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Old 06-23-2025, 02:14 PM   #69
LD84
Minors (Triple A)
 
Join Date: Aug 2024
Location: Zürich, Switzerland
Posts: 224
Quote:
Originally Posted by jpeters1734 View Post
I think you’re shifting the discussion away from what the actual problem is.

Of course real life minor league stats do not perfectly translate to MLB. Of course there’s noise. Of course there are AAAA players. That’s not what’s being tested here.

This is about whether minor league stats in OOTP reflect actual current ability. And what these tests show repeatedly is that they don’t. A player with zero skill by the game’s own rating scale can produce at a competent level in Triple-A if his potential is high. That has nothing to do with real life and everything to do with how the engine is built.

You’re saying this is “just like real life,” but it’s not. In real life, a guy who hits .300 in AAA has real tools, even if they don’t carry over. In OOTP, a guy with no tools at all is hitting .300 just because he might someday develop them.

If the engine is giving players a performance bump because of potential, then it’s not simulating baseball. It’s simulating projection models. That’s fine for development curves. It’s not fine for in-game performance.

And calling that out isn’t “breaking the engine.” It’s showing what the engine is actually doing.


Could you try a test for me?


Make a player have 1/600 potential ratings but 600/600 in all of of their current ratings.

Turn off development so that the ratings do not move.

Play the player a full season at the highest ML level.

I am curious if potential ratings have any bearing on the underlying baseball engine at the ML level, or if it is just at the minor league level.

Last edited by LD84; 06-23-2025 at 02:18 PM.
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