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#101 |
All Star Starter
Join Date: Apr 2005
Location: San Antonio, TX
Posts: 1,789
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Wow. I just read this whole thread from start to finish. It was an interesting journey!
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College Football Sim League |
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#102 | |
Hall Of Famer
Join Date: Jun 2006
Location: All alone
Posts: 12,612
Infractions: 0/1 (1)
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Sim forward four years until everyone has stats.
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#103 |
Minors (Double A)
Join Date: Mar 2015
Posts: 130
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#104 |
All Star Starter
Join Date: Apr 2005
Location: San Antonio, TX
Posts: 1,789
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I believe the game generates stats each year. I think he's saying that is you sim ahead four years, then high school and college seniors with have 3-4 years of stats making it easier to gauge their potential.
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College Football Sim League |
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#105 |
Minors (Single A)
Join Date: May 2014
Location: OK
Posts: 53
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Well, if we are talking v16, wouldn't a human player acting only as a manager help even the field? Or was this available before?
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#106 | |
All Star Starter
Join Date: Jul 2014
Posts: 1,098
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Quote:
The AI playing against the AI is always "fair" no matter how correctly or incorrectly the game is managed by the AI, no matter how many bugs the game has, or anything. Since every AI team has the same advantages and disadvantages. You say this is about the AI playing the AI but you are constantly bringing it back to the AI vs. a human. If you are truely talking about just AI vs. AI none of any of this entire thread matters or any thread here would matter since the AI will always be using the same AI engine based on what you set. The first bolded line from above... You will make all of those. Except maybe for the coach signing. Personally I feel that is an area where the human has 100% control over the AI. The difference is though that the AI will always go for the best available coach it can get (Taking budget and personalities and league rep, etc. into the decision). All of the moves you stated are a guess and they will sometimes be wrong. The difference is not that you won't make them, which you will, it's that you can fix them immediately. Pertaining to the second bolded line... Are you really saying you never make a mistake in game? That's a pretty bold statement. I'm going to try and decipher what you meant and not just believe your a narcissist. I think you mean you're moves can't be "wrong" to you as a human player because you picked them. Your always picking what you perceive to be the best move. But what you perceive to be the best move isn't always the best move. Personally I'd venture to guess the AI is a lot better at all those things then you think it is. It's not perfect but it does a great job at what it does. remember when looking at what the AI does you only see the action not what went into the action. |
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#107 |
Hall Of Famer
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
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That was a very interesting post.
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Cheers RichW If you’re looking for a good cause to donate money to please consider a Donation to Parkinson’s Canada. It may help me have a better future and if not me, someone else. Thanks. “Conservatism consists of exactly one proposition …There must be in-groups whom the law protects but does not bind, alongside out-groups whom the law binds but does not protect.” Frank Wilhoit |
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#108 |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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I've just recently returned to the forums but I feel like I definitely can comment on this from a point of knowledge, so let me step in here.
The Wolf and I have actually talked about putting together like a "Legend" level quickstart, and TRY to make it hard. It didn't really get off the ground because of real life, but it'd be damn difficult anyway because everyone is so different. 0/67/22/11 like he states works VERY well for AI player management, at least up until 15, with stats only. One suggestion that I had made to him on a previous occasion was to make things more difficult turning off ratings for your scouts and your coaches might be the most important thing. There have been at least two complaints here that everyone is able to get the "best coaches and scouts across the board" -- no, you've got the best RATED scouts. If the game tells you that you have a Legendary scout, you know to trust your information. I do consider myself one of those "high-level" players one of the previous posters spoke of. If I play on default settings, odds are I'm going to be competitive 90% of the time if not dominant. But, I'm not looking to game the AI, I'm looking for realistic baseball where my management decisions matter. I see the value in stats only, but I've also discussed it that ratings are used in scouting as well, in real life, so there isn't anything inherently wrong with it. The key to having a really solid AI in terms of player management is having the AI get its info in a way that makes sense, which is making it look at performance. 0/67/22/11 or 5/62/22/11 for the person who really wants to use ratings is a VERY solid way to go, and it has been tested by quite a few people. As always, your mileage may vary. |
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#109 | |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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Quote:
Your knowledge of the major leagues (which is the reason you don't want to skip ahead) is going to give you an inherent advantage. Play with a bunch of players that you don't know from Adam, and it is more challenging. You could always turn ratings on during the draft in that scenario -- but if you aren't using feeders, you're going to get stats generated for your drafts anyway. Obviously, your major leaguers already have stats, and I believe MiLB stats are included too? |
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#110 | |
Minors (Single A)
Join Date: May 2014
Location: OK
Posts: 53
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Quote:
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#111 | |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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Quote:
The best way to see the difference is to set up one test league, run four seasons, and then scout the league using each setting. Do it in commissioner mode and go look through the AI teams and see what changes they make off this change in evaluation. You'll get a clearer view of what it does than me explaining. You can do it with a very small league with no minors and cut out all the guff like baseball cards and the like so it sims ultra fast. The biggest change in the difficulty for me has been turning coaches and scout ratings off. Then you have to actually see who scouted or coached well instead of it telling you who is a legend so you always have the best and know to 95% trust the info you receive.
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Manager - Motor City Marshals Perfect Manager/Discord Name: jaysdailydose |
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#112 |
Minors (Single A)
Join Date: May 2014
Location: OK
Posts: 53
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I guess my more fundamental question is does the AI take into account *potential* ratings when the setting is 0/67/22/11?
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#113 |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,718
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#114 |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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#115 |
Major Leagues
Join Date: Jul 2006
Posts: 328
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Do people use in trading "heavily favor prospects" or "favor prospects" -- practically, what's the difference?
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#116 |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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Obviously, heavily will make them favor prospects even more strongly...
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Manager - Motor City Marshals Perfect Manager/Discord Name: jaysdailydose |
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#117 |
Major Leagues
Join Date: Jul 2006
Posts: 328
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Obviously -- I guess my question is what makes trading more challenging (or more realistic)
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#118 | |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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Quote:
I personally only use Very Hard combined with either Heavily Favor Prospects or Neutral, depending on what type of league I'm playing. EDIT: Generally I use Heavily Favor in a MLB league or ML environment -- and neutral in some fictionals. It all depends on what type of environment you are trying to simulate. Last edited by jaysdailydose; 05-11-2015 at 12:56 PM. |
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#119 |
Major Leagues
Join Date: Jul 2006
Posts: 328
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I guess that is my question -- what does heavily favor versus favor yield?
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#120 |
Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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