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Old 04-14-2020, 05:47 PM   #27
CBeisbol
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Join Date: Aug 2019
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Posts: 2,943
Quote:
Originally Posted by ALB123 View Post
I must not understand the player development system because I can't tell you how often I'm left scratching my head. For example:




In the second example, I could possibly see this happening in real life where you notice your CF is doing a little bit better in one area of hitting, but after evaluating him again, you believe you rated him too highly to begin with. So, even with a little improvement he still isn't exactly what you rated him as... Just because I could see something like that happening in real life doesn't change the fact that the odds of it happening are about 1 in a billion. These are MLB professionals and that CF (Andre Dawson) has been on my team for 3+ years now. Ooops! can happen with an early appraisal, but not after you've already given me 5-6 reports on the player. Plus, just because it is possible to occur in real life, I'd be surprised if it was an intended ootp feature to "mess up".
I don't understand the problem here

Players' skill levels change
As does a scout's interpretation of those skills.


Quote:
Am I reading that correctly? Are you saying that ootp would have to program in some sort of intentional variance so projections aren't always close to 100% reliable for every player in every situation?
Yes.
If I understand the game correctly, projected stats are created by the game (or the user). They can be viewed in the editor.
Those stats are used to create the ratings.
The ratings, through scouting, are then varied so the user doesn't have perfect information.

It should be the same with projections. It wouldn't be fun to just see the underlying numbers that the game uses. But, a foggy idea of them, would be realistic.
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