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Old 03-22-2015, 03:21 PM   #209
I♥Pepper
Minors (Rookie Ball)
 
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Join Date: Jul 2014
Posts: 33
Team strategies are useless and broken.

Team strategies are broken to the point that it breaks the entire simulation.
Let me start with this screenshot :

Here you can see that in the new version, team strategies can only be set for +-3 runs or +-1 run or tied games. WTF? A manager that manages a game the same down 3 runs as he does up 3 runs is a terrible manager. The same goes for +-1 run. Being down a run and being up a run is 2 totally different situations, as opposite as night and day.

So, I tried to tell myself that it's no big deal and makes no difference. But, something just kept clawing away inside my brain, so I set up a quick test. First, I set stolen bases to never for all times and all scores. Then ran a simulation module for 20 games. I am the Cardinals. Result : zero stolen bases :

Next I set the stolen bases to max and reran the simulation. Result : 15 stolen bases :

So, these settings do matter. They influence the results of simulations tremendously. And I feel like I should have more control over the team strategy settings, at least like it was in previous releases.
So, in an effort to go with the flow so to speak, I tried to ignore this glaring and overpowering weakness in the simulation by letting the coaches take responsibility of strategy in simulated games. And exposed another glaring weakness. But, this is another subject for another post. This post is long enough already, and I'll be back later to expose this in full also.
The way strategies work now, the rest of the simulation is basically garbage. It doesn't matter how much time I spend on evaluating players and setting lineups. Broken a.i. strategies just ruins all of it.
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