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#161 | |
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Hall Of Famer
Join Date: Dec 2001
Posts: 3,326
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Quote:
That said, I would expect that most of the impact of the talent change randomness setting would be for 17-25 year olds, while the player aging setting would influence the talent drops for the much older players even in historic replay leagues with a talent change randomness setting of zero. I don't have data to prove that opinion but it makes some game design sense, plus I think most users that use statslab/OOTPOU would agree a majority of dev changes in OOTP take place for players aged 17-25 and players aged 32+. |
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#162 |
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Join Date: Feb 2002
Posts: 13,106
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#163 |
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Hall Of Famer
Join Date: Dec 2003
Location: LEO
Posts: 3,789
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I have to admit that those charts showing how talent change randomness (tcr) effects the draft has be re-thinking this whole issue. I really really hate the idea of the draft being so orderly like. I dont want every good player in the league to be a former 1st round pick.
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The Chicago White Sox 1906, 1917, 2005 World Series Champions 1900, 1901, 1906, 1917, 1919, 1959, 2005 American League Champions 2000, 2005, 2008 American League Central Division Champions 1983, 1993 American League West Division Champions OOTP | Orbiter | SSMS | FSX | LoL | MLP:FIM! |
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#164 | |
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All Star Reserve
Join Date: Nov 2008
Posts: 586
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#165 |
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Hall Of Famer
Join Date: Dec 2001
Posts: 3,326
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That's a subjective opinion though right? If you want more 1st round successes then 67 is a better Talent Change Randomness (TCR) setting. If you want more late round surprises then 100 is a better TCR setting. Besides these examples of user preferences is there something I'm not accounting for here with regards to the TCR setting? FWIW, I am on-board with the idea of a "0" TCR being preferable for historic replay users, I don't think that would be the solution for other types of OOTP users though.
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#166 |
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All Star Starter
Join Date: Aug 2011
Posts: 1,947
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This has been a great thread. Thank you to everyone who posted input and research on here.
While i play 12, the same issues apply- pitchers develop too quickly- everyone ages too quickly, and injuries cause declines of too many top players The challenge has been to find values of modifiers that work well, and give the basic play we want I chose a talent random 20 a batting development 1.000 (that seems fine) I had pitching at .960...but given the thread I may have to drop it even more, maybe .930 or .940 The aging is a challenge. I was playing at .900, but again thisthread has shown this may be far too high to get the results that are realistic- I may play my next sim at .800...not as low as you guys, but lower, and see what happens I also now choose to play injuries on low- still get injuries, but not overloaded- which helps block a few decines along the way Thanks again everyone for your input. appreciated greatly. |
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#167 |
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Hall Of Famer
Join Date: Dec 2003
Location: LEO
Posts: 3,789
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back on point with the talent randomizer here,
if I crank it back up, or at least raise it a bit to instill more parody in the draft, does this cause player's "career" arcs to go out of whack? or are these settings people are using just because they want to see a good play develop in to a good player, and add more predictablility? I guess the question is, is it to make the game easier, or it is actually neccesary to keep the universe in line with the real world?
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The Chicago White Sox 1906, 1917, 2005 World Series Champions 1900, 1901, 1906, 1917, 1919, 1959, 2005 American League Champions 2000, 2005, 2008 American League Central Division Champions 1983, 1993 American League West Division Champions OOTP | Orbiter | SSMS | FSX | LoL | MLP:FIM! |
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#168 |
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Hall Of Famer
Join Date: Aug 2008
Posts: 2,095
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I don't think I've seen this mentioned, but does changing these modifiers put the AI at even a bigger disadvantage? If the AI is programmed to value players a certain way (expect players to decline at a certain age) wouldn't making the players age slower throw the AI off? For some reason I don't think the AI adjusts its evaluations based on the aging and development modifiers.
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#169 | |
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Major Leagues
Join Date: Jan 2002
Posts: 336
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Quote:
So, in my opinion, the AI adjusts according to what you have your modifiers set on. I don't think it's an internal adjustment, I just think that the ratings reflect what the player is and what he is potentially going to be - and that's what the AI goes by. When you change the modifiers, what the player is and is potentially going to be changes for better or worse, depending on what you have the modifiers set to. |
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#170 | |
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Hall Of Famer
Join Date: Dec 2002
Location: The OC
Posts: 6,358
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Quote:
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Looking for an insomnia cure? Check out my dynasty thread, The Dawn of American Professional Base Ball, 1871. |
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#171 |
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Hall Of Famer
Join Date: Apr 2003
Posts: 2,727
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I am going to be starting a new MLB game. Would you guys recommend the aging and random talent modifiers that are on page 1 of this thread? Does it really make a big difference?
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#172 | |
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Major Leagues
Join Date: Mar 2012
Posts: 361
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Quote:
FWIW, I'm not sure about the talent change randomness yet. |
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#173 |
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Hall Of Famer
Join Date: Apr 2003
Posts: 2,727
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Yeah. I'm pretty good anyways at limiting my payroll when it comes to building teams. Mainly build through the draft and sign players within their first year or two of arbitration.
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#174 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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Is there any kind of consensus on this?
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#175 |
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Major Leagues
Join Date: Mar 2012
Posts: 361
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I'm still thinking about this one and one question is still bugging me. Since the aging modifiers are tuned down a lot with phightin's suggestions while the development modifiers stay pretty much untouched, wouldn't that lead to a situation that the older players will prevent the younger prospects to take their spots in the lineups? Players are aging at a slower pace while prospects still keep developing pretty much the same way as with the default settings. That would lead to an endless cycle of trying to trade away this good veteran who is blocking the prospect.
Any thoughts on this one? |
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#176 |
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Hall Of Famer
Join Date: Apr 2003
Posts: 2,727
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Should I use these if I'm creating my own fictional solo game? Or will the default 1.000 be fine for all 4 things?
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#177 | |
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Hall Of Famer
Join Date: Dec 2001
Posts: 3,326
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Quote:
Last edited by Killebrew; 07-04-2012 at 12:43 AM. |
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#178 |
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Hall Of Famer
Join Date: Dec 2001
Location: Phoenix, AZ
Posts: 3,211
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But what about salary? isn't it more likely that the older aging players will have higher salary demands than prospects coming up still under team control and not yet eligible for arbitration/free agency? so if you had somewhat equal talent, I can see the AI choosing not to re-sign a vet for $5 million a year and go with the prospect.
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#179 | |
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All Star Starter
Join Date: Aug 2011
Posts: 1,947
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Quote:
good question, as much of the topic is for those playing a major league QS what i play now for fictional is Batt develp 1.000 Pitch develp .930 Batt aging .900 Pitch aging .900 This is far less than what is said in the thread, but i am getting players playing into their early 40's, but mostly bench players, the odd guy still starting and hitting 8th at 42 one key must is to slow down the pitcher develpment or all the top drafts will be star starters at age 21 |
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#180 | |
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Major Leagues
Join Date: Mar 2012
Posts: 361
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