Quote:
Originally Posted by Charlie Hough
There are a few things you can do to help in this area.
1. You can create a historical game and choose the option to have player potentials based on the peak seasons of their careers rather than their entire career. This will theoretically allow them to develop to the best potential they realized in real life. It also excludes the negative effects on their potential from real life seasons where they later flamed out or rapidly declined in performance. Using peak seasons doesn't guarantee that these players will successfully develop to that level or sustain it. But it will get you closer to what you want to see in your games.
2. Turn off recalc and only use the development engine for all future player ratings and development. You will see many players fail to reach their potential or actually exceed it. Their potential from their original historical import will strongly influence their career arc and eventual results, but with the development engine there is still a lot of randomness, and their potentials can change dramatically. If you combine these two options, I suspect you'll be pretty happy with your results.
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I wonder if along with your suggestions, one should change Talent Change Randomness from the default 100 to 200? Just curious?