"Dynasty Mode
Dynasty Mode still has a couple of issues which I might get out of the way first. The stats engine is still a little faulty so you might notice players averaging fewer points than they should and a couple of discrepencies with rebounds and assists. It looks a little better than last year though and I did make a point of raising the issue with the guys so we'll see if any fine tuning is made before the game is finished.
Generated rookies look like being a bit better as far as size and balanced skills are concerned though I did notice a couple of those players sneaking through. Name generation has been fixed though with names reflecting the region the player is coming from so there's less John Smiths coming out of Africa and seemingly fewer mismatched names so we should see less Dikembe Johnsons as well. There's also around 550 common surnames in the game so instead of being called by a number generated rookies should be announced by their surname instead. As always, look out for some producers' names to surface in the game.
Speaking of generated players if you do decide to hold the 2006 Draft again there will be some fictional players in there. This is due to the fact that not every draftee from the class of 2006 will have been signed by the time the game ships and thus cannot be included. Indications are that there will be some roster updates to add missing rookies and players as the season goes on so while that might be an issue out of the box it might not be such a big deal once those updates come along. There were also hints of some official updates for the PC version.
If you re-draft the class of 2006 the default order reflects the final draft board this year so if a team traded up or down they will now hold that pick by default. You can also randomise or adjust the draft order if you wish.
An ESPN Mock Draft and recommendations (including a list of team needs) are available for all rookie drafts including the 2006 Draft if you choose to hold it again. You will be graded on the picks so if you select a small forward when you are already deep at that position you can expect to receive a low score. When viewing prospects you will be able to view the scores that your scout has given them as well as a few comments from unnamed ESPN analysts (no name has been attached this year though they are branded as ESPN Insider content). The Mock Draft is available throughout the season with the picks and recommendations changing to reflect season standings and team rosters.
Speaking of draft picks they seem to be much easier to trade this year. If you offer a team a good deal involving picks they are far less likely to turn their nose up at it. For the sake of testing out their interest in trading picks, I dealt Dwyane Wade to the Bulls for Chris Duhon and a first round pick which the Bulls accepted. Obviously such a deal would never be made but it's a deal that would have been turned down in NBA Live 06. Fairer deals also suggest we shouldn't have so much trouble making swaps that involve picks this year.
When signing free agents we are presented with the option of offering a minimum contract, standard contract or the mid level exception. The MLE obviously offers flexibility for teams without cap space while the standard contract option allows us to make an adjustable offer as in years past and the minimum contract option saves us some time sliding the contract offer down to the minimum. The MLE does seem to be effective in getting better players out of the free agent pool and back into the league. Bird rights are also in the game this year.
I was a little disappointed that the offseason is still linear and we have to advance a day or two to see if a trade went through. Still, with the other improvements it's not so bad and teams do seem to respond quicker to trade offers. Most of the time I got a response the next day which is preferable to simming two or three days to find out a deal has been rejected.
Starting this year we'll have to pay close attention to team chemistry and player happiness. Players will comment on a variety of things: market size, roster stability, winning percentage, team events, playing time and bench order, team talent and overall team chemistry. Some aspects are beyond your control. If you're controlling a small market team then a player who wants to play in a big market is only going to be satisfied if you trade him to a big market team. So long as he's happy about other aspects of the team you shouldn't run into too much trouble with him.
Bars will indicate a player's satisfaction with each aspect of the team. He'll also comments such as "I think we need to make some moves", "I'm happy with the direction of this team", "A lot of players have trouble seeing eye-to-eye" and so on. You're also able to monitor a player's relationship with his teammates and check out how they might feel about playing with other players in the league as well as how those players feel about their current teammates and whether they might welcome a move to your team. Given that this all affects your chances of success as well as signing and re-signing players it's a huge improvement to Dynasty Mode.
You'll also have to monitor your player's fatigue on road trips. There are diagrams and bars to indicate how far you've travelled and how tired your players have become. You can schedule days off instead of practice to give them a rest and if you're simming, reduce their minutes (more on that later). The assistant head coach takes care of scheduling events and can be done automatically (submitted for your review) or you can control that yourself. Events are assigned in a similar interface to training camp time.
If you have a good assistant head coach you'll want to make good use of ESPN Rumour Central where you can investigate the buzz on players: who wants to sign where, who may or may not re-sign and who might be up for grabs. His research might not always yield accurate results especially if he doesn't have great skills in that area so just as in real life you may need to take some rumours with a grain of salt.
A useful new feature is the ability to set rotations and playing time for simulated games. Once you've ordered the rosters to set the depth chart you can adjust how much time a player will see at each position (by percentage) as well as determine how often they will start. You're able to give players time at multiple positions as well. LeBron James may start the game at small forward and account for 75% of the minutes at that position, but you could then also assign him time at shooting guard and point guard as well thus allowing the game to simulate different lineups you might use during gameplay. You'll find that you can give sixth men a lot more minutes during simulation this way.
If at any time you find yourself overwhelmed by the features of Dynasty Mode, this year you can find extensive help and explanations of the various GM functions as well as a guide to the salary cap and roster management under Dynasty Help. It should be useful to new and returning players alike.
Dynasty Mode looks like it's going to be a lot of fun this year with more management features and with the improved gameplay I think a lot of people will be enthusiastic about Dynasty this year. There are a few issues remaining as I mentioned but I'm hoping some fine tuning will take place before the game is finished. On the whole I'm really looking forward to it; I'm going to have trouble finishing off my NBA Live 06 Dynasty now."
Eh bien ça s'annonce passionnant