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In a fictional league I created, I simmed a number of years to flush out the initial player pool with generated graftees. I found that the results are incredibly flat. Teams rarely stray from winning around 75-95 games per season. There are very few seasons with less than 70 wins when I look at each team's history. Almost every team has a few bonafide stars due to the ratings inflation.
I would like to be able to make a save, whether its MLB or fictional, I don't care, where the player ratings aren't so similar that it becomes incredibly easy to field a winning team.
One of the main reasons I tend not to have more than one long save per year is that once you've been in a job for about five years, even if you don't cheese, you have an incredible amount of depth compared to CPU teams and it's hard for a collapse to happen due to injury or underperformance like we see in real life.
Player talent distribution probably needs to be solved in a more challenging way! Is there anyone that has development settings that encourage this?
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