itsmb8 |
06-12-2021 04:18 AM |
Quote:
Originally Posted by Matt Arnold
(Post 4796342)
We try, but there's a lot of challenges in figuring out how things go years down the road.
Another change that came in a few patches ago was that we started retiring some undrafted players, since when looking deeper at it, that was impacting the talent levels of the player pools.
We try to plan properly, but there's enough variation year to year that it's hard to get it perfect unless if we generated a ton of extra players, but that might shift the talent levels more that way.
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Quote:
Originally Posted by Mat
(Post 4796343)
But the pool of players that are generated each draft announcement day (the youngest group) is never enough to cover all rounds, it seems there is no attempt to create enough players here to meet the required draft rounds.
Should it not create more than the required amount of players to account for any retirements as they progress to the draft?
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I think part of the issue may be the way players are generated and how it follows the bell curve. For example, if you were to normally create players for 20 rounds it would produce X, Y, and Z amount of players with high, average, and low potential, but increasing it generate more rounds would generate more players at each level of potential. If we adjusted that to favor the lower end more, the overall talent level of the generated player pool wouldn't change, and there would just be more players at the low end of the player pool.
Theoretically, talent distributions wouldnt change for drafts but youd still have enough players so that every player in the pool would have all 4+ years of generated history.
Regardless, thank you and the rest of the team for listening to our ideas and critiques, it's highly appreciated and a big reason why i've stayed invested into the game year after year.
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