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Caliber of Players Created Each Year in Amateur Draft are Mediocre
I have a fictional league with 32 teams, but set up as closely with the MLB structure as possible so as to not unintentionally create any issues with my outcomes. I like playing fictional league, with fictional teams, and fictional players, but I want it run as closely with the MLB as possible so financials and what not aren't overly skewed.
That said, my league is set up as such: ML, AAA, AA, A, R. I read on the OOTP forums that it is ideal in the amateur draft to create about five rounds per league level. Since I have five league levels, I should have about 25 rounds in the first year draft.
However, I've noticed lately that in the last few drafts, I don't really see any high caliber players in the first few picks of the 1st round. Most of the newly minted players have mediocre or slightly above average potential ratings.
I had read on another OOTP thread that the logic that drives the draft system may have something to do with the number of rounds you have. In other words, the more rounds you have, the higher percentage of high potential players will be created; player quality seems to be proportional to the quantity of rounds you have.
So I'm wondering if I'm not having enough draft rounds in order to create more of these high potential players each year. It's concerning, because as I play through more seasons, the high caliber players that were initially created are filtering out (retiring), and they aren't being replenished by other high caliber players in the amateur drafts. Thus, I'm about to have a league with mostly mediocre players and no super stars.
Has anyone else figured this system out by chance? What's the ideal amount of draft rounds (based on your league structure), and how many rounds of players do you make available? For instance, if you have 25 rounds, do you create enough players for 26...27...30 rounds? Does it make any difference?
Last edited by Left-handed; 03-11-2019 at 01:37 PM.
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