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Old 06-09-2006, 04:05 PM   #1
dbacks933
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Imbalance: player progression

i simmed 41 years of a fictional MLB, here are some of the results thought were unrealistic.

of the top 57 paid players in the league (over 10 million yearly salary) 54 of them were first round picks (thee early-mid second rounders) and 35 of them were top 10 overall picks. The overwhelming majority of the players in the league with multi-million dollar contracts were all first round picks. The highest paid player drafted outside of the first five rounds was being paid $3.9 million and his stats in the first three years of that four year contract are:

year record GS IP ERA WHIP
1938 9-19 35 205 6.28 1.68
1939 6-5 15 79.1 6.13 1.40
1940 2-13 21 137.2 6.01 1.72

I consider this a very debilitating balance issue that will keep me from playing the game until it is addressed. There has to be more basis on stats/variance/randomness in player progression, otherwise the future of the franchise relies almost solely on how high you are picking in the first round.


extra info: 25 round draft, full minor leagues, default development and statistical parameters.

Last edited by dbacks933; 06-10-2006 at 08:19 PM.
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Old 06-09-2006, 10:06 PM   #2
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any agreement on this issue?? i personally think it's semi-gamebreaking.
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Old 06-10-2006, 01:23 PM   #3
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Yeah, certainly so. There are other topics with similar stories. OOTP6.5 included a lot of talent boosts and drops that made player development fairly unpredictable and realistic.
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Old 06-10-2006, 01:25 PM   #4
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Quote:
Originally Posted by dbacks933
any agreement on this issue?? i personally think it's semi-gamebreaking.
I might even consider it a complete gamebreaker.
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Old 06-10-2006, 01:28 PM   #5
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Quote:
Originally Posted by Nutlaw
Yeah, certainly so. There are other topics with similar stories. OOTP6.5 included a lot of talent boosts and drops that made player development fairly unpredictable and realistic.
Which is one of the big reasons I found that game so much fun.

All or a sudden your third baseman turns into a solid clutch hitter, or your sound offensive 2B who always hit .310 looses his touch and can no longer bat over .210, both really happened to me in 6.5 really made that game fun.

I hope this gets fixed. I really do.
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Old 06-10-2006, 08:12 PM   #6
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Quote:
Originally Posted by Cras
I might even consider it a complete gamebreaker.
technically i do as well, as i haven't fired up ootp since i analyzed that sim.
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Old 06-10-2006, 09:42 PM   #7
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Quote:
Originally Posted by dbacks933

I consider this a very debilitating balance issue that will keep me from playing the game until it is addressed. There has to be more basis on stats/variance/randomness in player progression, otherwise the future of the franchise relies almost solely on how high you are picking in the first round.


extra info: 25 round draft, full minor leagues, default development and statistical parameters.
1 bit missing. Patch or no patch?

Sorry to be cryptic, but see this thread.
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Old 06-10-2006, 10:57 PM   #8
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yea patched.
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Old 06-10-2006, 11:00 PM   #9
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Hopefully there will be commentary on this issue soon.
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Old 06-11-2006, 01:19 AM   #10
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Quote:
Originally Posted by dbacks933
...of the top 57 paid players in the league...54 of them were first round picks...I consider this a very debilitating balance issue that will keep me from playing the game until it is addressed. There has to be more basis on stats/variance/randomness in player progression, otherwise the future of the franchise relies almost solely on how high you are picking in the first round.
Or, to put it another way, there needs to be more uncertainty in the scouting and drafting department. Maybe the scouts are too accurate and the AI too smart!
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Old 06-11-2006, 02:15 AM   #11
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Originally Posted by spark240
Or, to put it another way, there needs to be more uncertainty in the scouting and drafting department. Maybe the scouts are too accurate and the AI too smart!
The only problem here is that you've got to find a way to make all the AI except one team's stupid about a certain player in order for the one team to steal him in the 16th round instead of having someone take him in the 1st.

It would be really, really cool if the future version had inborn biases on the part of the scouts: one guy could be really into switch-hitters, another into "toolsy" outfielders (and that guy could be hired the the Detroit Tigers in the 1990s), another into high school 3rd basemen... and ideally these biases would be hidden and be something you could only figure out over time. Granted, there would then be all kinds of people posting stuff like "someone fix the game! My scout is rated 20 in everything and he keeps recommending I trade Barry Bonds for a young Russ Davis!" But that's kind of the fun of the game IMO, the uncertainty.
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Old 06-11-2006, 03:23 AM   #12
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i feel the problem is strictly with development being too straight line. there is little variation. the high draft picks get good, the mid rounders might break into mediocrity if they are very lucky, and the late rounders are automatic career minor leaguers. picking some hidden talent in the 16th round doesn't make any sense, because if you think he is a good player, regardless of what the AI values him at, you will take him much earlier than the 16th.
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Old 06-11-2006, 03:51 AM   #13
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What you are asking already exists Syd Thrift with the scouts having tendencies. I'm not sure how that affects the AI's player evaluation overall though.
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Old 06-11-2006, 02:20 PM   #14
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Quote:
Originally Posted by dbacks933
i simmed 41 years of a fictional MLB, here are some of the results thought were unrealistic.

of the top 57 paid players in the league (over 10 million yearly salary) 54 of them were first round picks (thee early-mid second rounders) and 35 of them were top 10 overall picks. The overwhelming majority of the players in the league with multi-million dollar contracts were all first round picks. The highest paid player drafted outside of the first five rounds was being paid $3.9 million and his stats in the first three years of that four year contract are:

year record GS IP ERA WHIP
1938 9-19 35 205 6.28 1.68
1939 6-5 15 79.1 6.13 1.40
1940 2-13 21 137.2 6.01 1.72

I consider this a very debilitating balance issue that will keep me from playing the game until it is addressed. There has to be more basis on stats/variance/randomness in player progression, otherwise the future of the franchise relies almost solely on how high you are picking in the first round.


extra info: 25 round draft, full minor leagues, default development and statistical parameters.
I agree and think its important to be looked at. Too many first rounders become stars while there seem to be a dearth of late round surprises coming through. There should be way more risk involved with drafting
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Old 06-11-2006, 02:37 PM   #15
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Quote:
Originally Posted by darkenigma510
I agree and think its important to be looked at. Too many first rounders become stars while there seem to be a dearth of late round surprises coming through. There should be way more risk involved with drafting
Point is being made elsewhere, loudly. I think they will see the smoke signals in Europe on this issue.
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Old 07-03-2006, 10:09 AM   #16
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This is one of the issues that Markus has been looking at in patch 2. We're hopeful that the logic in this area will be greatly improved.

For now I'm going to move this over to the Claimed Fixed forum.
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Old 07-03-2006, 10:20 AM   #17
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dola,

This is TT # 1824, for future reference.
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Old 07-03-2006, 10:34 AM   #18
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I think that it's ironic that there is so much consternation amongst the fictional OOTPers about players living up to their potential, when one of the historical simmers biggest complaints is RL players not living up to their potentials. When fixong this for the fictional simmers, I hope that you don't add more variability to the historical games. My suggestion would be to add more variability to the scouting of younger players AI, making it more difficult to pick a winner, rather than lessening the importance of the potential ratings.
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Old 07-07-2006, 01:53 PM   #19
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Fix Verified. Closed.
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