Having Cousins he went up a total of 2 in his foul rating over 4 seasons. I watched favors go up 1 point in 3 season. So yes but I have not seen big jumps; albeit It's not vary closely watched as other ratings Bc you have to look into the player editor each time.kucoach7 wrote:Since Ima need some of this training for Boss Hogg I'm very interested in this. I'd be interested to know how the foul rating is affected by TC. Does it change significantly over time? You could make the argument that training 5 points in any category doesn't make much of a difference and that you have to train them repeatedly to make a difference, which we can now do. However, with the current 3 foul limit, you can only train them to the point where they only average 2.9 fouls a game. Also, if TC isn't helping at all that could make a case for allowing more than 5 points at a time.
Definitely NO! Remember, potential trainings don't raise the current rating; that must be done separately. Since fouls have no potential, only current, they should be treated in the same way we treat Athletic trainings, NOT potential trainings. Which means it should go up a maximum of 5 points per season just like athletic trainings.ballsohard wrote: Sat Aug 12, 2017 7:23 am So we have another thread here which we discussed solutions:
I'm rehashing this thread because the current rules are subpar. We've seen 2 people use it (Favors and Cousins) with no effectiveness and in some cases foul rate went up .
Amendment 1:
Remove the 3 fouls per game threshold ; only keep a max rating threshold
Reason: Why do we even have this? If your guy shoots 40 percent from 3 you can still improve it :. Why do we limit this
Amendment 2:
Make foul training like potentials
20 points to go from F to D
20 points to go from D to C
25 points to go from C to B
30 points to go from B to A
Max of 35
When trained the foul rating goes up 20 points.
Reason: although it's training a current and we have a different current training this really on effects one side of the ball and 5 points is simply ineffective for this training.
WigNosy wrote:Definitely NO! Remember, potential trainings don't raise the current rating; that must be done separately. Since fouls have no potential, only current, they should be treated in the same way we treat Athletic trainings, NOT potential trainings. Which means it should go up a maximum of 5 points per season just like athletic trainings.ballsohard wrote: Sat Aug 12, 2017 7:23 am So we have another thread here which we discussed solutions:
I'm rehashing this thread because the current rules are subpar. We've seen 2 people use it (Favors and Cousins) with no effectiveness and in some cases foul rate went up .
Amendment 1:
Remove the 3 fouls per game threshold ; only keep a max rating threshold
Reason: Why do we even have this? If your guy shoots 40 percent from 3 you can still improve it :. Why do we limit this
Amendment 2:
Make foul training like potentials
20 points to go from F to D
20 points to go from D to C
25 points to go from C to B
30 points to go from B to A
Max of 35
When trained the foul rating goes up 20 points.
Reason: although it's training a current and we have a different current training this really on effects one side of the ball and 5 points is simply ineffective for this training.
The reason foul ratings were broken out from athletic trainings in the first place is because the foul rating is hidden - there's no way of knowing what the rating is unless and until you ask and someone checks the player editor. To avoid an "unknown" rating forcing someone to look things up to find the right band (e.g. 1.8/2.2/2.6/3.0 points for athletic trainings), I went with a flat 2.4 points (right between the "D" and "C" bands)... and 5 points times 2.4 points of increase is 12 points. Exactly what we have now.
I also checked the foul ratings of players that averaged 35+ mpg and had foul ratings of 80 (since the max we let athletic trainings go to is 85). Guess how many fouls per game they averaged? Yup, right around 3. The "3 fouls per game" threshold wasn't pulled out of thin air. It was put in there to keep people from training players past a rating of 85 without having to actually go consult the ratings every time someone wants to train.
Yes, if a player has a horrible foul rating, it will take 4 to 5 seasons of training to get rid of the bad habits so he can play 30+ mpg and another 4 to 5 seasons of training to get him to the point where he rarely gets in foul trouble. But a guy with a low (say 15) strength or jump would take that long to improve as well and will be not terribly effective until he does so.
One of the big advantages of adding the NCAA system is that we have the college pages now which let you go scout draftees' foul ratings. The obvious example (since Conroy brought it up) is Kenneth Henderson from this year's draft (see http://pbsl.ijbl.net/NCAA/players/player3072.htm ) - he has a rating of 7 on that page. This information has been publicly available for a couple of weeks - especially since the draft file was finalized - and yes, I actually took a little time went and looked at his college page (along with other top prospects) to scout him so I would have snarky stuff to say in the liveblog even though I didn't have a first round pick (I *didn't* look at the player editor - I have no idea if he kept a 7 foul rating when imported into the league file or not).
If we want to amend the training so that it runs like other athletic trainings - even though someone will have to let you know just how many points your training will cost - that's fine with me. I was just trying to propose a system that let people do the training themselves without having to wait on one of the members of the input team to go look first.
In the interest of fairness, foul rating turning potential stars into garbage has been around since our very first draft and it hasn't only hit bigs. You might remember Tharon Mayes, drafted in our first rookie draft in 1990. Should have been the perfect 3 and D guard... but couldn't stay on the court.DarthVegito wrote: Sat Aug 12, 2017 9:05 pm
I hate this "hidden" rating all together. It was always there But it wasn't until maybe what, 5 seasons ago, that we actually started seeing it literally keep top big off the court. In the countless sessions I don't remember it being significant at all.
I don't think we should let this hidden rating that has no effect on a player's color rating or potential make a player insignificant.
The most important thing to the league is "are you having fun?" I agree that TC crushing guys isn't fun. It is why we came up with Tc insurance. Injuries aren't fun which is why we turn them down to 50% (this means they happen half as often and they last half as long - with injuries at 100% serious injuries can take players out for a year or more, meaning multiple seasons lost). If it is so bad it sucks all the fun out, we need to find a way to change it.TC can cost a team an entire wasted year if it destroys a top rookie. Not to mention now the players look like they will all take 23 years to develop. This foul rating should not be another thing that cripples players and teams.
This is the type of solution I'd rather. I think my problem is that I don't think foul trouble should be another next player breaker that it currently is. I get that it has to be a factor, I'm cool with that. But it's too great a factor right now. Too many points have to be put here just to get a player starter minutes. There are enough things that make a gm want to "retire" at times throughout the season. Let's make this one kinda moot and an afterthought in the scheme of things.ballsohard wrote:One thing I was thinking is :
Change foul from 5 to 10 as doug suggested but
Have a minimum foul rating of 25.
Now we're talking about being able to play early in the career.
You still have the ability to train if it's a problem (albeit less of one .
Make the user use the csv file to notify the league.
You also still have a very wide range of skill in fouling and it's a factor still.
I'd be all for suggestions man .. I just don't understand the Rating enough to make one.Inner_GI wrote:Can I fix Brokic's injury rating?
I say take out the minimum as it excludes player that REALLY need it. You are talking 40-60 pts and 3-5 season before these guys get to an even remotely respectable foul rating. I dont mind keeping the per36 3.0 fpg qualifier, but i can understand the case for it to be removed as well.ballsohard wrote:One thing I was thinking is :
Change foul from 5 to 10 as doug suggested but
Have a minimum foul rating of 25.
Now we're talking about being able to play early in the career.
You still have the ability to train if it's a problem (albeit less of one .
Make the user use the csv file to notify the league.
You also still have a very wide range of skill in fouling and it's a factor still.
By min I mean the lowest a player can have is 25.IamQuailman wrote:I say take out the minimum as it excludes player that REALLY need it. You are talking 40-60 pts and 3-5 season before these guys get to an even remotely respectable foul rating. I dont mind keeping the per36 3.0 fpg qualifier, but i can understand the case for it to be removed as well.ballsohard wrote:One thing I was thinking is :
Change foul from 5 to 10 as doug suggested but
Have a minimum foul rating of 25.
Now we're talking about being able to play early in the career.
You still have the ability to train if it's a problem (albeit less of one .
Make the user use the csv file to notify the league.
You also still have a very wide range of skill in fouling and it's a factor still.
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This has been done. Player foul ratings (for players on teams) now show up on http://pbsl.ijbl.net/lists.php?page=playerssigned under the "PFL" column.WigNosy wrote: Sat Aug 12, 2017 9:43 pm So I noticed there is a "Text Reports" button that can dump player ratings to .CSV - and that the fouls rating is in there. I will see if I can find a quick and easy way to add that rating to the lists.php page so it at least isn't hidden any more. Because I don't like the fact it's hidden either.