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Old 04-04-2024, 05:23 PM   #128
Cluboris
Minors (Rookie Ball)
 
Join Date: Jul 2010
Posts: 22
Quote:
Originally Posted by Rain King View Post
Can you quantify further how you are evaluating this? What specifically are you no longer seeing that you were seeing previously?
I don't have charts or spreadsheets or anything like that. I've run out multiple sims a few decades, and what I have observed is that development seems arbitrary, as I have indicated in my previous posts. I don't really wanna test the game, I want to play it.

I saw in this thread that some users were seeing the same thing I was, so I wanted to respond and add my voice in the hope that the more people who bring it up, maybe the devs will respond and let us know how it works. Maybe I need to run more sims or I am having incredibly bad luck developing prospects.

I'm not looking for the meta, or a power up, or guaranteed results. Heck, if I wanted that I can just play in commish mode and edit everyone.

In the game, as the GM, or Farm Director, or whatever you want to call it, I can hire and fire people, allocate resources to development, focus development on specific things, and so on. It stands to reason that the more money I throw at development, and the higher ratings my coaches and scout have, the more productive my minor league system should be in developing talent over the long haul. I don't mean every player is going to be 5 star, or an 80, or however you want to quantify it. I And I, and others, aren't seeing it.

If there was a design decision to make player development more of a crapshoot and have the tweaks I make mean less, that's fine, I can either adjust how I play OOTP to account for it, play an earlier version, or just go do something else.

I think the devs mentioned in a previous post they are still working on tweaking values to account for more outliers. Maybe that will address what I am seeing.
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