. Bonus: Rebounding, opposing team Inside malus Malus: Opposing team 3 Point Shooting bonus Box-and-One Zone A box-and-one zone defense is a combination defense. Four players are designated to zones around the shooting area to defend, while the fifth defender is dedicated to a specific player on the opposing offense to guard. This focuses the defense on that player. In a box-and-one zone, the defense must designate a player on the opposing team as the focus player. Bonus: Focus player malus to all shots Malus: Non-focused player bonus to all shots Offensive Style New in V2 are offensive styles. Offensive styles dictate which positions take the court for your team, and can help you if your team is stronger or weaker in certain positions. Each style changes the total minutes required for each position in a regulation game. Traditional A traditional offense utilizes all 5 positions evenly. No position is prioritized over any other and is best for well-balanced teams. PG - SimCBB: 40 / SimNBA: 48 SG - SimCBB: 40 / SimNBA: 48 SF - SimCBB: 40 / SimNBA: 48 PF - SimCBB: 40 / SimNBA: 48 C - SimCBB: 40 / SimNBA: 48 Small Ball A small ball style removes the center position in favor of another shooting guard to prioritize shooting skills. PG - SimCBB: 40 / SimNBA: 48 SG - SimCBB: 80 / SimNBA: 96 SF - SimCBB: 40 / SimNBA: 48 PF - SimCBB: 40 / SimNBA: 48 Microball A microball style removes focuses on the smaller guard positions, often best for longer shooting and ball movement. PG - SimCBB: 80 / SimNBA: 96 SG - SimCBB: 80 / SimNBA: 96 SF - SimCBB: 40 / SimNBA: 48 Jumbo A jumbo style focuses on the big men of the roster, taking out the small point guard entirely. Best for inside offenses and rebounding. SG - SimCBB: 40 / SimNBA: 48 SF - SimCBB: 40 / SimNBA: 48 PF - SimCBB: 48 / SimNBA: 96 C - SimCBB: 40 / SimNBA: 48 The Player Table When going over the player table, you will see a row of data separate by the position's minutes, and the shot proportion. These are crucial and dependent on the offensive style and offensive formation set. As you fill in the shot proportion and minutes, these numbers will update. Based on personal experience, I advise filling in the shot proportion first before taking care of your minutes. With the new features on the engine, there are a wide variety of attributes and options available for individual players. Depending on how each team wants to strategize, not every user will value each attribute the same. To allow flexibility and preference on the gameplan page, users are able to toggle on/off certain columns on the gameplan page from view. With that said, the columns which will always be shown are the Overall Column, the shot proportion columns (Inside, Mid Range, and 3pt), total minutes, stamina, and playtime expectations. Shot Proportions Each individual player can now be allocated and told which shots to take. Inside Proportion represents shots made inside the paint; Mid Range proportion represents shots taken behind the 3pt line and outside the paint; and 3pt Proportion represents shots on and outside the 3pt line. The attributes associated with each shot have been named as such, and are represended in the following columns: Inside Shot, Mid-Range Shooting, and 3pt shooting. Any player can be allocated any number of proportion, so much as long as it's within the offensive formation's limits. If you want someone taking all the three point shots, now you can do that. If you want your team to experience pain and give your worst shooter all of the shot proportion, you can do that too. Position Minutes With the addition of Offensive Style, each style now requires a specific amount of minutes for each position. Not every team has the same number of point guards or centers; and with each player, they can play certain positions flexibly. Players will always be able to play their designated position; and depending on their designated position, they will also be able to play out of position in order to meet the required minutes for an offensive style. For the full list of which positions can be assigned or preferred, see the list below: PG - 1 (can play PG, SG) SG - 2 (can play PG, SG, or SF) SF - 3 (can play SG, SF, or PF PF - 4 (can play SF, PF, C) C - 5 (can play PF, C) To add minutes to a certain position for a player, first set the position that you want the player to play, and then allocate the minutes at that position. This can be done for up to 3 positions per player. See this player line as an example: Total minutes will always equal the number of minutes allocated to a player at all three positions. If you're running into issues as far as hidden minutes, please make sure to toggle on/off the Position 2 and Position 3 columns. As was in the previous engine, players cannot play more total minutes than what their stamina allows. Playtime Expectations This is a friendly reminder; with the new progression update, players now care about how many minutes they play. As long as players meet their required minutes, they are happy. If a player does not meet their required minutes, there is a chance they will regress (in College; in NBA, guaranteed), and will enter the transfer portal. AI Gameplans AI Gameplans have already been set, and minutes have been allocated. Any new users picking up a new team, I highly suggest to adjust the minutes and gameplan for your new team immediately. On a note with AI gameplans... a lot of the new teams are going to play very wonky. There aren't a lot of good players on the new teams, and so there will be some teams banking on certain players to perform well, and there will be... ugly games. With each passing season, this will likely change since a number of the players generated for these teams specifically are not good. Give it a few recruiting cycles, and the AI gameplans and shot proportions will look normal. What's next? The SimNBA Draft Lottery. The full list is of draftable players is now available, and there's some work ahead of me that needs to be done so that we can do the SimNBA Draft on the interface. For the full list, click here: https://docs.google.com/spreadsheets/d/1GXlejf3KYclOM6aySL6wcGOrqLi2rBsbGAFOlueRuyg/edit?usp=sharing You may also notice that the potential column is missing in the file. This is intentional, as the following information can be confirmed on the list: Potential is hidden, but will be discoverable The attribute grades are slightly fuzzied Because the attribute grades are slightly fuzzied, so is the overall Don't fret. This is related to the SimNBA Draft page work that's ahead. It's going to be a busy couple of weeks, but I'm hoping that with thorough development and testing that we can move forward with this. I'm also hoping to make the announcement on the secret project that I've been working on fairly soon, as it will be somewhat related to the SimNBA and to the large list of SimNBA draftees. That's all I have for now. Thanks, ~Tuscan
  4. Approved for Georgetown. Welcome back Darman!
  5. @brightfallsHas been approved for Army and now coaches them on the interface.
  6. Hey everyone, Hope y'all are well. This dev diary isn't about a release of a new feature, rather it is instead about the timetable of when we're hoping to release certain features and have leagues starting. The purpose of this post is to inform the community and you with an estimate of when something will be ready by. We know y'all are really excited about the upcoming seasons for SimCFB, SimNFL, SimCBB, and SimNBA, and we are right here with you. No one is more excited to get games underway again than us. We understand that excitement over a long period of time can sometimes lead to impatience. The changes that will be listed below on the timetable are happening so that running this season and future seasons is more user-friendly, automated, smoother, and efficient than before. We are focused on creating the infrastructure on the back-end so that running games and updating the database is automated and only takes seconds. This will lead to shorter breaks between seasons, which means more shorter off-seasons in the future. We really appreciate y'all's patience with the work that's gone this off-season and prior ones. Please understand that most of us are working on this project 7 days a week in order to get this across the finish line while trying to balance real-life work, family, and sleep. The features we're working are not easy, and usually require teamwork from people whose schedules don't line up. It's not easy to provide a release date, but please understand we are trying our best. Now, that doesn't mean you have to be in the dark on when something is ready. Saying again, the below information are estimates. This is when we're hoping to have certain work completed by. Here are the timetables for each league: SimCFB Spring Games: Scheduling ends this Friday, games should start latest by May 5th. Regular season: End of May/June 9th SimNFL UDFAs: By April 28th Schedule Page: By May 2nd PreSeason Games: By May 5th Waiver Wire: By May 5th Stats Page: May 29th SimCBB The following estimates are dependent on when work for CFB and NFL are complete and are subject to change. Recruiting Part 2: By May 29th OOC Scheduling: By May 29th Gameplan Page Fix: By July 22nd Regular Season: Dependent on When the NBA Draft Room is Complete and the NBA Draft is ran SimNBA The following estimates are dependent on when work for CFB and NFL are complete and are subject to change. Free Agency & Trading: By May 29th NBA Draft Room: By July 15th Gameplan Page: By July 22nd NBA Draft: Hoping by July 30th Regular Season: Dependent on when the NBA Draft is ran. Secret: Dependent on the NBA Draft work.
  7. Welcome back @brightfalls! Unfortuantely, Oregon currently has a coach at the moment, I highly recommend any other school, that's available in the meantime. Feel free to join up on our discord server, and we can help you with this process
  8. Hey everyone, Hope y'all had a great weekend. I would like to announce some of the changes that are being made for SimCBB for this upcoming season. Here is a short list of what will be discussed: Class Size Limits AI Behavior changes The new croot class Class Size Limits Last season we allowed the class size limit to be five, with a hard max on ensuring that each roster couldn't get larger than 15 players. This off-season a formula was designed to ensure that recruiting classes for this season and onward restricts teams of how many recruits they can bring in, based not only on the number of seniors but also on the number of likely early-declarees. On average, each team's class size will be at 3 with next season potentially seeing higher number class sizes. Along with this change, the progression algorithm has been adjusted for to allow five star players to be one-and-done, and declare for the SimNBA after a season (i.e., the odds of a player leaving have been increased pending on their overall). While this season's class will likely be small, the season immediately afterward and onwards should allow more dynamic recruiting class sizes. AI Behavioral changes We're now a league with over 363 teams; with this in mind, the AI Behavior for teams has changed to ensure that recruiting goes efficiently. The behavior states of each team has been adjusted for the next season, and we're using a few new labels to differentiate whom each team can recruit. As a note, regardless of these changes, your school, as a user, will not be affected. This is only for uncoached schools. These labels are now defunct: Average, Defensive, Offensive, Bottom-Feeder The new labels: Blue Blood (still exists). This label now consists of all traditional blue blood schools IRL, and every team that has won a national championship in the sim. 5% chance of adding a 5 star recruit to their board, 50% chance of adding a 4 star recruit. Cinderella: Consists of mid-majors and unlikely teams to make the SimCBB tournament, and to have either caused a major upset or had a deep run in the tournament. 25% chance of adding a 4 star to their board. P6: All schools that do no meet the above criteria but are part of the P6 Conference (P5 + Big East). 5% chance of adding a 4 star to their board. Mid-Major: All schools not within the P6, are not blue bloods, or do not have cinderella status. 35% chance of adding a 3 star to their board, 65% chance of adding a 2* or below to their board. The New Recruiting Class There are over 1070+ recruits in this seasons class, including more than fifteen 5* recruits. You can now add recruits to your board at this time. The number of weekly points will remain the same each week; however, I do want to provide a new feature that will add some depth to recruiting, along with it being a small benefit to teams that made post-season accomplishments such as conference championships and deep runs in the tournament (Elite 8 and up). For the list of all changes for all team profiles, please view this table below: Thanks, Tuscan
  9. Hi everyone, I have one more update before I focus on wrapping up SimCFB and SimNFL with Rocket. For the 2023 season and moving forward, we've expanded to allow every D-1 team in the SimCBB simulation. All of the remaining mid-major conferences are being added including the following: Ohio Valley Conference Missouri Valley Conference Summit League Patriot League Ivy League America East Big Sky Big West Western Athletic Conference ASUN Big South SoCon SWAC MEAC MAAC NEC The independents This is a lot of teams... won't it take some time to generate all the players? The players have been generated. We used the generation script from last season, with a few changes, to generate these players. All players generated through the script were nerfed in terms of potential, and attributes had a lower range of generated values. All players that have progressed through this method are ones that should be in college basketball, not in the SimNBA. How will this affect scheduling, specifically conference scheduling? This is a lot of teams. During the course of the previous season, we put together a script that allows us to generate a conference schedule and outputs it into the format recommended for college basketball games table. The only issue that will need to be tackled is out of conference scheduling, which is something each team will need to schedule at some point. If this script couldn't be put together, we wouldn't have been able to expand the league to every team. Will the large number of teams affect the workload with running games? Everything from the match records to stats should scale appropriately. It may take slightly more time to run games, but that will be because of the expected number of games to increase. Will every game be streamed? Great question. First, every match with a user team will be streamed. For the AI only matches, I want every P6 and G5 match to continue to be streamed. Conferences such as A10 and WCC should continue to have their games streamed. If there are specific AI matches that the community would like to see streamed, I will happily stream those games. I don't know if I will be able to stream every game, especially since NBA matches will need to be streamed as well. How will this affect recruiting? Recruiting, specifically AI recruiting, will be modified to take into account the expanded number of teams. AI teams by default won't target recruits that are already being scouted by up to five teams. As for which recruits these teams can target, some rules will be made more granular to ensure that these teams aren't targeting recruits that would be out of their expected range. Okay, so I shouldn't expect Saint Peters or FDU to be recruiting 5 star players, right? Correct. AI teams by default can't target 5 star players. The rules for AI will be reworked so that configurations for AI teams pending the team they represent and their conference in terms of which recruits they can look at, and how many points they can put on a recruit. Where can I see the new teams? On the available teams page, and through the dropdown on the CBB teams page. Can we schedule OOC right now? Not at this moment. Why is the University of Guam on the Available Teams list? I love the idea of having the University of Guam in the sim; however, they're not an active team. There are currently no players on Guam's roster. Any application for Guam will be rejected. Will we see Guam participate in the sim in the future? Once they have a team in the NCAA, or hopefully when *PO is added to SimCFB. Do *you* want Guam in the sim? If I could add Guam to the Big West, I would in a heartbeat. What's next on the docket? As mentioned above, I'm going to focus away from CBB and NBA to wrap up work for the upcoming CFB and NFL season. Changes to those leagues will be worked on for the next week or so. I wanted to get progressions and the teams expansion out of the way, so that y'all can look at your new rosters, and for teams now in their respective conference, strategize on how to win. Thanks, ~TuscanSota
  10. For those who want to see the code for specs: // S2 diceRoll = GenerateIntFromRange(1, 20) if pos == "SG" || pos == "SF" || pos == "PG" { mod = 2 } if diceRoll+mod > 14 { list = append(list, "SpecShooting2") } // S3 diceRoll = GenerateIntFromRange(1, 20) if pos == "PG" || pos == "SG" { mod = 2 } if diceRoll+mod > 14 { list = append(list, "SpecShooting3") } // FT diceRoll = GenerateIntFromRange(1, 20) if pos == "SG" || pos == "SF" || pos == "PF" { mod = 2 } else { mod = -1 } if diceRoll+mod > 14 { list = append(list, "SpecFreeThrow") } // FN diceRoll = GenerateIntFromRange(1, 20) if pos == "SF" || pos == "C" || pos == "SG" { mod = 2 } if diceRoll > 14 { list = append(list, "SpecFinishing") } // BW diceRoll = GenerateIntFromRange(1, 20) if pos == "PG" || pos == "SG" { mod = 2 } if diceRoll+mod > 14 { list = append(list, "SpecBallwork") } // RB diceRoll = GenerateIntFromRange(1, 20) if pos == "C" || pos == "PF" { mod = 2 } if diceRoll+mod > 14 { list = append(list, "SpecRebounding") } // ID diceRoll = GenerateIntFromRange(1, 20) if pos == "C" || pos == "PF" { mod = 2 } if diceRoll+mod > 14 { list = append(list, "SpecInteriorDefense") } // PD diceRoll = GenerateIntFromRange(1, 20) if pos == "SG" || pos == "SF" { mod = 2 } if diceRoll+mod > 14 { list = append(list, "SpecPerimeterDefense") }
  11. Hi everyone, Hope y'all are doing well. I know last week I mentioned that progress on all these things regarding SimBBA would be slow; however, I want to announce the new attribute features for SimBBA for both college and NBA. Positions College Players and Recruits will now be using the position values that are currently used in SimNBA: PG, SG, SF, PF, and C. An algorithm has been ran that assigns a player to the appropriate new position based on their current attributes. New Attributes There are three new attributes across both leagues: Free Throw, Interior Defense, and Perimeter Defense. Free Throw is the attribute which will be used in all free throw checks. Previously, the Midrange attribute, Shooting 2pt, was used for these checks. By adding this new attribute we've allowed the specific talent to be realized rather than condensed into the mid-range attribute. Interior Defense is the attribute which describes the player's ability to defend both the mid-range and the paint. This attribute will be checked on all mid-range and interior shots made during simulation. Perimeter defense is the attribute describing the player's ability to defend the perimeter of their team's side of the court. This attribute will be checked on all three-point shots made during simulation. The New Progression When we migrated SimCBB to the interface, there were a few issues we faced during the migration: We didn't initially have a progression algorithm, so a solution was quickly put together that can be best described as a variation of the progression algorithm used for SimCFB and SimNFL. It would check the player's position, and based on the position, specifically progress certain attributes pending on that position. The issue this presented, especially for SimCBB, was that all guards were especially talented at shooting on all ranges, but were not progressing on rebounds or defense. At most, rebounding and defense attributes for guards would only progress by 1, while the remaining shooting attributes were increasing up to 18-20, very quickly. The potential rating for each player was skewed, with the old system being from 65-100. When this potential rating was put in the progression algorithm, it assumed that the potential was the same as a football player, with 65 and above being very good ratings. With all this combined, and the attribute range of college players being from 1-20, this presented a huge issue where players were progressing much faster than they initially should be. During last season, a new solution was put in place for this season's progression - one that keeps progressions within range of both potential, while allowing players to specialize in attributes outside their position. Introducing for this season are Attribute Specializations, and how they affect the new progression. Attribute Specializations Attribute Specializations (Specs) can be best described as the specific attributes that a player is talented in. Not every player by position will have the same specs, but this will allow players the potential to progress further in certain attributes at a higher rate. Specs were generated using the following method: - For each attribute (Shooting 2, Shooting 3, Free Throw, Finishing, Ballwork, Rebound, Interior Defense, Perimeter Defense), the computer does a dice roll between 1 through 20. If the dice roll is higher than 14, the spec is added to player. For each specific attribute, the position is checked to add a small modifier of 2, giving a boost to the player to attain certain specs that would be normal for their position. So how do specs affect player progression, and the progression algorithm overall? Here's how the new progression algorithm works: 1. An empty list is generated. This list will consist of all the attributes which will be checked for progression. 2. If a player has a spec for a specific attribute, that attribute will be added to the list. 3. Once all specs are checked, a dice roll is then conducted for each attribute again. If the dice roll for the attribute + potential modifier (Potential / 20, so within a range of 1-5) is higher than 15, the attribute is added to the list. 4. Once step 3 is ran, the list will now consist of attributes that will be progressed, with some attributes appearing more frequently than others. This list, is then shuffled randomly. 5. A point limit dependent on the player's potential is created. This point limit is the player's potential / 10, giving a range between 1-10, with any decimal rounding upwards. There's also a small coin flip, especially for lower potential players, where the range of their point limit increases by 1. This is unaffected by the player's progression and is designed to allow players at a low rating (D, F) the chance to progress in more than one attribute. 6. With the point limit set, the algorithm then loops through the list of attributes. On each attribute in the list, until the point limit is reached, a progression between the range of 0-2 is determined for that iterated attribute. With this design, attributes will at least progress by 1, while more frequent attributes can still progress by 3 or 4. There is one small caveat to the progression when it's being performed: If a player has not met their minutes, and they weren't redshirting, there's a chance where they will actually regress. This regression is dependent on their expected minutes of play through the season. If their minutes per game does not meet their expectations, they will regress; and pending on the difference (10 minutes or higher), it will be a bad regression. 7. Once the point limit is met, the new progressions are added on top of the player's current attributes. This progression algorithm is designed to meet the current attribute range for both SimCBB and SimNBA, while preventing players from only progressing in certain attributes based on position. Specs I believe add a layer of strategy in player progression, and can be utilized in gameplanning in this regard. Archetypes At the moment which specs players have is currently not shown. There are a few ideas in the work to show player specs to coaches, but I want to be confident in a solution before allowing this. I do like the idea of a head coach knowing a player's talents, especially if they stay after a year or two. For players not on a coach's roster, one way to determine which specs they have is in a new feature we're releasing: Archetypes. Archetypes by design allow coaches to determine which type of role a player can be in terms of team-building. Archetypes were determined by specs, while also keeping into account the player's current attributes. Not every player has an archetype -- but for those that do, it's been applied to high school recruits, college basketball players, and NBA players. Here is the current list of Archetypes: All Positions All Around: Regardless of position, if a player has 5+ attribute specs, they will have this archetype. Guards: Floor General: Guards that prioritize ballwork over shooting Sharp Shooter: Guards that prioritize shooting over ballwork Mid-Range Magician: Guards that are talented at mid-range shooting over three pointers Defensive Dawg: Guards that prioritize in defense, and can shoot 3's. They got that dawg in 'em. Dunk Specialist: Guards that prioritize in the paint and in ballwork. Forwards: Two-Way Wing: Forwards that prioritize in one of the defensive attributes and in 3 point shots Slasher: Forwards that prioritize in the paint over all other shots, while specializing in one of the defensive attributes. Traditional Forward: Forwards that can shoot mid-range and in the paint, and prioritize in one of the defensive attribute Offensive Weapon: Forwards whom specialize in all three offensive attributes and does not prioritize in at least one of the defensive attribute specs. Pure Defender: Forwards who specialize in rebounds, one of the defensive attributes, and none of the offensive attributes. Point Forward: Forwards who specialize in ballwork, one of the defensive attributes, and does not have at least one of the offensive attributes. Centers: Rim Protector: A Center that prioritizes in rebounding but does not prioritize in paint shots. Stretch Bigs: A center who prioritizes in three point shots, and does not prioritize mid-range shots. Lob Threat: A center who prioritizes in paint shots and rebounding So, when's progressions? At most, progressions are expected to take place sometime this week. For those wondering about early declarees, all non-seniors that aren't redshirting will be checked to determine if they are declaring early. This early declaration check takes place before progressions are made and is based on their current overall. If the overall is greater than 64, there is a 40% chance they declare. If their overall is 70, there is a 55% chance they are declaring early. If their overall is higher than 75, the chance goes up to 75%; If their overall is higher than 80, the odds they declare is at 95%; anything higher than 85, they will be declaring early automatically. Any player with less than 64 overall will be staying with their college team. That's all I have for now. Progressions will take place sometime this week, I will let y'all know once I've begun. Thanks, ~Tuscan
  12. Hi everyone, For today's dev diary, I want to discuss the following topics: News Page 2022 SimCBB Post Season Analysis Roadmap for SimCBB 2023 News Page I want to give a shoutout to @AFu01for her work on the News Page -- the news page is now available and fully ready to use for all sports leagues. She did a fantastic job with revamping the page, improving performance, and with allowing news logs across all leagues to be viewed. Performance-wise, the page now returns all news by each season separately; so, when the user selects the league dropdown, the page will return that league's set of news logs, rather than filtering all news from one larger single set. To view news within a specific league, please use the following dropdowns: - League - Season - Week News type is still available: but if you're looking for specific news within a given league in a given season, this is the recommended order. Note: Some filters may take time to load. This is due to the number of news that can be available within any given season. Using the week filter will improve performance. With the news page now reworked, this also means that NFL news logs are now available. 2022 SimCBB Post-Season Analysis The 2022 SimCBB season is now complete. Having ran a full season, and having completed recruiting within the regular season, I want to call this season a success. It was exciting to see users tune in to games being streamed in the mornings, while becoming more competitive over 5 star recruits and the active battles which took place. Some important things to note: - The implementation of AI in CBB Recruiting turned out very well -- while a majority of users took the top 25 selections, plenty of AI teams were able to recruit and achieve competitive classes with blue blood Michigan State at #12, and a surprising class with Davidson at #21. There's still some improvement that can be done, especially from the AI side of recruiting. Many changes behind the scenes were adjusted, specifically how the AI would scout recruits and fill their boards. - This year's recruiting pool was okay, though we received feedback that there should be more five stars in the class overall. Some numbers are being slightly tweaked on the AI side to allow more five stars to appear. Pending some other changes that will be occurring as well, we are very likely to see more five stars and more competitive battles. - Roster generation of the remaining 150+ teams I think is something I should've allowed more time to tinker with. Many teams were generated with fantastic rosters. While working on the generation algorithm, there was an emphasis to make sure that players were designated a specific year (freshman, junior, etc) and position when generated, which worked as intended. Progression worked as intended at the time, but the challenge with SimCBB and SimNBA was that we ended up with generated players who should've declared early by their sophomore year, who then stuck around for their senior year instead. These are very talented players who played exceptionally well when coached correctly; but they should've been placed in the SimNBA. This was an oversight on my part, and something that I've nerfed for the next round of expansion. - Despite the oversight, it did allow for some cinderellas to sneak into the postseason and cause chaos. I'm looking at Louisiana Tech and Fresno State specifically. Just about every generated team garnered the same level of talent; but there was a stark difference between a team's win/loss record and how they performed on the court for March Madness. We may see more cinderella matchups in future seasons; but with the generation algorithm being nerfed, and with the plans for SimCBB next season, seeing a 16 seed take down a goliath 1 seed will be far less common. Which brings us to our... Roadmap to SimBBA 2023 There are going to be a lot of changes next season which will impact both SimCBB and SimNBA. To group these together, I'm going to be using the moniker of SimBBA specifically. Next season we're going to be using a new engine which will allow more gameplan strategy, including shot proportions by range for each player. This will allow for users to properly strategize how they want certain players to play when on the court, while preventing mishaps on players who shouldn't be making certain shots. There are other changes that are being made, but I don't plan to reveal these changes until everything is ready. By everything, I mean everything. The changes for SimBBA are currently in development and still in progress. I can't provide an expected date on when things will be completed by; however, @Migiand @Ezacowill be able to provide y'all with more information regarding roster management in the future. With that said, here is my list: Football Related items For the over the next month I will be working with Rocket on getting the final changes for the SimCFB and SimNFL season ready. The list of things remaining is small, but there's still some work I will need to do on my end, specifically on the NFL side, to ensure that things such as UDFAs, Practice Squad, and the Waiver Wire are ready. SimNBA on the Interface - Roster Management I am working on making sure that users who want to participate in SimNBA are able to request their team and at least see their roster at this moment. I will go over this later. SimNBA - Free Agency, Waivers, and Trading There are a few small differences between SimNBA and SimNFL -- in that regardless of whether it's the offseason or regular season, a player cut from an NBA team still technically has their pre-existing contract in hand. Most of the features from SimNFL were migratable into SimNBA; but small differences such as this means that I need to take some time to make sure that these features, as detailed in the SimNBA rules, are ready and function as intended. There is a small task that @Migi is going to help me with after the NFL draft, which will determine some work that needs to be done before the FA and Trading pages are available. Run SimCBB progressions You may be surprised why this is lower on the list. The next dev diary I will write on SimNBA will explain why. What I'm allowing to tell right now is that my objective is to make sure that viewing the SimNBA roster page, Free Agency, and Trading is 100% ready before progressions on the CBB players can be ran. Build the SimNBA Draft page Once SimCBB progressions are ran, work on the draft page will begin. There's going to be a lot of R&D done on this page, so if you don't hear from me for awhile, it's because I'm working on this page. No news on when SimNBA and SimCBB are ready mean I'm working on this. Run UDFA Once the SimNBA draft is ran, all undrafted players will be moved over to the FA pool. There will be a short period where teams will be able to place offers on UDFAs, but that information will be provided on a later date. SimCBB Expansion + Secret I want to thank everyone for the feedback provided on which conferences we're expanding to for next season. No information is going to be provided right away on which conferences were selected. Consider this the phase where expansion occurs, and players will be generated. There is also something secret that the SimBBA team and I have planned that is related to SimNBA, which will be announced once expansion is done and ready. Gameplan changes Once expansion is complete, work will begin on revamping the gameplan page for both SimCBB and SimNBA. Some things will look different on the page, but that is the intent. Recruiting changes Due to changes to progression and the gameplan, and with expansion, recruiting will see some adjustments. There is at least one new feature I want to place in SimCBB for recruiting that I think will make recruiting a bit more interesting. When will this all be done by? Someone's going to ask this on Discord, so I'm going to give an early date on when we can at least get the SimNBA draft by: June. If it arrives earlier than planned, consider it great news. However, users will likely see less updates on the interface during this time unless its for CFB and NFL. The reason behind this is because I want everything for SimNBA to be fully ready by the time the next update does occur. That's why I'm looking towards June. However, I do want to announce that users are now able to request their NBA teams on the interface. Team structure in the NBA is going to be similar to that of the NFL where there will be four roles: Owner, Manager, Coach, and Assistant. Go ahead and request your teams now. Once given access to your NBA team, the roster page will also be available for use. Users cannot cut players at this time, but you will be able to place players on your trade block and on your team's G-League. With that said, thank you for tuning into today's dev diary. I know y'all are excited about the future of SimBBA, and I hope y'all are more excited once these changes are ready and presented. ~Tuscan
  13. You have been approved, welcome to SimFBA @Paradoxic Right now we are currently in the offseason for college football as well as NFL, but we are right in the Final Four phase of March Madness for the college basketball season and about to re-start the NBA season. If you want to participate in those sims as well, ask around on the discord and people can help. For CFB there is also out-of-conference scheduling going on for next season. These threads will walk you through the interface. You'll want to create an account there using the same username you have here. Dev Diary - #38 Interface Update Dev Diary - #51 Interface Updates: Depth Charts and Gameplans For more information about how to set up your team and recruit, etc., check out Here Google Doc and I would also recommend skimming through some of the more recent dev diaries. I am also adding you to the Pac 12 Discord Server. Feel free to say hi to your conference-mates there. @Kirby can update your avatar. Welcome back to SimFBA! Please let me know if you have any further questions!
  14. The dev diary has been updated to clarify exactly what the Salary Percentage box is, and how to use it.
  15. Hey everyone, Today's dev diary is going to go over a number of changes on the interface. Here is a shortlist of all the changes that are in today's update: Interface Team Update Dark Mode Free Agency Trading Interface Team Update For those who didn't know yet from Discord, we are bringing a new member to the interface development team. I'd like to formally introduce@AFu01 to the SimFBA community. She will be working on the interface alongside me and will be building and improving the Interface application and experience for the community. Dark Mode This is already available on the interface; but to put plainly, users now have the option to choose between dark mode and light mode on the interface from the Profile page. To access the profile page, simply click on your username in the interface's navigation bar. I also want to give a shoutout to @Minnowfor the hard work and help he provided with the dark mode implementation. Just about all of the icons are now dark-mode friendly, along with providing improvements to the attribute icons that can be found on the Player cards on the roster page. Thank you! 😄 Free Agency Starting today, Free Agency is now available for all users. Teams will now be able to bid on players in the off-season and prepare their team for next season. Because of the transition from Google forms to the interface, Free Agency will be ran differently moving forward. In last year's format, teams that had the highest bid on a player were allowed to call on any new bid that would out-bid them before the week's deadline. In the interface, Free Agency is now ran in a Free Agency Round format. There will be 10 rounds of Off-Season free-agency. Each round is the equivalent of 3 days. Along with the round format, free agents will be either one of the following two statuses: Open, or Negotiating. When a free agent is open, any team can submit a bid to sign the player. Teams are allowed to update their bid as they see fit, and even cancel their bid. When a free agent is Negotiating, the player will only consider the teams that have placed a bid on them. That means teams without a bid cannot place a new bid on that player. During a player's negotiation phase, teams that have a bid on the can choose to update their existing bid in order to increase their bid's value. When a player is done negotiating, they will choose to sign with the team with the bid with the best Contract Value. Every player starts round 1 in Open status; however, players will enter the negotiation state in differing rounds. Meaning two things: 1) When players go to negotiation and sign is randomized, everyone will not negotiate and sign at the same time; and 2) At the start of each round, a player will either stay Open, or will switch to the Negotiation phase. Once a player is Negotiating, they cannot return to Open status. No one knows when a player will begin negotiations, or sign, and no one can use that knowledge to their advantage. In the event that a player in the negotiation phase has all of their teams cancel their bid, their status will remain closed for the rest of this stage of the off-season. So for teams that are considering players and sending bids, send them wisely. The tools available on the interface will provide you with plenty of information on the value of your bids, along with what your Projected Cap Space will appear to be with each bid submitted. To start, here is the Free Agency UI. Users will be able to filter by Position, Archetype, Potential Grade, and the Status of the Free Agent. On the left-hand side, users will have their team's capsheet available along with their projected capsheet if they have any existing bids. In the player row, teams will be able to view the free agent, their age, how long they've been in the NFL, who their previous team was, what stage they are in, the minimum value required to place a bid, and any teams offering a bid. There is a button for placing a bid-- due to dark mode it is dark, but this will be resolved in a patch coming up. Clicking the info card under the free agent's rank will provide the user with a player card detailing more information about the player, along with information regarding any existing offer. When placing a bid on the player, a modal with the Offer Calculator will be shown. Users will be able to input a total bonus (Guaranteed Money on the contract), along with the salary for each year of the contract. As the user inputs values, the calculator will validate and confirm of the current offer is valid and meets the minimum required for the bid. If a bid is invalid, the rules will highlight red and will inform the user why the bid is invalid. To fix any invalid bids, simply change the inputs until it is valid. The contract length of each contract is determined by the latest yearly salary input in the calculator. The last year with a numeric value greater than 0 determines the contract length. If I put the number 3 in the Year 3 Salary input, and then 0 in Year 4 and Year 5, then the contract length is 3 years. As the user inputs, they will be able to see how much the total money spent is by year, overall, and what the contract value is for each year. This will inform them on where the highest value on the contract is. When a user submits their bid, their team's logo will appear in the Teams Offering section of the Free Agent's row. All they need to do now is wait until the next Free Agency round completes. As a free agent receives bids on a team, users with existing bids will be able to update their bid as they see fit to keep it competitive. To update, simply click on the same button that was used to propose a bid. Users cannot decrease the current value of their bid, only increase their bid. At the end of each negotiation round, each player will assess whether they will move from "Open" to Negotiate. Players will not move to the Negotiation phase or Sign at the same time. To emphasize, when a player decides to sign, they will choose the bid with the highest contract value. All other bids will be discarded and the player will appear on the team's roster page. For those curious on when Free Agency begins, it begins today. Round 1 will be four days long, and each round after round 1 will last three days. Here are the dates for each sync to the next round: Round 2: Monday March 20th Round 3: Thursday March 23rd Round 4: Sunday March 26th Round 5: Wednesday March 29th Round 6: Saturday April 1st Round 7: Tuesday April 4th Round 8: Friday April 7th Round 9: Monday April 10th Round 10: Thursday April 13th Trade Block Trading is now open to all teams. To add players to the trade block, go to your team's roster page and click on the new Trade Block button in the player's row. The button will glow red to indicate the player is on the trade block. On the new Trade Block page, all players on your team's trade block will be shown. This will show other teams who you are willing to trade. On the trade block page, users can view their team's players, along with their draft picks. Currently, all draft picks from 2023 to 2025 will be shown. When viewing another team's trade block, users will be able to view that team's cap space and their trade preferences. The trade preference section lets teams know which type of players your team is looking for to negotiate. To change your team's preferences, click on the Update Preferences button and select the toggles and types as necessary. To propose a trade, use the dropdown to select the team you want to trade with, and then click the propose trade button. A new modal will appear allowing you to pick between all players on your team's trade block, and all players on the other team's trade block. Draft picks can also be selected. On this modal, users will be able to view the total value of each year when selecting a player to trade with. If a user is selecting a player from the dropdown as part of the trade, they also have the option of offering to pay part of the player's Year 1 Salary. The salary percentage is the exact percentage that the team sending the player will pay as part of the contract's year 1 salary. Keeping the value at 0 means that the team sending the player will not be paying any amount of the year 1 salary. Putting the number greater than 0 means the team sending the player will be paying X% amount of the contract's first year salary. At this time, percentage cannot be used towards of the contract's yearly bonus. To remove a selection, click on the X button in the top-right section of each trade option selected. When you're ready to propose your trade, click on the Propose button in the bottom right hand corner. Now, you will have to wait until the other team views their inbox to see the proposed trade. To view your team's inbox, click on the bell next to your team's name. If a team has sent a trade request to you, the bell will be in the color red. In the inbox, users will be able to view all of their current offers, and any offers you received. As shown, Seattle has not received any trade requests but sent two out. Users are able to cancel an existing trade request they sent by clicking on the Cancel Offer button in the trade's card. As much as I would like Jessie Noel, there's no way Dallas will accept that trade so I'm going to cancel it. Cancelled trades are removed and will never be seen again. On the opposite side, teams will be able to view the exact same card, but with the Accept or Reject options. Clicking the Reject button will reject the trade and remove it from view. Clicking the Accept Button will accept the trade. It will also create a news log of the accepted trade; at the time, the News Log section for NFL is not ready, but will be ready within the next following weeks. Once a trade is accepted, I recommend that teams create a post in the forums to confirm the trade has been accepted and agreed upon. Please use this forum to create the news: National Football League News - SFA - Simulation Football Association (simfba.com) When a trade is accepted, it will appear in the Admin's trade portal to show all accepted trades. At the moment, trades are not automatically processed, so the manual check is in place to validate the trade and make sure that teams aren't trading players and picks that may have been previously traded away. The admins and commissioner will only veto a trade if it is deemed unfair -- by unfair, look at the trade proposal I sent for their starting QB, for a 7th round pick in 2025. That would be vetoed. As far as trade negotiations go, I'm not expecting the Trade Block feature to be the crutch for all trade negotiations, but rather the tool that teams will use. I know that each team negotiates through the use of the inbox feature on the forums and through DMs -- I would recommend that be the main channel of negotiations for the time being, since counter-offers are currently not a feature. With all of this said, these are the current features that are now available for NFL users. I know y'all are really looking forward to this, and y'all have been patiently waiting. I really appreciate y'alls patience with this and hope that y'all enjoy these new features. As for what's next for the interface, the News Log will be shortly updated, along with a couple of Quality of Life changes to the Schedule page and Stats page for both sports. I will also be working with Rocketcan on getting Injuries notified and implemented on the interface. I also want to give a huge shoutout to the staff members and beta testers that were involved in the development for these features. I really appreciate the help and input you've provided, especially since these are two features that are going to be vitally used for all teams. Until next time, Tuscan
  16. Approving you for UNC Basketball! Please make sure to register and apply for your team on the interface using the available teams tab. We’re about to start post-season tournament play and recruiting complete; however, there’s still some time to get familiar with your team and to adjust your gameplan as needed.
  17. Approving this for college basketball. Welcome! Please make sure to register and apply for your team on the interface using the available teams tab. We’re about to enter post season play and recruiting is about to finish, but there’s still some time to get used to your team and to adjust your gameplan as needed. I also highly recommend joining our discord server as that’s where the chat functions reside and we can help you with any questions you may have there. Welcome again! We’re excited that you’re here and hope that you enjoy the sim!
  18. Welcome [uSER=17]@Bruno![/uSER], you're approved for USC! Welcome to the Pac 12 - the Conference of Champions! Right now we are currently in the offseason for college football as well as NFL, but we are right in the conference tournament phase of the college basketball season and about to begin the NBA season. If you want to participate in those sims as well, ask around on the discord and people can help. For CFB there is also out of conference scheduling going on for next season. These threads will walk you through the interface. You'll want to create an account there using the same username you have here. Dev Diary - #38 Interface Update Dev Diary - #51 Interface Updates: Depth Charts and Gameplans For more information about how to set up your team and recruit, etc., check out Here Google Doc and I would also recommend skimming through some of the more recent dev diaries. I am also adding you to the Pac 12 Discord Server. Feel free to say hi to your conference-mates there. @Kirby can update your avatar. Welcome back to SimFBA! Please let me know if you have any further questions!
  19. Approving this for college basketball. Welcome! Please make sure to register and apply for your team on the interface using the available teams tab. We’re about to enter post season play and recruiting is about to finish, but there’s still some time to get used to your team and to adjust your gameplan as needed. I also highly recommend joining our discord server as that’s where the chat functions reside and we can help you with any questions you may have there. Welcome again! We’re excited that you’re here and hope that you enjoy the sim!
  20. The Oregon and USC coaching jobs are now open. For those interested in the teams, please DM me on Discord.
  21. Hey everyone, The following pages now available for NFL: NFL Roster Page NFL Depth Chart Page NFL Gameplan Page NFL Roster Page Users are now able to navigate to the NFL Roster Page and view their team. From the table shown, users will be able to see their entire roster, along with information regarding their contract in the current NFL Season. Users are also able to export the team's roster data for their own viewing in CSV format. Contract information is not available at this time in the export function. On the left-hand side, users will be able to view general information about the team, along with capsheet information by the current year to four years from now (in-game). Information to note: Bonus and Salary Columns are in the millions. The player actions are only usable for NFL Owners and Managers. Coaches and Assistants cannot modify their roster on the NFL Roster page. The player actions are not available at this time, but will be at a later date. NFL Gameplan Page: The NFL Gameplan page is now available and follows a similar format to that of the CFB gameplan page. Users are able to update their gameplan starting now. Note: Only owners and coaches on a team can update the gameplan of a team. General Managers and assistants cannot. The mobile experience has also been improved on for the gameplan page for both CFB and NFL. NFL Depth Chart Page The NFL Depth Chart page is now available. Like the CFB DC page, the NFL one follows the exact same format and uses dropdowns by position allowing users to swap in players by string and compare their attributes with players on the depth chart. At this time, if a player isn't a rookie, their true attribute will be shown. Once the stats page begins development, logic will be in place to take in mind the snap-count of rookies on whether to show their letter grade or their true attributes. If a user is viewing their team's depth chart for the first time and sees blank records, that means that you will need to fill out your team's depth chart. I recommend filling out the DC in it's entirety once you have a chance. To show an example, here is what the 49ers' current depth chart looks like. Please note the following: When filling out the depth chart, you cannot have a lineman starting as the first string at two positions. You have to ensure that a different lineman is starting at each OLine and DLine position. When the cut player functionality is available, if a user has cut a player from their team and that player was on their depth chart, the team will need to update the depth chart. When the Free Agency feature is available, users will be able to place newly signed players onto their depth chart. Players on a team's practice squad won't appear in the dropdowns. You have to bring them up from the practice squad to the official roster. What's next? Cut player functionality Player modals for the NFL Roster Free Agency feature. Placing players on the trade block. Placing players on the practice squad. What's after the above? NFL Trade Functionality Users will be able to propose, accept, and reject trades. Admins will be able to review trades if needed be. [*]Schedule Page [*]NFL Stats page [*]News Page Revamp & QoL fixes Thanks, Tuscan
  22. Hey everyone, The recruiting test cycle has completed. With that said, the below are the following changes that will apply to the 2023 Season. Please read this article, not Dev Diary #80, for the recruiting changes. Team Profile Changes Weekly Points is set to 100 points per week. The max number of points that can be spent on a player remains the same. The current max is 20. Scholarship Changes When a user puts points on a recruit that was offered a scholarship, and when the sync executes, a point streak will start. With every consecutive week that a player puts points onto that recruit, a bonus of (0.1 * Consecutive Weeks) will be applied as a bonus and will stack on top of the affinity bonus. Formula: points * (1 + Affinity Bonus) * (1 + Streak Formula) It should also be noted in previous seasons that teams leading on a recruit would only appear in the Export or Interface if they placed a scholarship on the recruit. Teams that have not placed a scholarship but are placing points on a recruit will now be shown. Teams that have offered a scholarship will be colored in green text. Recruit Battles Last season the point threshold for a team to be in contention was to be within 50% of the leader’s total points. During the test cycle, it was tested at 75% of the leader’s points. Based on data, this will be lowered to 66% for the 2023 season. Recruiting Efficiency Score RES will be put on hold for two seasons and will then be reinstated. Everyone’s RES will be 1 for the next two seasons. The Signing Threshold Previous seasons, there was a constant signing threshold in place that each recruit was required to meet in order for them to decide whether to declare or not. This constant was applied to all recruits. For this season, each recruit is given their own signing threshold, which means that recruits will sign at different rates. The range this signing threshold can be for an individual recruit can allow them to potentially sign earlier, to them taking their time a bit more than the average recruit. The way the signing threshold is generated is on a normalized range. For five stars, this threshold is retrieved the same way, though their modifier is slightly increased (meaning, by design, five stars may take more time than expected). For an example: The earliest we can see a recruit sign (without any affinities and dropping 20 points a week) is by Week 2. The latest we can expect a recruit to sign is four weeks. For a five star, the earliest is three weeks. The latest is five weeks. Recruiting Class Size Recruiting Class Size will be determined for each team based on the following variables: The number of seniors and redshirt seniors on the user’s team Players that are likely to declare early are not considered part of the count. If the roster size is greater than 105 players, the recruiting class size will shrink based on the difference between the roster size and 105. If the roster size is smaller than 85, is an FBS team, and the recruiting class size at that moment is less than 25, the recruiting class size will increase based on the difference between 85 and the user’s roster size. If the recruiting class for an FBS team is still higher than 25 after the above logic, it will be set to 25. If the recruiting class for an FCS team is higher than 20 after the above logic, it will be set to 20. Affinity Implementation Changes Players that are 3 stars and above can only qualify for the frontrunner affinity. Players with a high football IQ will have a higher weight distribution of getting the Academics Affinity The following affinities will be added prior to recruiting: Big City: Recruit prefers being at a university that is located directly in a large city. Examples: UT Austin, Houston, SMU, Washington, USC, UCLA, Ohio State, Georgia State, Georgia Tech, Miami FL [*]Small Town: Recruit wants to get out of the city and prefers a university in a college town. These are towns that are not considered, suburban or a small city. Literal towns. Examples: Washington State, Penn State, Oklahoma State, Central Michigan [*]The following affinities will be added next season, but we’re announcing them now to give users time to prepare. Successful Crooter Recruits gravitate towards those who often have charisma and are passionate about their program. Users who were in the top 10 in last year’s recruiting class earn this affinity. The weight distribution of this affinity will be smaller than all other affinities. [*]Social Media Presence: These recruits want nationwide attention and a university with a fantastic social media and news presence is what they crave. Schools that produce at least one media article a week during the entire season will be awarded this affinity. A thread and form will be created prior to the start of the 2024 Season where users can submit a form with their articles (Title and link to article). Users that use ChatGPT to generate media content must cite that they’re using ChatGPT. An article created using ChatGPT counts as a third of a media article. In short: Three ChatGPT articles == 1 media article AI Recruiting AI teams will be recruiting based on their team needs and will fill their boards based on a couple of variables: AI Behavior Is the team an FBS team? Affinities for that team General Rule: AI schools cannot add a 5-star player to their board unless any of the below logic applies. A team will have a 5% base chance at adding a player to their board. If a team is recruiting a player that is in-state, the base becomes 25%. If the team is recruiting a player within their region, the base chance becomes 15%. Due to the weekly point increase, each AI team will be able allocate the same number of points within the specified range: 5-15 AI teams will allocate their boards at the start of the season. When a player is scouted by an AI team, a number of factors go into play from the location of the recruit, any affinity matches, and whether or not a recruit is also being scouted by other teams. AI teams are unlikely to go after heavily contested recruits and will instead look elsewhere. During the final weeks of the season, an AI team will focus less on their team needs and more on the best player available (BPA) in order to fill out their class. In the final week of the season, AI teams will spread their points (2 points per recruit) as a means of ensuring that an AI team signs the max number of recruits possible. Is FBS Logic: FCS teams will only be able to recruit up to 3-star players. Affinity Logic: An FBS AI team will have a 33% increase to adding a recruit to their board if they have an affinity that applies to their team. FCS Teams have a 17% increased chance (20% for close to home) instead. AI Behavior: Blue Blood: The AI team will be able to add up to 5-star players to their board and receive an additional 5% boost towards Frontrunner Recruits. Will be able to place 8-15 points on a recruit. G5: An AI Team that is part of a G5 Conference will have a -10% chance of adding a 4-star recruit. Can only place between 1-10 points on a recruit. Playoff Buster: An AI Team that is part of a G5 conference but has participated in the playoffs within the last two years. 5% boost to frontrunner recruits. Will be able to place 8-15 points on a recruit. Doormat: This AI team has a -15% chance towards adding a recruit that is 3 star and above. Can only place 1-7 points on a recruit. The following chart shows all recruiting class sizes per team and their AI Behavior. TeamClass SizeIs an FBS TeamAI BehaviorAir Force251G5Akron251G5Alabama251Blue BloodAppalachian State251G5Arizona251NormalArizona State251NormalArkansas251NormalArkansas State251DoormatArmy251G5Auburn251NormalBall State251G5Baylor211NormalBoise State251G5Boston College251NormalBowling Green251Playoff BusterBuffalo251G5BYU251NormalCalifornia251NormalCentral Michigan251Playoff BusterCharlotte251G5Cincinnati251NormalClemson251NormalCoastal Carolina251G5Colorado251NormalColorado State251G5Duke251NormalEast Carolina251G5Eastern Michigan251G5FIU251DoormatFlorida251Blue BloodFlorida Atlantic251G5Florida State251Blue BloodFresno State251G5Georgia251Blue BloodGeorgia Southern251G5Georgia State251G5Georgia Tech251NormalHawaii251G5Houston251NormalIllinois251NormalIndiana251NormalIowa251NormalIowa State251NormalKansas251NormalKansas State251NormalKent State251DoormatKentucky231NormalLiberty251G5Louisiana251G5Louisiana Monroe251G5Louisiana Tech251G5Louisville251NormalLSU251Blue BloodMarshall251G5Maryland251NormalMemphis251G5Miami (FL)251Blue BloodMiami (OH)251G5Michigan251Blue BloodMichigan State251NormalMiddle Tennessee251G5Minnesota251NormalMississippi State251NormalMissouri251NormalNavy251G5NC State251NormalNebraska241Blue BloodNevada251G5New Mexico251G5New Mexico State251DoormatNorth Carolina251NormalNorth Texas251Playoff BusterNorthern Illinois251G5Northwestern251NormalNotre Dame251Blue BloodOhio251Playoff BusterOhio State251Blue BloodOklahoma251Blue BloodOklahoma State251NormalOld Dominion251G5Ole Miss251NormalOregon251NormalOregon State251NormalPenn State251NormalPittsburgh251NormalPurdue251NormalRice251DoormatRutgers251NormalSan Diego State251G5San Jose State251G5SMU251G5South Alabama251G5South Carolina251NormalSouth Florida251G5Southern Miss251DoormatStanford251NormalSyracuse251NormalTCU251NormalTemple251G5Tennessee251Blue BloodTexas251Blue BloodTexas A&M241NormalTexas State251Playoff BusterTexas Tech251NormalToledo251G5Troy251G5Tulane251G5Tulsa251Blue BloodUAB251G5UCF251NormalUCLA251NormalUConn251G5UMass251DoormatUNLV251G5USC251Blue BloodUTEP251G5UTSA251G5Utah251NormalUtah State251G5Vanderbilt251NormalVirginia251NormalVirginia Tech251NormalWake Forest251NormalWashington251NormalWashington State251NormalWest Virginia251NormalWestern Kentucky251Playoff BusterWestern Michigan251Playoff BusterWisconsin251NormalWyoming251G5James Madison251G5Jacksonville State251G5Sam Houston State251G5Kennesaw State251G5Youngstown State200DoormatIndiana State200DoormatIllinois State200DoormatMissouri State200DoormatMurray State200DoormatNorthern Iowa200DoormatSouthern Illinois200DoormatNorth Dakota200DoormatNorth Dakota State200DoormatSouth Dakota State200DoormatSouth Dakota200DoormatWestern Illinois200DoormatBucknell200DoormatColgate200DoormatHoly Cross200DoormatLafayette200DoormatLehigh200DoormatFordham200DoormatGeorgetown200DoormatUC Davis200DoormatCal Poly200DoormatEastern Washington200DoormatIdaho200DoormatIdaho State200DoormatMontana200DoormatMontana State200DoormatNorthern Arizona200DoormatNorthern Colorado200DoormatPortland State200DoormatSacramento State200DoormatWeber State200DoormatBrown200DoormatColumbia200DoormatCornell200DoormatDartmouth200DoormatPennsylvania200DoormatHarvard200DoormatPrinceton200DoormatYale200DoormatFurman200DoormatSamford200DoormatThe Citadel200DoormatWofford200DoormatChattanooga200DoormatEast Tennessee State200DoormatWestern Carolina200DoormatMercer200DoormatVMI200DoormatGrambling200DoormatBethune-Cookman200DoormatPrairie View A&M200DoormatAlcorn State200DoormatSouthern200DoormatAlabama A&M200DoormatArkansas-Pine Bluff200DoormatFlorida A&M200DoormatAlabama State200DoormatTexas Southern200DoormatMississippi Valley State200DoormatJackson State200Doormat What's Next? Rocket is going to be focusing on adding Injuries to the Sim, and I am going to assist him with this endeavor. While he is working on Injuries, I'm going to focus on implementing NFL into the interface. I appreciate all of your patience through the test cycle and in this off-season, NFL is the final part I plan on implementing into the Interface. Once that and injuries are done, we will host the draft and then can start up the season. As far as my current progress on NFL, here is a screenshot of a page to expect sometime within the next week or so: We're looking at starting sometime between March and Early April. With that said, the latest recruiting class is now on the interface. If you haven't taken a look at the class, do so now. There is plenty of time to prepare and get your recruiting boards up. Thanks, TuscanSota
  23. Intended. Will look into revising this once I have time.
  24. Welcome to SimFBA. I do recommend joining the discord where you have a chance, as that is where the most activity is currently.
  25. Hey everyone, Today marks the day where I officially announce that SimNFL on the interface is in development. For the first part of this implementation, I would like to formally announce that Sign Ups are now deployed on the interface. Please read this dev diary on how signing up for an NFL Team will work on the interface. To Access Click on the "Request Team" tab in the navigation bar of the Interface and then click the "NFL Team" button on the left side of the page. This will load every NFL team as a card. NFL Card The NFL Card features the logo of the team, the official team name, the Conference & Division of the team, and the roles that are available and filled. The Four NFL Roles on the Interface There are four roles on the interface: Owner, GM, Head Coach, and Assistant. The Owner has permissions for all NFL pages related to their team. The General Manager (GM) will have permissions related to the team's Cap Sheet and roster. They will be able to make trades, cut players, sign free agents and participate in the waiver wire process. They cannot save the team's gameplan or save the depth chart. The Head Coach will have permissions related to the team's gameplan and their depth chart. They will not be able to make trades, cut players, sign free agents, or participate in the waiver wire process. The Assistant may view all NFL related pages to their team, but will not be able to perform any actions reserved for the General Manager or Head Coach. Applying for a role Click on the role that you currently have on your NFL team. If you're new to SimNFL and want to join an existing team, please reach out to a SimFBA administrator and the team's Owner. If you're the owner of an NFL Team and also the team's General Manager or head coach, please only apply for the Owner Role. If you're currently both a GM and Coach, but not the owner, please work with your team's owner on splitting the responsibilities, because the current data structure does not support users with a dual GM and Coach role. Once you've clicked on the apply button, please wait for an Admin user to approve your role. What now? The rest of the pages are currently in development. The only way to tell if you're successfully signed to your team and role is by viewing the Available Teams page once you're approved. I will provide updates on when the pages will be available; for a particular order on when the pages may be ready, here is what I'm thinking in hindsight: NFL Admin Page NFL Team Page NFL Roster (Capsheet and Player Roster Management here) NFL Gameplan NFL Depth Chart NFL Free Agency NFL Trade Block When will they be available? When I say so. Please continue to be patient, and everything will be ready momentarily. Thanks, TuscanSota
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