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Old 03-03-2019, 03:47 PM   #4
NoOne
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long story short -- go autocalculate modifiers before the next season... once is enough for 'now'... may need more if it is a transition context that requires a full league turnover before new ~equillibrium is reached.

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this is almost certainly Stats and AI settings related. this isn't necessarily zips fault at all. very unlikely, the fault of zips converting RL stats to ratings for players, actually.

resulitng BABIP is controlled by the stats and ai settigns that relate to babip calculation.

now, if all the league stats are ~normal and everythign else is normal, there still may be an elevated babip for any particular team, i guess... not everything can be callibrated perfectly, is what i mean. something is bound to be off if you look deep enough. (this is where you can argue about zips... the subtle deviations as you let the model play out could be caused by talent being out of proportion or miscalculated etc etc... but could be more than just proportions and distribution of players too as the cause... impossible to be perfect, relative to a video game. close is good enough.)

e.g. you can either focus on individual career results or league averages.. one does not give you the other in the same proportion as RL. if your league averages are spot on, then likely something won't reach the same levels as what you see in the RL baseball record book. it's not perfect, but it's close, either way you choose to go on that.

in this case, i'd wager you just need to auto-calculate your modifiers.

you can help determine cause by looking into things too... is league avarege BABIP off? if so, then modifiers will almost certainly help solve the problem.

be forgiving. like you said it ranges from 279-.316. +/- .020 may not be off... even if it happens for a few years in a row. time would tell, of course. clearly the average has shifted, but if you make an adjustment and see ~.317 again, let it ride for a bit to determine actual change you effected.

is this an import from ootp18 or before? players may not be created in the exact same proportions as before (fictional, of course). this will impact stats as teh league progresses after importing to new release. anytime you import to new release, you likely have a transition period for ~20-25 years as different players fill the league than how they were created before.

LTMs likely need to be autocalculated every few years to 5 years while you turnover league with new way of creating players... as they fill the league, the stats will shift, otherwise, because they are different as a whole (on average over time).

this is the same suggestions i make for people transitioning from Real 2018 players to fictional players after the included RL amatuers run out. for the same exact reasons, you want to autocalculate the modifiers to keep stats somewhat near baselines as you transition. don't do it every year... that will make stats unnaturally flat, if you autocalculate too often or without a good reason to do so. (like this context)

Last edited by NoOne; 03-03-2019 at 03:51 PM.
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