View Single Post
Old 09-05-2016, 04:15 PM   #14
PSUColonel
Hall Of Famer
 
PSUColonel's Avatar
 
Join Date: Feb 2002
Posts: 13,136
The real issue is how to balance actual performance vs. perceived talent. It is important to do this because obviously you want to judge players by how they actually perform...that's a given. It's also very important because percieved talent DOES have a place in OOTP. It helps as a guideline for fair contract values, trades, and expectation.

After a lot of experimenting, it seems to me (and this may be unfortunate) anything with ratings under 50 creates some very odd results when it comes to lineup/rotation selection, as well as salary demands.

The idea is to find that sweet spot, where perception and expectation are present, but not on such a level where it ignores performance. I used to think last year's stats were a somewhat important part of the evaluation equation. That is utter rubbish. I have learned that current year's stats are the primary driver in creating a realistic experience.

What I have learned:

1 Ratings need to be at 50 or higher.

2 Current years stats needs to be substantially higher than last year and two years ago.

3. With the latest updates, normal scouting accuracy is very good, and presents a good fog of war challenge.

4. The trade AI is also very good now on average. The development teams has been fine tuning some things. I do feel you need a healthy perception/expectation part of the evaluation.

So,

Ratings (50) = Expectation/perception

Current Year (30) = performance which keeps players who are playing better higher up in the lineup and rotation.

Last Year (15) = a back up measure to reaffirm (or not) ability and performance, but not to an extent where the results will be too screwy. Think of this as a "tie breaker"

2 Years ago (2) = almost nothing. It is only here to throw a bone to players who have had a statistical anomaly one year, or for players who have either progressed or regressed since then.
PSUColonel is offline   Reply With Quote