Quote:
Originally Posted by whaleheader
How about some tests with higher, more realistic floors?
I just looked at the latest Standard Game player file. I don't see any player with a lower rating than 20 for Contact in the roster file. Many players have lower other ratings. No player has anything less than 20 for Contact.
The basis scenario is equivalent to figuring out how well sunscreen would work at 1000 degrees.
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That’s exactly the point and I’m glad you brought it up.
If no player in the standard roster file has Contact lower than 20, and I create a player with 1 Contact, then by your logic, he should be completely nonfunctional, right?
But he’s not. He’s hitting .260+ in Triple-A.
So ask yourself: if a player that far below the realistic floor is still producing in AAA, what would happen if I gave him “realistic” rookie-level current ratings insteadsay, Contact in the 25–35 range?
Answer: he’d still look ML-ready in a month, going off of stats. That’s the problem.
That’s not realism. That’s a mechanical flaw
Quote:
Originally Posted by Lukas Berger
I don't think running a test with parameters that would never naturally occur in-game provides any particularly useful information.
Given that the game would never create a player with a 1 current rating and a 550 potential, this is basically just testing whether entering extreme values manually can break the engine, which I don't think anyone should be surprised that it can.
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That’s not a valid dismissal, Lukas.
The point of using extreme values is to isolate a mechanic and make its behavior obvious. That is standard testing logic. Just because the game does not normally create a 1 current, 600 potential player does not mean the result is meaningless. It actually confirms that something is fundamentally wrong with how the engine handles potential in minor league simulations.
Consider this additional test. I simmed a season in a standard MLB game, turned off scouting, and found the highest rated international signing. I gave him average rating relative to rookie ball and then locked him to AAA.
He still had a 102 OPS+... come on