|
||||
|
![]() |
#61 | |
Hall Of Famer
Join Date: Apr 2015
Posts: 7,228
|
Quote:
there are other factors that will influence this though, like player AI evaluation. basically anythign that affects player usage or considers age etc, even trading settings, possibly. i assume this is mostly default or 'challenge mode' etc? stats lag behind ratings / ratings are lead indicators, so i'd assume that heavy stats in player eval may help keep older players around ~+1 extra year at least. this graph shows that most don't make it to mlb by 25 (older post above thought it was odd)... and important to know any RL "line" is in itself lacking some integrity... it may be a lower, middle or higher range etc of what was possible. . impossible to re-run that bit of time over and over again, so it's always a bit of a guess. more data creates better guesses. Last edited by NoOne; 09-26-2018 at 04:56 PM. |
|
![]() |
![]() |
![]() |
#62 | |
All Star Starter
Join Date: Jan 2013
Posts: 1,339
|
Quote:
|
|
![]() |
![]() |
![]() |
#63 | |
Minors (Double A)
Join Date: Apr 2012
Posts: 134
|
Quote:
Feeders alone can be set up in an incalculable number of ways, thus affecting drafted players and development. Prior to these aging test sims I sent a week trying to get the feeders to produce the real life amount of ~63% College players, ~26% High School players, and ~11% previous years fail to sign players. That setup gave me 96 College teams : 80 High School teams for a 6 level deep minors. Which is incredibly far away from what the game creates by default. I expected development rates would need slowed down with so many more college players being drafted, but it was quite the opposite. An no matter how high pitching aging is set, there are always too many 35+ year old pitchers in the league. And this doesn't even touch on what NoOne said about AI evaluation, which was stat heavy in this sim at 25/50/15/10. So basically I give up ![]() |
|
![]() |
![]() |
![]() |
#64 | |
All Star Starter
Join Date: Jan 2013
Posts: 1,339
|
Quote:
|
|
![]() |
![]() |
![]() |
#66 |
Hall Of Famer
Join Date: Nov 2005
Posts: 2,960
|
I never use those settings. They aren't even the default fictional settings, they are simply to help the AI fill out lineups as close to real-life as possible at the very beginning of an current year MLB save.
|
![]() |
![]() |
![]() |
#67 |
Hall Of Famer
Join Date: Aug 2010
Location: Indiana
Posts: 9,847
Infractions: 1/0 (0)
|
I use 65/20/10/5 for all leagues now. I find the AI to be more competitive with these settings and 100% accuracy on scouting.
|
![]() |
![]() |
![]() |
#68 |
Hall Of Famer
Join Date: Apr 2003
Location: Minnesota
Posts: 2,727
|
|
![]() |
![]() |
![]() |
#69 |
Hall Of Famer
|
There is an issue with doing this however...you don’t need to pour money into your budget for scouting (which removes realism) and it’s likely the AI still does. You could always just turn scouting off all together, but again, you’d be sacrificing a good chunk of rralism
|
![]() |
![]() |
![]() |
#70 |
Hall Of Famer
Join Date: Nov 2005
Posts: 2,960
|
I honestly mostly run in "God Mode" and don't do much managing/playing myself. So, I use settings to try to make the AI more realistic, not more "competitive". Those settings probably do make the AI smarter.
|
![]() |
![]() |
![]() |
#71 |
All Star Starter
Join Date: Jan 2013
Posts: 1,339
|
What is a good AI Eval setting for a stats heavy base, or going stats only? I dont feel like I would want stats heavy because IMO a lot of decisions are based on how the player is producing. If they were rating heavy, I feel like breakout stars like Aguilar and Muncy would've be given opportunities because of what their ratings say even though their production would be much higher.
|
![]() |
![]() |
![]() |
#72 | |
All Star Starter
Join Date: Jan 2013
Posts: 1,339
|
Quote:
|
|
![]() |
![]() |
![]() |
#73 | |
Minors (Double A)
Join Date: Dec 2005
Posts: 128
|
Quote:
I always play with them off and have my AI settings at 40/35/20/5. I'm can't remember what my logic for this was but I think I wanted more of an emphasis on stats. Although, having read through this, i'm thinking of upping the ratings weight. |
|
![]() |
![]() |
![]() |
#74 |
Minors (Double A)
Join Date: Apr 2012
Posts: 134
|
|
![]() |
![]() |
![]() |
#75 |
Hall Of Famer
|
I just cannot bring myself to use overall ratings (stars or 20-80) because of the many, many situations like the one below. The lack of consistency just ruins it for me, so I turn them off. It's a shame this has never been able to be fixed. If I had to guess, it probably never will be either, or it already would have been. Same day, first day of a MLB startup....the issue started right after installing the latest update...but this just happens all the time and I can't even report it as a bug anymore because I think it's just the way OOTP is....so that's why I have overall ratings turned off.
|
![]() |
![]() |
![]() |
#76 |
Major Leagues
Join Date: Jun 2018
Posts: 332
|
when you say 65/20/10/5, are you referring to the player evaluation numbers? So 65 is ratings, 20 is this years stats, 10 last year, and 5 two years ago?
|
![]() |
![]() |
![]() |
#78 | |
Hall Of Famer
|
Quote:
No, I turn the OVERALL current and potential ratings off. I still use the current and future component ratings. |
|
![]() |
![]() |
![]() |
#79 | |
Minors (Double A)
Join Date: Dec 2005
Posts: 128
|
Quote:
Are you using 40/30/20/10 in that situation? Thanks. |
|
![]() |
![]() |
![]() |
#80 |
Minors (Double A)
Join Date: Apr 2012
Posts: 134
|
So this graph is an average of 2016-2018 MLB players obtaining 200PA or 40IP in a season.
The OOTP numbers are from a fictional 24 team league with college heavy feeders and default injuries in seasons 30, 31, and 32 after creation. This is the closest I've managed to get the graph after simming some 500+ seasons. Why they are so extreme, I don't know. But this is what makes the graph work at least in the league configuration that I run. Batters age: .200 Batters dev: 1.300 Pitchers age: 2.000 Pitchers dev: 2.000 |
![]() |
![]() |
![]() |
Bookmarks |
|
|