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| Earlier versions of OOTP: Logged Issues All issues that have been logged and given a TT # are stored here until fixed |
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#1 | |
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All Star Reserve
Join Date: Jun 2006
Posts: 818
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possible bug in amateur draft player creation TT-2332
I'd previously mentioned this in General when I was about half-way done checking into this issue, but I think Tech Support is the better place for it, so here goes...
The Game Guide says the following about player ratings at the time they're created for the draft: Quote:
Unfortunately that didn't seem to work, and as I had set minor-league free agency to 3 years, even the most talented guys failed to reach the majors with their original club. (And in fact, failed to even be signed by anybody else afterwards, in some cases.) And after simulating some different scenarios, it appears that the minor league MLEs in fact aren't used for the draft at all, which is disappointing. Now, I'm wondering whether that just means the Game Guide got it wrong, or if the Guide is correct and it's not working as intended. At any rate, see the attached spreadsheet for the results of my study. I simulated 16-team leagues with a 20-round draft (i.e. 320 players total), with four different setups: AAA: Major League + AAA level R: Major League + R Level All: Major League + all five minor levels Res: Major League only All PCMs, MLEs and Development/Aging parameters were the defaults. I then sorted the created players by each skill, and calculated an average of each skill level for the best 10%, best 20%, best 50%, and all players. (I was sort-of expecting that having only a high-level minor league might boost the top prospects but not the scrubs, hence this approach.) This was done three times for each setup. The ratings listed in the spreadsheet are based on 1-20 rating scales. There's definitely a lot of variation in the created draft classes even with identical league setups, but overall it appears that the draft classes were all created based on identical parameters, i.e. the Major League settings only. I realize that I can boost the player skill progression by increasing the Development Speed settings, and that's probably what I'm going to try next, but Seviien's research (Thread 1, Thread 2) seems to indicate that even doing that might not result in enough of a speed-up in player development. |
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#2 |
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All Star Reserve
Join Date: Jun 2006
Posts: 818
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Since somebody just reminded me of this thread...bump!
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#3 |
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Minors (Triple A)
Join Date: May 2006
Posts: 266
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Double bump.
Thanks, Somebody |
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#4 |
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All Star Reserve
Join Date: Jun 2006
Posts: 818
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One more bump...I'd really appreciate an official response on this, even if it's just to tell me that it's working as designed.
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#5 | |
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Hall Of Famer
Join Date: May 2002
Location: Texas!
Posts: 2,633
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Sorry for not responding earlier.
The testers have been discussing this. This is what we've come up with: Quote:
We are still waiting for confirmation on this. But either this is a bug or the game guide needs to be edited. |
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#6 |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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TT'd #2332
__________________
"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ Last edited by endgame; 07-20-2006 at 12:06 AM. |
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#7 | ||
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All Star Reserve
Join Date: May 2004
Posts: 722
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Quote:
Why can't anyone just ask Markus how these things work? Quote:
Why can't anyone just ask Markus how these things work? |
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#8 | |
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Hall Of Famer
Join Date: Feb 2002
Location: Idaho
Posts: 2,896
Infractions: 1/0 (0)
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Quote:
Adjusting player development speed is a decent workaround... except it's universe wide, rather than league specific. Still won't allow you to have major league ready drafts, of course. And it makes players peaks come way early if you put it too high... ...well, it works for my *** where I want the players to make it a bit quicker from the one minor league to the major league.
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#9 | |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Quote:
__________________
"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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#10 |
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Hall Of Famer
Join Date: Feb 2002
Location: Idaho
Posts: 2,896
Infractions: 1/0 (0)
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But shouldn't the "right amount of time" be based on your league setup... not a default major league setup?
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#11 | ||
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All Star Reserve
Join Date: Jun 2006
Posts: 818
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Quote:
I do still have one possible issue with this, though. From DH's quote of the testers' comments: Quote:
However (and I'm really entering purely anecdotal evidence territory here, unfortunately), even that didn't seem to have much of an effect on the development time. My indy-style test league that I mentioned earlier had equivalencies set around .700 or .750 (I don't remember exactly), and most of the top prospects still seemed to take at least 5 years before they became productive ML players. Basically, I'm left to wonder: Do the equivalencies affect the absolute development rate? Hmm, that question sounds confusing even to me, so here's an example: 1.000 Equivalency league, a created prospect has current rating of 4, and a potential of 18, so he's got to "develop 14 points" worth until he's maxed out. Now, the same "type" of player in a .500 league would start with a rating of 2, and a potential of 9, for a development differential of 7 points. Everything is scaled down by half, but the player would still rank the same, relatively to the rest of the league. Now the question: If you take an average of all such players, would this player type reach his maximum ratings much faster in the .500 league (in half the time, or something close), or would it take the same amount of time in both setups? Maybe I just got unlucky in my anecdotal case, but it certainly seemed like the latter to me. I hope I'm wrong. Last edited by Zeyes; 07-20-2006 at 12:01 PM. |
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#12 |
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Hall Of Famer
Join Date: Feb 2002
Location: Idaho
Posts: 2,896
Infractions: 1/0 (0)
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bump.
Really hard to develop non-major leagues without using minors (and deep minors at that...) since this doesn't work as advertised. Increasing development speed works fine for single-league universes, but once you start adding more leagues, you can't really use that... Hopefully there's some type of solution possible... Just seems a bit silly to allow us to alter player generation to our heart's content... but then force us to have players start at lower-minor levels in future years. If I wanted a league where players have to develop through 3+ levels of minors, I would create a league with 3+ levels... Last edited by Carplos; 07-22-2006 at 12:58 AM. |
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#13 | |
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Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 24,803
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Quote:
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#14 |
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Hall Of Famer
Join Date: Feb 2002
Location: Idaho
Posts: 2,896
Infractions: 1/0 (0)
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So we're stuck not being able to manipulate rookie generation at all? (Other than restricting their potential using PCM/MLEs...)
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#15 |
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Global Moderator
Join Date: May 2002
Posts: 4,982
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Moved to logged issues, and status is reviewed but no new changes at this time.
__________________
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#16 | ||
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Hall Of Famer
Join Date: Feb 2002
Location: Effingham, IL
Posts: 5,725
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bump.
From my understanding when creating a player for the amateur draft, the game is using some sort of default modifier to decide the current ratings of the incoming players. According to the guide, as well as the way it seems most would like to see it work, instead of using this default modifier the game should use the lowest minor league MLE's. So, when creating an amateur player instead of the basic forumula being: Quote:
Quote:
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