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#21 | |
All Star Reserve
Join Date: Aug 2010
Location: New York
Posts: 653
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Quote:
Maybe the power rating distribution is off somehow. |
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#22 |
Hall Of Famer
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,317
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Are the less powerful full time players hitting what they should compared with the amount in the editor?
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Pirates Play Moneyball 1951 to 2008 46,000 views and counting!... Wow, up to 47,000, thank you. Wow, I hadn't checked for weeks. Oct 9 2024 its 79,561. Why do people use different players, different lineups, different strategy, development, talent change randomness, and the development lab, but judge the game on whether it produces historical statistics? |
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#23 | |
All Star Reserve
Join Date: Aug 2010
Location: New York
Posts: 653
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Quote:
2 players hit 30 home runs, and should be hitting 15 and 16 according to the editor. 3 players hit 25 home runs, and should be hitting 13, 21 and 15 according to the editor. 5 players hit 20 home runs, and should be hitting 11, 15, 12, 12 and 12 according to the editor. |
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#24 |
All Star Reserve
Join Date: Aug 2010
Location: New York
Posts: 653
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I'm looking at 2021 now in the sim. The totals seem to line up with both the "Stats & AI" page in-game and the MLB totals on Baseball Reference.
But the distribution seems off for sure. 5 players hit over 60 HR and an additional 15 hit over 40 in 2021 alone. It might be a player creation issue. I'm looking at all batters on active rosters (390 total). Ratings are on a 1-100 scale and 100% accurate. Here's the power rating distribution: 80+: 3 70s: 10 60s: 25 50s: 44 40s: 65 30s: 69 20 or below: 97 |
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#25 |
Hall Of Famer
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,317
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It seems to me a a basic and obvious concept that the aggregate ratings of fictional players and the distribution of ratings within the sample need to match those of the real life players who created the data in the league totals. That seems not be be happening. I don't know if it was intended to happen and didn't or if it wasn't considered.
What I suggest you do is rather than use fictional players use historical players for the year of the LTM. There is a function to rename all of them and if you erase all history you won't have the stats to tell you who they are. Once you dump them all into a draft pool I'd guess most won't be recognizeable.
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Pirates Play Moneyball 1951 to 2008 46,000 views and counting!... Wow, up to 47,000, thank you. Wow, I hadn't checked for weeks. Oct 9 2024 its 79,561. Why do people use different players, different lineups, different strategy, development, talent change randomness, and the development lab, but judge the game on whether it produces historical statistics? |
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#26 |
Hall Of Famer
Join Date: Apr 2015
Posts: 7,227
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unfortunately, the ratings float... so, ltm / totals will set the range of results that occur. incremental power rating means something different in every single game as far as probability of hitting a home run - same as the other ratings.
the resulting player ratings distribution will cause teh variation, but LT/LTM sets the sea level. Larger values equate to larger ranges of results, which allows for greater stratification of players based on ratings. Sometimes, going a little higher than you want in total gives you the individual results you are seeking. 73 hr.. need to listen to what markus ssaid about about locking statistical environment to 1993? 1994? etc... or lower the modifier for humeruns don't mess with totals unles you import them, or make sure all the numbers jive with babip, obp etc... a spreadsheet autocalculating anythign dependent on other stats makes this easy. |
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#27 | |
All Star Reserve
Join Date: Aug 2010
Location: New York
Posts: 653
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Quote:
I don't think I've ever seen stat outputs like this in previous versions. I believe something is off behind the curtain. I've seen a few accounts of inflated totals in the MLB quickstart too (Tatis Jr. finishing with over 1000 career HRs). I'm sure they'll fix it in a patch but right now it seems like there's not much awareness of the issue on the forums. |
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#28 | |
All Star Starter
Join Date: Aug 2011
Posts: 1,947
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Quote:
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#29 |
Bat Boy
Join Date: May 2020
Posts: 16
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Once the game gets pretty far into the future in a fictional save the game creates players with wonky ratings. I tested 5 fictional leagues and in all of them contact would drop about 5-8 points and Avoid K would rise about 15+ on average among batters compared to actual MLB players. Fictional Pitcher's stuff would on average decrease about 9 points and movement would increase 13+. I reported the issue and apparently the devs stated it was a known issue but it would be difficult to correct. So unless you manually mass edit the fictional player ratings distribution to somewhat match the ratings of the real players, you won't be able to reproduce a fictional league that mimics a specific era of baseball due to how the game generates fictional players. It's been a problem for some time now but hasn't been fixed.
Last edited by Yellowbucket58; 05-09-2022 at 08:53 PM. |
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#30 |
Hall Of Famer
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,317
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It is my impression that a majority of people play fictional or into the future with fictional players. How can it be that a serious problem that affects a majority of people still exists in version 23?
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Pirates Play Moneyball 1951 to 2008 46,000 views and counting!... Wow, up to 47,000, thank you. Wow, I hadn't checked for weeks. Oct 9 2024 its 79,561. Why do people use different players, different lineups, different strategy, development, talent change randomness, and the development lab, but judge the game on whether it produces historical statistics? |
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#31 |
Bat Boy
Join Date: May 2020
Posts: 16
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It really takes you out of it when playing deep into the future and the individual stats of players don't match up to the era you desire. The engine does a great job of matching league total stats but not so much individual stats. As I previously mentioned, mass editing the ratings of the fictional players to somewhat match those of real players fixes the issue but it's really time consuming and the onus shouldn't be on the players to fix the issue.
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#32 |
Hall Of Famer
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,317
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And the reality is that in the future, should the trends of a larger talent pool continue, we can expect the performances of players to converge not diverge. There is evidence of this in the past few decades with the emergence of power hitting middle infielders. So the OOTP future creation is taking things the wrong direction.
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Pirates Play Moneyball 1951 to 2008 46,000 views and counting!... Wow, up to 47,000, thank you. Wow, I hadn't checked for weeks. Oct 9 2024 its 79,561. Why do people use different players, different lineups, different strategy, development, talent change randomness, and the development lab, but judge the game on whether it produces historical statistics? Last edited by Brad K; 05-10-2022 at 05:45 AM. |
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#33 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,703
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Quote:
For example, in an effort to match contact and avoid K to the levels of the default roster, I had to go to the extreme and give avoid k .000 and contact .2.000 Last edited by SirMichaelJordan; 05-10-2022 at 09:01 AM. |
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#34 |
All Star Reserve
Join Date: Jul 2008
Posts: 851
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this is still an issue with the latest patch. fictional players. any era. crazy high individual home runs. so many problems with 23.
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#35 |
All Star Reserve
Join Date: Oct 2015
Posts: 569
Infractions: 0/1 (1)
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In truth, there is really only a single problem with OOTP23: that an incomplete and untested game was released as a finished product. The so-called patches being released to this point are actually just part of the development process that is necessary to reach a minimum standard BEFORE bringing a product to market.
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#36 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,703
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Quote:
I would suggest increasing power in the PCM to 1.165 in the meantime. This will increase power for the player generated which will help spread the numbers around. On default, there just isn’t enough power hitters created relative to the MLB roster which were created based on the league totals. TBH, this have been a problem for some years now. I think it’s more noticeable in 23 because of some of the engine changes. I’m just glad they finally acknowledged that the generated players aren’t on par with the MLB roster and the fictional players are inferior in most cases. I’ll post all of my PCM’s that will make Fictional players relative to MLB roster in a few. Last edited by SirMichaelJordan; 05-16-2022 at 05:06 PM. |
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#37 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,703
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Quote:
*These are a work in progress and batters are only tweaked for right now* Batter Contact = 1.320 Batter Gap Power = .820 Batter Power = 1.130 Batter Eye = 1.045 Batter Avoid K = .680 Running Speed = .650 Feilding = 1.040 Last edited by SirMichaelJordan; 05-25-2022 at 07:12 PM. |
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#38 |
Minors (Rookie Ball)
Join Date: Nov 2021
Posts: 25
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I'm surprised there's not more in the forums about this. I sim 20 years out before taking over a team (GM only), and the number of 60 HR (had a 75 HR guy one season I decided to force-quit) starting in the 2030s is breaking the game for me. I'd prefer to play with 2021 league stats but the single season HR totals would be absurd. So I'm using 2018 numbers but probably need to go back to even less live ball seasons. This is first version that the issue is this bad.
Players not hitting absurd HR totals (e.g., high 70s or 80s) in the sim is something that's often touted about the game. I'm routinely having the HR champ with 3 - 4 standard deviations above the average for PA-qualified hitters. Using sirmichael's adapted batter modifiers kept the real players and totals in check (unlike the first month of trying to play this game) during this sim, but with predominantly game-generated players, the game is back to being unplayable almost. |
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#39 | |
Hall Of Famer
Join Date: May 2004
Posts: 10,548
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Just curious… how many teams are in your league and how many rounds are in your draft?
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Quote:
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#40 |
Minors (Rookie Ball)
Join Date: Nov 2021
Posts: 25
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36 now, 20 round, 30 rounds worth produced. Int'l Amateur FA, Int' Development Complex, and Int'l FAs all turned off (side note: I change my draft origins to mirror current MLB roster country origins instead of using scouting discovery systems.)
Last edited by mschroe; 05-27-2022 at 04:44 PM. |
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homerun, settings, stats |
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