10-09-2020, 04:35 PM
(This post was last modified: 10-09-2020, 04:37 PM by timeconsumer.)
Hi, guy who built the current archetypes here. There's some good info here and I agree that a rework is never a bad idea and we could go with some tweaking. Here are my thoughts based on the overhaul I did way back when:
1) I regret keeping the same archetypes the league started with. I took what we had and I tweaked it. Problem is this resulted in us having some that are very redundant, like the balanced DT you noted. If I were to do it all again I'd have most positions end up with something like "Speed, power, balanced" as the three choices or "Speed, blocking, balanced" or "speed, possession, balanced" etc and remove a lot of the archetypes that we don't need. 3 is pretty decent for most positions.
2) Speed. Yes we all know how important speed is but we also need to keep in mind it isnt the end all be all even though everyone chooses it to be. Now that our friends are decompiling the sim we can see that even better and we have a better understanding of how CurrentSpeed really works, especially for offense. A 100 speed WR is 6.4% faster than a 90 speed WR when they have the ball. That's it. That's what 150 TPE buys you. With the higher strength, agility, and hands afforded by these slower archetypes I think it's a perfectly acceptable tradeoff. Maybe I'm wrong, but I don't think I am.
3) Strength. With our new understanding of how blocking works and we realize that strength isn't everything for blocking or getting off blocks. Lineman may all be Athletic but believe me the blocking stats are just as important and we've seen that quantified, so is agility. Even Hands is just as important as strength in the raw calculation and considering the low TPE cost it should be capped early. We've seen that if a DL wants to avoid being blocked Tackling actually appears to be twice as effective as strength and while I didn't have the formulas to back this up at the time I had noticed it during my late career time on Angus Winchester as a Dlineman and ran with a high tackling stat late into regression. On the flipside we've seen how important strength is for receivers and corners. Red Zone receivers may not be common because of 90 speed but that 75 strength is nice. Maybe they could use a buff to 80 strength.
4) Gunslinger. I was a gunslinger, I loved it. If you love efficiency gunslinger isn't for you. You will throw more INTs. That's bad right? Not really. From all my tests and analysis I don't really see more ints give any sort of quantifiable increase to loss rate. Know what statistic was the only one I could find with a significant affect? Sacks.
5) Experience. Experience matters in the sim as we've seen. I have a few positions with fixed values like receivers and TEs and some that scale with TPE like corners and safeties. Maybe I did this wrong. Maybe corners should scale with time played like everyone else. Maybe receivers had their experience too high and it devalued hands too much. It's worth exploring.
1) I regret keeping the same archetypes the league started with. I took what we had and I tweaked it. Problem is this resulted in us having some that are very redundant, like the balanced DT you noted. If I were to do it all again I'd have most positions end up with something like "Speed, power, balanced" as the three choices or "Speed, blocking, balanced" or "speed, possession, balanced" etc and remove a lot of the archetypes that we don't need. 3 is pretty decent for most positions.
2) Speed. Yes we all know how important speed is but we also need to keep in mind it isnt the end all be all even though everyone chooses it to be. Now that our friends are decompiling the sim we can see that even better and we have a better understanding of how CurrentSpeed really works, especially for offense. A 100 speed WR is 6.4% faster than a 90 speed WR when they have the ball. That's it. That's what 150 TPE buys you. With the higher strength, agility, and hands afforded by these slower archetypes I think it's a perfectly acceptable tradeoff. Maybe I'm wrong, but I don't think I am.
3) Strength. With our new understanding of how blocking works and we realize that strength isn't everything for blocking or getting off blocks. Lineman may all be Athletic but believe me the blocking stats are just as important and we've seen that quantified, so is agility. Even Hands is just as important as strength in the raw calculation and considering the low TPE cost it should be capped early. We've seen that if a DL wants to avoid being blocked Tackling actually appears to be twice as effective as strength and while I didn't have the formulas to back this up at the time I had noticed it during my late career time on Angus Winchester as a Dlineman and ran with a high tackling stat late into regression. On the flipside we've seen how important strength is for receivers and corners. Red Zone receivers may not be common because of 90 speed but that 75 strength is nice. Maybe they could use a buff to 80 strength.
4) Gunslinger. I was a gunslinger, I loved it. If you love efficiency gunslinger isn't for you. You will throw more INTs. That's bad right? Not really. From all my tests and analysis I don't really see more ints give any sort of quantifiable increase to loss rate. Know what statistic was the only one I could find with a significant affect? Sacks.
5) Experience. Experience matters in the sim as we've seen. I have a few positions with fixed values like receivers and TEs and some that scale with TPE like corners and safeties. Maybe I did this wrong. Maybe corners should scale with time played like everyone else. Maybe receivers had their experience too high and it devalued hands too much. It's worth exploring.
![[Image: XSfVUgo.png]](https://i.imgur.com/XSfVUgo.png)
Hank Winchester (S25 - Current) - Scrub
Angus Winchester (S1-S12) - 4x Ultimus Champ - #2 Career Sacks - Hall of Fame
Cooter Bigsby (S14-S23) - S23 Ultimus Champ - #4 Career Yards - #4 Career TDs - 2x MVP - Hall of Fame