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there is drift due to slight differenecs between players that start out in your league and those made for the draft.
change your League Total Modifiers to mitigate it, or allow it to be how your league plays out... role play it, so to speak, or not.
edit - if not much of a sample, ignore until certain. it's something to evaluate at end of season and adjust if needed. then keep eye on it over next several seasons for more adjustment :P
i used to run 100+ year sims - after zooming forward 30years to get rid of all the seed players, then reseting league data. would then adjust LTMs until i got long-term results i was lookign for... important not to be too precise with this stuff... in the end i cared more aobut what the best players did than the league totals.. i want my 80 pow guys touching 60hr every 10-30 years type frequency... i want the a top end stealer to reach 100 sb or more. (greater than max speed and ability).
long term sims always made reliable sets of modifiers, but when i started working backward from what i wanted from the superstars, i really liked what i saw. it tends to be slightly offensive heavy, but this has an awesome side effect on pictchers too... league wide pitcher stats are obviously slightly lower, but the superstars get a bit better... more differentiation between the top tier and those below.
4.3-4.4 era over 100 years... ebbs and flows.. even slightly higher but then you'll see 70+ hr guys and such, which maybe what you want... each to their own. but, andi'm not the first to say this in the forums, you up the offense slgihtly and it really opens things up. you get better stratification between upper tiers of quality, imho.
Last edited by NoOne; 08-11-2023 at 09:27 PM.
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