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Some of you are missing the actual issue here.
This isn’t about whether the team finished last in the league. It’s not about whether you’ve “noticed” anything in your own saves. It’s not about realism or how prospects sometimes succeed early. This is about mechanics, how the sim engine calculates performance, and whether that logic makes sense.
A player with 1 out of 600 current ability across the board should not be putting up a .900 OPS and 3+ WAR in AAA, period. That’s not a matter of opinion. That’s a broken outcome. And when you compare that to a control player with 1/1 current/potential who gets obliterated, it becomes clear: potential is influencing real-time in-game performance.
That shouldn’t be happening. Potential should guide development and scouting, not on-field results.
If you want to argue that this is fine, go ahead. But at least be honest about what you’re defending: a system where production doesn’t actually reflect current ability. That’s not just a balance issue, it completely undercuts statistical evaluation and changes how the game should be played.
This isn’t a nitpick. It’s a fundamental flaw.
Just to clarify, this test was done using the standard MLB game file, no custom league settings, no altered environments, the only edits were to the players themselves. Everything else was left untouched.
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