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Old 12-06-2020, 01:54 PM   #2
eldur00
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Join Date: Apr 2015
Posts: 506
Quote:
Originally Posted by lionden_56 View Post
I've always had this issue with fictional leagues and I'm wondering if there's a way to have the game generate a more balanced set of players in fictional leagues. Because the batting stats at the top and bottom are so far out of proportion is takes a lot of the fun out of creating fictional worlds.

So for example, the game I just created, I adjusted the stat modifiers to 2015. I didn't really touch anything else. I just simmed the first season, and the batting champion hit a whopping .380. In fact all of the top 11 hitters in the league hit over .350. Compare that to the real 2015 season where the batting champ hit .330.

I think the problem is the talent gap between the top of the generated players and the bottom is too big. My rudimentary understanding of how the sim engine works is it takes a baseline number of hits, doubles, HRs, etc and distributes them through the season (again, super rudimentary explanation). I feel like its distributing them too much in favor of top players and not enough in favor of bottom ones.

In the real 2015 season, of 143 qualified hitters, 20 of them hit .300 or better. In my game, 211 hitters qualified (30 team league like MLB), and over 50 of them hit .300 or better. On the flip side, the worst hitter in MLB in 2015 hit .210. In my game, 15 qualified players hit under .200, with the worst hitting .141.

So that's a super long winded way of asking - is there a setting or generator stat to tweak somewhere in player creation or something that will make fictional leagues more "balanced" and closer to real life numbers, while not have one guy hitting 400 as one guy hits 141?

Edit: also just noticed that 3 players had 50 HR seasons, which isn't super far off, but still high. 2015 leaders had 47, 44, 42
You may want to create a few more different 2015 universes and compare. Every fictional league will not be created equally, and this one you created may have a pitching personel that's weaker than normal. Or potentially, fielding might be below average as well.

It takes more than looking at the offensive numbers to understand what's going on because the offense is also dependent on the other areas I've mentioned.

Other things to keep in mind - ballpark factors, for example. Maybe there are more park friendly parks in your universe ?

You have the basis right - the game will distribute the stats throughout the season to come up to a ballpark figure of the totals for the 2015 season. But those numbers are also not an absolute and become kind of a living organism as the season moves along.
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