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Old 03-24-2023, 01:16 PM   #11
Charlie Hough
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Join Date: May 2006
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Quote:
Originally Posted by PSUColonel View Post
I have not really had these issues. I always used the default 65/20/10/5 AI evaluation. and even had roster limits that were as true to RL as OOTP will allow. 28/28/30/30/35/35 Service limits of 0/0/5/4/3/3/3.

I wonder why it is an issue for some people, and not others. There must be some variable that changes things.
The default talent evaluation numbers are 30/50/15/5 these days, but I never use those. I use 50/30/15/5 or 55/30/10/5 for AI evaluation. But the AI seems to ignore ratings and stats in many of these waiver moves anyway, so that can't explain them. If you're waiving a player whose ratings and current stats are both better than the player you're going to promote as a replacement, then that only leaves previous season stats or stats from two seasons ago, and those only have 20% maximum total weight in my games.

I'll take a closer to look to see if that's a possible cause, but in some of the cases that come to mind, it isn't. I can recall cases where stats from one and two seasons ago weren't significantly different either. However, since some of these are minor leaguers being promoted in exchange for waiving an MLB veteran, maybe the AI is not accounting for league level. For example, maybe it's evaluating someone's class AA stats from the previous season and two years ago better than someone else's MLB stats from that same time period.

By the way, I leave the roster sizes and limits to the defaults for whatever era or season it happens to be. However, as a human GM, I'm dealing with the same limits, and I rarely have to waive players. When I do, they are typically cases where the AI doesn't claim the players because their ratings aren't really any better than other players they already have, or there is a potential age or salary issue that discourages a claim.

Last edited by Charlie Hough; 03-24-2023 at 01:18 PM.
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