Garlon, none of this really has anything to do with CG rates or hitting target CG numbers, so let me clarify a couple of things. I should have phrased point #5 in a different way, so I've fixed that in the original post. Maybe you can edit your posts accordingly, so hopefully the developers don't glance at this and assume it's based on concerns about CGs.
My concern about league modifiers for pitcher fatigue is how they impact the number of pitches thrown before pitchers become fatigued and then exhausted, which has a huge impact on their individual game performance and individual game results.
If pitchers start to fatigue too soon, it has a major impact on their performance in subsequent at-bats, and it leads to premature exhaustion, where they became completely ineffective too early. So the human manager is forced to pull pitchers too soon compared to real life tendencies, in order to combat this overly early fatigue. In contrast, the AI often leaves pitchers in the game too long, and they give up too many runs, per my discussion in point #1 above.
This isn't about hitting a CG number. It's about making sure pitchers can throw a proper number of pitches without getting fatigued too early, and that applies to any point in an individual game and to starters as well as relievers.
If a lot of starters can't throw more than six or seven innings without getting into major fatigue, despite having high stamina and playing in an era where starters threw more pitches per start, and it's all because the modifiers were calculated too low, then that's a real problem. Similarly, if relievers can barely get through two innings when needed, that can be a similar problem in certain eras and with certain stamina ratings.
I have conducted numerous tests where I've seen OOTP calculate the league total modifiers for fatigue to be too high or too low, perhaps in an attempt to adjust for stamina ratings being based on pitchers' total careers. But these adjustments are often a bit too extreme in one direction or the other. So the modifiers cause these undesirable results and an unrealistic in-game management and AI management experience. If I adjust them myself, this generally stops happening and I see the immediate difference in how many more or fewer pitches a pitcher can throw before fatigue and exhaustion set in. This seems to be clear proof that the modifiers are not quite right and are the root cause of the problem.
That being said, I don't want to have to babysit this or make my own adjustments, because that defeats the purpose of the modifiers, and I'm not privy to all the hidden calculations that OOTP is making. This means I can't be precise or know exactly how much I should adjust things to get the desired results. There's a bit of trial-and-error and guesswork, so if the modifiers can be perfected relative to the user's various historical game settings, that would be ideal. I'm sure it wouldn't be easy to figure it all out, but it certainly seems feasible.
Last edited by Charlie Hough; 02-19-2023 at 06:58 PM.
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