Tier 1: 7.
I think the sim engine is one of the essential parts of this league. Of course it is, as somehow we have to make our players play the game, but the sim engine is more than that. There are so many aspects to it that are worth a discussion.
The first one I want to discuss here, is the worst time management I have ever seen. It is not even on the level of Mike McCarthy, it is so much worse. I really hate it. It is so bad, it is horrible and atrocious. I don't understand how you could develop a game like Wolverine Studios did, and still never get to fix the timeout debacle at the end of almost every half. Taking timeouts at the worst times ever, at times spiking the ball although it is not necessary at all and putting yourself in really bad situations. So many times that they take a field goal way too early and let the opponent score again. The timeouts and spikes can't be that hard to program into a sim engine as they did I would think. There are some rules you can or have to stick to, and by that, you can fix the issue with 2 minute behavior by the sim.
It could be possible that this isn't really an issue for Wolverine Studios, as they have a different target group. They developed the game for players that are the general manager and coach of the team. By that, players can make their own decision of when to take timeouts or when to spike the ball. But that doesn't help us at all. Moreover you have kind of bad game experience as a standard player, if your opponents always make so bad decisions and mess up their two minute offense. Of course, you get lucky a lot if you encounter situations like that, but in the long term it becomes annoying to always get lucky in situations like that. So I can't really understand this never really came up for Wolverine Studios to fix. It is really annoying to lose games because of situations like that.
Another aspect of the sim is more related to the builds we are using. First I want to say, that I really am impressed of the work the sim balance team does and also really like what they came up with. Really good work by them, it is not easy to get such a balanced state of the sim engine for the whole league. One thing I want to discuss here though is the current state of maximum builds in the league. The TPE level rises from season to season it seems. It is normal that it does that. But it would be nice to give max earning players some kind of benefit of their hard earned TPE. Think about it, if you are currently max earning in this league, you are maxed out at least 1 season before going into regression. For those players, it would be nice to have something rewarding for the season you are already just banking your TPE.
It would be cool if every position or every build has some kind of possibility of what to do with your TPE once you are maxed out. It could be something like open spending of your maxed build for double the cost of the standard update scale, or just some attributes you can invest in further. Anyways, this kind of build overspending must be regressed immediately, before you take any TPE out of any other maxed out attribute. This would mean, you have about 1 season where you are over the top of the league, in a way that is really rewarding for max earning players. Of course there are drawbacks to this method, as records (especially single season but also career records) are in danger of a system like that. But it would be really cool to have something to do with all the banked TPE you gather when being maxed out.
I think the sim engine is one of the essential parts of this league. Of course it is, as somehow we have to make our players play the game, but the sim engine is more than that. There are so many aspects to it that are worth a discussion.
The first one I want to discuss here, is the worst time management I have ever seen. It is not even on the level of Mike McCarthy, it is so much worse. I really hate it. It is so bad, it is horrible and atrocious. I don't understand how you could develop a game like Wolverine Studios did, and still never get to fix the timeout debacle at the end of almost every half. Taking timeouts at the worst times ever, at times spiking the ball although it is not necessary at all and putting yourself in really bad situations. So many times that they take a field goal way too early and let the opponent score again. The timeouts and spikes can't be that hard to program into a sim engine as they did I would think. There are some rules you can or have to stick to, and by that, you can fix the issue with 2 minute behavior by the sim.
It could be possible that this isn't really an issue for Wolverine Studios, as they have a different target group. They developed the game for players that are the general manager and coach of the team. By that, players can make their own decision of when to take timeouts or when to spike the ball. But that doesn't help us at all. Moreover you have kind of bad game experience as a standard player, if your opponents always make so bad decisions and mess up their two minute offense. Of course, you get lucky a lot if you encounter situations like that, but in the long term it becomes annoying to always get lucky in situations like that. So I can't really understand this never really came up for Wolverine Studios to fix. It is really annoying to lose games because of situations like that.
Another aspect of the sim is more related to the builds we are using. First I want to say, that I really am impressed of the work the sim balance team does and also really like what they came up with. Really good work by them, it is not easy to get such a balanced state of the sim engine for the whole league. One thing I want to discuss here though is the current state of maximum builds in the league. The TPE level rises from season to season it seems. It is normal that it does that. But it would be nice to give max earning players some kind of benefit of their hard earned TPE. Think about it, if you are currently max earning in this league, you are maxed out at least 1 season before going into regression. For those players, it would be nice to have something rewarding for the season you are already just banking your TPE.
It would be cool if every position or every build has some kind of possibility of what to do with your TPE once you are maxed out. It could be something like open spending of your maxed build for double the cost of the standard update scale, or just some attributes you can invest in further. Anyways, this kind of build overspending must be regressed immediately, before you take any TPE out of any other maxed out attribute. This would mean, you have about 1 season where you are over the top of the league, in a way that is really rewarding for max earning players. Of course there are drawbacks to this method, as records (especially single season but also career records) are in danger of a system like that. But it would be really cool to have something to do with all the banked TPE you gather when being maxed out.
![[Image: 011p.png]](https://i.postimg.cc/0ytdxNZ0/011p.png)
![[Image: 11-win-WR.png]](https://i.postimg.cc/Qdh5wMgY/11-win-WR.png)