Modified signing odds for the various preference options to better match up with the 6 hour cycles.

Whenever: Will now have about 50% chance of signing at some point in period 1 and 50% chance in period 2.

As Soon as Possible: Previously, these would sign almost definitely within 18 hours of the start of signings. I'm going to spread that out longer, so that they will definitely sign by the end of period 1, but not quite as quickly as they were.

By the end of period 1: Almost all will sign by the end of period 1, with odds increasing each cycle.

Late: None will sign in period 1, but almost all will sign by the end of period 2, with odds increasing each cycle.

Of course, anyone who hasn't signed already will sign on the very final cycle, regardless of tendency.
7/5/2016 3:26 PM
Added a multiplier to recruiting efforts based on the team's division. This is in addition to the multiplier for prestige.
7/6/2016 12:55 PM
In cases where a team is chasing a recruit from a higher division, interest level is now limited to Moderate until the start of the second recruiting period in cases where it's a one-division difference, or until the final 24 hours of recruiting if it's a D3 team and a D1 recruit.
7/6/2016 3:58 PM
Added multiple views to both the Targets module on recruiting home and on the recruit pool search page. You can now view General, Ratings, or Preferences information quickly and easily.

Also added the multiple scouting trip feature to the recruit pool search.
7/7/2016 2:52 PM
Added the ability to scout multiple states at one time.
7/7/2016 4:28 PM
Adjusted the effect of distance on the cost of scouting trips, home visits, and campus visits. The end result is that closer recruits may go up slightly, but far away recruits will be lower. The upper cap on costs has also been lowered.
7/11/2016 10:12 AM
1. Moved processing of all recruiting actions to the next cycle instead of immediate.

2. Instituted a limit of 20 home visits for a team with a particular player.

3. Increased the recruiting value of promises.
7/13/2016 1:50 PM
Made a few changes aimed at speeding up the loading of recruiting pages. I'll continue to work on this area.
7/14/2016 4:38 PM
Changed the conference strength preference to factor in a team's division when evaluating the strength of the conference. Previously it would be pretty much impossible for D3 and most D2 conferences to get a good match on that. Now it compares your conference to the average for that division.

Also adjusted the Very Bad/Bad/Neutral/Good/Very Good ranges. Previously, Neutral was only displayed when there was zero adjustment positive or negative. Now, Neutral could mean a small adjustment positively or negatively.
7/14/2016 5:35 PM
Fixed the issue with distance not updating correctly when an unsigned recruit goes JUCO. This change will take effect for next season.
7/18/2016 1:41 PM
On the final recruiting cycle, if a recruit has no valid offers from teams at High or Very High, he will accept an offer from a team at a lower interest level. So he would first look for a team at Moderate, then if there were none there, he would move on to Low, then to Very Low.
7/19/2016 1:49 PM
Human coached teams will now auto-sign players after recruiting ends to get to 3 openings or less. So, if a team has 5 openings, they would auto-sign 2 players.
7/19/2016 4:58 PM
Adjusted walk-on creation logic to reduce the starting quality a bit and reduce potential. The goal is to have these players be somewhat useful in an emergency, and even occasionally worthy of a scholarship, but we don't want them to be so good that it encourages leaving open spots in recruiting.
7/20/2016 1:03 PM
Added the ability to withdraw any recruiting actions that haven't been processed yet.
7/20/2016 5:11 PM
Transfers/rescinded players will now contact up to 50 schools within 500 miles of their hometown. They will be automatically scouted at level 1 at that point.
7/21/2016 10:55 AM
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