Quote:
Originally Posted by NoOne
I've switched things up a bit this year. i now use Low accuracy and 50ratings 25/20/5. i don't care about my perceptions of what "should be," i only care about the results these settings have on the AI's decision making.
the problem with current year vs prev yr is the sample size, imo. at least the previous year is an entire year... current year might be 1game, or some minimum before it starts kicking in.... which isn't going to fix the problem much.
that's why i keep the 2nd year nearly as important. i just don't like the AI decisions when ratings are <50% of the evaluation or too much wieght is given to current year... i've tried ratings as low as 30% with a heavy current year as well as a more balanced current/previous year.
i handle my team so much better, the last thing i want to do is hamstring the AI even more... ai evaluation doesn't affect me at all because i don't look at overall/potential in any roster decisions, ever.
if they've aged or w/e, their ratings will show this.. they will be benched even if results are slightly better than expected for that player - if their is suitable competition on that team, which is the only time it matters. the point is for the cream to rise to the top and that most of the best players are playing regularly.
best players are almost always the ones rated better... a significantly stronger correclation to success than any 3yr percentage combination you can possibly create in the settings.
in real life all the best players do not play... some get lost in the shuffle, some are not understood, and reputation/experience plays too strong factor in how a player is choosen vs another. some may be ruined during development (self-destructive behaviour or poor management doesn't matter relative to this topic)
So, by adding stats and less accurate scouting you are making it more "realistic," but also handicapping AI decisions (and yours if you focus on overall/potential, as opposed to individual ratings like contact). know the actual impact of these decisions not what you feel about them. There are no wrong settings, but there can be a mismatch of what you think they do and what they will do, and only in those cases i'd argue you are using the wrong settings.
how often do you want a superior player sitting behind an inferior one?
how often do you want the AI to make bad decisions?
the more inaccuracy you add to the equation (scouting and or stats due to sample size is inaccurate info) :: the more poor decisions the AI will make. regardless of what we want, this is fact. what are the repercussions in the game? are they as you want them to be? that's all anyone should focus on.
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Your points are valid, except for one thing: OOTP does not work like you are expecting it to. Allowing the A.I. to only evaluate players on ratings would seem to be the logical way to get it to field the absolute best team at any given moment. But this is not how it works in practice. You need to have this year's stats included in the formula and to a pretty high degree, in order to compensate for it's inadequate evaluation of the ratings.
As for this year's stats throwing a monkey wrench into the equation because of small sample size, this is not a problem in OOTP, because this year's stats mean nothing until an adequate sample size has been achieved.
I do not like this. A better solution, to me,would be to count all results from the last 3 seasons, regardless of sample size and just weigh each plate appearance in the seasons differently. For instance, this year's stats each count 5 times more than last years, which count 5 times more than the year before. If a player had 500 AB last year, then last year's results will prove to be more important on decisions until he has 100 AB this year, at which point the two seasons will be equal in importance and as the season progresses, this year's stats will continue to grow in importance.
But that is not how OOTP works. It is all or nothing. Not enough stats and they have no value regardless of the settings.