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You could analyze the effect fairly easily -- 100% scouting and zoom out 5-10 years at at ime and assess talent levels of batters and pitchers -- maybe just the top end, or whatever your concerns are.in the distribution. You can do this for all sorts of things to find their long-term effect and how it ebbs and flows with talent levels etc...
TCR defintely helps with a little better peak playes, but overall talent won't shift to the right on distirubtion curve because as many get worse as those that improve randomly.
I used to lower that long ago, but default or even slightly higher is definitely good in my opinion. Too high might get comical as far as being able to trust ratings and trying to develop prospects in a way that amounts to more than picking numbers out of a hat.
In older iterations of the game, people have done some fairly extensive research on injuries and aging etc. They had graphs and everything. I'd trust the data ootp uses and beyond that it's purely subjective to tweak it one way or another.
with that said i think i do 1.05 to 1.10 for development and .90-.95 for aging. I don't tell myself it's becaues it's more realistic. I just wanted to see a few more 30-somethings playing at a high level. It's probably imperceptible but it makes me feel warm inside.
if you want realistic, trust that ootp used a far larger sample size to compute whatever they use. There may be opinon as to how to weight it or adjust it per era or this or that. There's no wrong answer here. Definitely useful to zoom out like i said above. Test it out. See what happens. if it requires a league turnover (e.g. anything that impacts created player talent distribution) might require you to zome out 20-30 years before you see the full impact of the setting change. Injuries probably don't need that, as you'd only look at rate since the change and that would be up to date immediately, but TCR might be wise to zoom out 5-10 years and let it settle in a bit.. find a equilibrium then assess the impacts becasue that would be more representative of future years than 1 year after the setting changed.
I do mil rules like syd. You definitely need to zoom out to test anything like that. Scan through multiple teams - the team roster screen where oyu can fit nearly all mil teams on one screen is a good spot to check multiple levels for bottlenecks or oddities caused by the rules. you can do some rough math based on typical draft ages and how many picks/rounds per year for each team to make sure enough players of that age/svc time are available at each level, but that doesn't cover all the bases.
Last edited by NoOne; 07-10-2024 at 09:51 PM.
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