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Old 05-06-2022, 09:32 AM   #21
OmahaReynolds
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Does the league home run rate match the LTM rate? If yes, then all I can think of is the talent distribution of your fictional players doesn't match the talent distribution of the real life players who created the LTM data. Maybe I'll think of something else!
The league totals in the league strategy settings are almost an exact match with the league's total stats output. 3.6% home run rate for both. So that seems to be working.

Maybe the power rating distribution is off somehow.
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Old 05-06-2022, 10:08 AM   #22
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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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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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Old 05-06-2022, 02:55 PM   #23
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Are the less powerful full time players hitting what they should compared with the amount in the editor?
Looking through now.

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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Old 05-06-2022, 03:11 PM   #24
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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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Old 05-06-2022, 09:07 PM   #25
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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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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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Old 05-08-2022, 09:52 PM   #26
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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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Old 05-09-2022, 10:25 AM   #27
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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.
Locking the stats doesn't make sense as this league is supposed to mimic changing environments from 1985-2021.

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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Old 05-09-2022, 03:53 PM   #28
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Locking the stats doesn't make sense as this league is supposed to mimic changing environments from 1985-2021.

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.
I have seen these issue in my 1890`s tests. Big seasons by one player. Like 30 % more by one guy in hr or one pitcher 35-1 with no real reason for it. Also have never seen wide swings like this in previous versions
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Old 05-09-2022, 08:51 PM   #29
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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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Old 05-09-2022, 11:23 PM   #30
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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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Old 05-10-2022, 02:54 AM   #31
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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?
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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Old 05-10-2022, 05:44 AM   #32
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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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Old 05-10-2022, 08:59 AM   #33
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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.
I would try tweaking PCM’s. In my experience tweaking them is realty a band aid and can put you in the rabbit hole trying to get fictional players on the same page as the default roster.

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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Old 05-15-2022, 08:16 PM   #34
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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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Old 05-16-2022, 04:15 PM   #35
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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.
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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Old 05-16-2022, 04:55 PM   #36
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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.
It’s still being worked on for maybe future patches. Things like this you want to make small adjustments so it won’t potential make other things out of wack.

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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Old 05-16-2022, 07:19 PM   #37
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It’s still being worked on for maybe future patches. Things like this you want to make small adjustments so it won’t potential make other things out of wack.

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.
Updated PCM to match MLB default roster quality

*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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Old 05-27-2022, 04:34 PM   #38
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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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Old 05-27-2022, 04:39 PM   #39
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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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Old 05-27-2022, 04:41 PM   #40
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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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