Quote:
Originally Posted by bailey
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Quote:
Originally Posted by Markus Heinsohn
When injuries are off then OOTP 'simulates' injuries in the development with sudden drops in order to keep the system straight. Otherwise it would be messy since too few player would suffer talent drops and the average quality of all players in the league would rise over time, which is unrealistic...
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The funny thing about this is that for a number of seasons the FOBL played under RonCo's old development settings, which slowed dev speed and increased aging speed, with default creation modifiers. Our fault for not understanding the settings, I guess. That lead to a player pool that was
bland as paste. Just flow the crappy players through the turnstile. There seemed to be no mechanism to
hold up the talent pool (the only saving grace was the existence of some older, better players already in the system).
A few seasons ago we changed our settings, .95 for aging speed and 1.1 for dev speed. Players got to the bigs a bit faster (not as many guys passing 25 still green) and
some are hanging on into their late 30s. And creation modifiers were upped to 1.16-1.17 to actually make players who appeared to be worth drafting.
We have a bit of cycling through to do to see where the new settings will shake out, but as it stands now, contact is high in the 22-26 range, with both ratings and talent falling past that. The exception would be the few older players who make it to 36+, who are basically studs who held onto their ratings.
26 is the mode of hitters at the major league level (though this could be skewed, we're in ST right now). 25 is the mode for hitters in the entire universe.
theFOBL.com : Player Metrics
Not perfect, but that's what we get pulling out some of the numbers.