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Understanding Minor League Performance in OOTP 26
Updated post on 26 June 25:
I want to share something I’ve been noticing in OOTP 26 that has real implications for how we evaluate minor league performance. After seeing some unusual stat lines in my saves, I began running a series of tests to better understand how the minor league sim engine works this year.
What I found is that potential ratings now influence statistical output in the minors, The higher the potential, the greater the effect. To highlight that, I ran a controlled test: I created a player with all 1s in current ratings and maxed-out potential, then locked him into Triple A. Over a full season, he slashed .303/.380/.529 with 26 HRs and 2.8 WAR. That stat line would suggest a player who’s ready for the majors, but this one had no actual present-day ability.
This isn’t just a one-off. It’s one example that illustrates a broader pattern I’ve observed across multiple scenarios: players with high potential consistently produce better minor league stats than players with equal current ratings but lower ceilings. That’s new in OOTP 26. In previous versions, performance was more clearly driven by current ratings alone.
This change was intentional and related to the AI improvements mentioned in the change log. It alters how users interpret stats, and that’s worth discussing, especially since it wasn’t specifically called out. If you’re someone who relies on minor league performance as part of your decision making, it’s important to understand that those numbers may now reflect future potential as much as current ability.
Reason for edit: Reframed post to focus on informing the community and clarified tone to reflect observation rather than criticism.
Last edited by jpeters1734; 06-26-2025 at 01:07 PM.
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