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Old 07-22-2025, 07:25 PM   #21
mrpoopistan
Minors (Single A)
 
Join Date: Jul 2021
Posts: 71
Quote:
Originally Posted by thenewchuckd View Post
I don't think pushing rookie development to be slower is the solution here.

Having simmed a megaton of seasons this weekend and into Monday . . . it's a little weird. The time in DSL benefits those players vs drafted guys, even high schoolers. Simming out 20 years with a lot of different settings, the one consistent occurrence is that the percentage of guys from the DR in MLB goes up anywhere from 50 to 100%.


The dev and aging curves are a big problem for every player, tho. The best I've been able to do is to get the league to converge at 22 as the lowest consistent age of arrival for the youngest cohort of the best players. Even then, the game still produces too many Dominican players after 20 years. (The number starts around 10%, and I've seen it rocket as high as 19% in 20 years.) I plan to do my next sim with just limiting scouting discoveries to see if that helps.


High schoolers also tend to have an advantage against college players. However, that dipped a bit when I added a college feeder. It dipped a bit more when I set the feeder's min generated player age to 18.


Another weird trick that affected more than I thought was lowering the reputations of the minor leagues. This seems to affect whether the CPU thinks a player belongs in those leagues. The last sim I did had the natural biggest gap from IRL, which is between high-A and AA. My next sim I plan to add bigger gaps at the low end. The downside is that the CPU is MUCH more likely to move players up and down and to skip levels entirely with these settings.

So . . . yeah. I'd add a lot of this mess appeared a few versions back when MLB abolished short-season A ball. I don't think the development engine ever caught up to a world where a guy like Konnor Griffin would start in middle-A ball and be in high-A by this point IRL. If you sim in OOTP, Griffin never makes it to high-A like he actually is right now.
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