The first thing they should do, which is also VERY easy, would be to address open shots and value them against a constant: say the equivalent of a team with skills equal to 7 all around, or 8 or 6, you get the idea. Then higher salary players will shoot better than scrubs on open shots (realistic) and flow will finally matter more as it does in real life. I have no problem with players hitting 50% of their open 3s and 25% otherwise. It will be quality over quantity quite literally and it's possible that princeton and low post may become more appealing compared to the fast pace counterparts.
This change should be easy enough to make as it only involves modifying parameters in a calculation step and nothing in the actual GE that simulates what happened up to the point that the shot was taken.
Of course they could also look at how OD, ID and SB are used by the GE to affect shot selection, distance and the outcome of the shot (score, miss, block and foul) as some rebalancing there may be warranted, although I think this would take a lot of time and a lot of fine tuning and some stuff may not be easy to implement. In general terms, you'd probably want to feature SB more in various calculations, specifically for jump shots and outside shots and possibly value it against normalised values for guards (since SB is not a guard skill and is difficult to train for short players, you can't expect to have 20SB on a guard for it to be meaningful). At the same time OD's impact could be reduced to compensate.
Finally I would like to see more of the help defense event (where a player rotates to alter a shot), but not sure it is feasible. This is event e0003t0, just to be clear, and since all assist events start with e0001 and all the defense events with e0002 it stands to reason this is something that was added later and/or which is calculated separately from normal individual defense, but it's probably part of the core of the GE, not just a simple calculation.
Last edited by Lemonshine at 6/10/2020 9:07:12 AM