Quote:
Originally Posted by FantasyDrafter
I have only simmed 2 seasons, one a fantasy draft where I mostly had young vets / prospects, the 2nd where I used the Phillies default roster. I am specifically only interested in this new feature, primarily the focus part of it in season.
In both cases I used a min/max approach to the development focus. So for a hitter I would zero out baserunning and defense for example but max out power and babip. I would do something like this with every player on the mlb roster. A bar was either at zero or 100, if points were left over one of the bars was at 50.
In both seasons, it was more likely that I would see an INCREASE in categories I had zeroed out. In categories I maxed out typically there was no change or a DECREASE.
I am not ready to say there is a huge problem, we are only talking about 2 seasons I have simmed and I assume this is the first thing someone in the beta would do. From a developer standpoint, what would the intent be if someone used this strategy?
One thing I don’t love is that for pitchers there are more points available if the pitcher has more pitches in their repertoire. I assume this is because the system is set up so that every bar can be at 50%, but if the bar distribution makes a difference this gives an advantage to the user who wants to max out the non-pitch categories. Available points being allocated based on potential & work ethic ratings seems like an alternative that might make sense? Having 6 pitches giving you the equivalent of a 2 full bar advantage over a player with 2 pitches just seems a strange mechanic to me. Assuming there is an actual advantage to be had of course, my quick experiments indicate the bars may be cosmetic fluff.
Thoughts?
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Thanks for doing this, very interesting. I'm curious what testing was done by the devs and what results they had?