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Old 03-18-2024, 05:42 PM   #32
Will Beh
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Join Date: May 2020
Location: Canada
Posts: 1,251
Quote:
Originally Posted by FantasyDrafter View Post
I have only simmed 2 seasons, one a fantasy draft where I mostly had young vets / prospects, the 2nd where I used the Phillies default roster. I am specifically only interested in this new feature, primarily the focus part of it in season.

In both cases I used a min/max approach to the development focus. So for a hitter I would zero out baserunning and defense for example but max out power and babip. I would do something like this with every player on the mlb roster. A bar was either at zero or 100, if points were left over one of the bars was at 50.

In both seasons, it was more likely that I would see an INCREASE in categories I had zeroed out. In categories I maxed out typically there was no change or a DECREASE.

I am not ready to say there is a huge problem, we are only talking about 2 seasons I have simmed and I assume this is the first thing someone in the beta would do. From a developer standpoint, what would the intent be if someone used this strategy?

One thing I don’t love is that for pitchers there are more points available if the pitcher has more pitches in their repertoire. I assume this is because the system is set up so that every bar can be at 50%, but if the bar distribution makes a difference this gives an advantage to the user who wants to max out the non-pitch categories. Available points being allocated based on potential & work ethic ratings seems like an alternative that might make sense? Having 6 pitches giving you the equivalent of a 2 full bar advantage over a player with 2 pitches just seems a strange mechanic to me. Assuming there is an actual advantage to be had of course, my quick experiments indicate the bars may be cosmetic fluff.

Thoughts?
I think the results you're seeing are likely because of a small sample size introducing randomness from standard player development and and short test length of only 2 seasons. The development focus is on top of the normal development, and I can say for certain based on the way it's coded, that putting more into something will lead to better development, and taking away will lead to worse.

It is a good point about the number of pitches increasing the amount of points they have to distribute, but generally pitchers that have so many pitches are not as great in other areas. Also as an example, if a guy has 3 pitches then sure he'll have more points than a guy with only 2, but if you take away from his third pitch he's going to end up a lot worse than he currently is. So while he has more points, they aren't really "free" to take because they are so valuable. Granted this could lead to strategies where you can make great relievers out of 3 pitch starters by moving the points out of the third pitch, but I'd argue that this is realistic and happens in real life all the time.

Last edited by Will Beh; 03-18-2024 at 05:43 PM.
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