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Old 07-06-2008, 08:56 AM   #81
akw4572
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Those look tremendous, and nothing at all out of the ordinary realm of possibility.
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Old 07-06-2008, 11:45 AM   #82
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SkyDog, you mentioned 550 saves as a good threshold for induction into the HoF... what other HoF criteria do you use?
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Old 07-06-2008, 08:05 PM   #83
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Just a note for those who like real schedules, the 1973 MLB schedule works very well for this quick start in the 2001 season. I checked and the division games are correct.

major_league_ml_c_1973.isdl.
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Old 07-13-2008, 02:44 AM   #84
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Is it common for Markus to monkey with the modifiers in patches? Rather, are these still good alternate modifiers to use with v9.1?
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Old 07-13-2008, 07:04 AM   #85
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Quote:
Originally Posted by sovereignstar View Post
Is it common for Markus to monkey with the modifiers in patches? Rather, are these still good alternate modifiers to use with v9.1?
I ran an overnight sim using the new patch.I don't see anything so far to indicate that these aren't still valid. If there are changes in this area, they are small. From having see the betas, the only change I know of that would affect this significantly might be:

Quote:
General player development improvements
Markus didn't mention specifics here, but I do know that the Stuff decline was softened for pitchers. I don't get the impression, though, that he changed the overall decline rate. I don't have a 30-page RonCo-style report to verify it, but a quick check shows that the average age of my 100-year old 9.1.0 NABA league using RonCo modifiers is 29.11. Keeping in mind that my league does not use the DH, it should mirror the NL in terms of player age. The NL average from 2004 to date appears to be 29.14. Looking at hitters and pitchers independently, pitchers may be a hair too old and hitters a hair too young, but in both cases, we're talking within .2 years from the real-life average.

Bottom line: it's close enough that I'm going to continue using these same modifiers in my personal league until such time as Ron endeavors to re-run his study. And if he doesn't, I'll be perfectly fine using these long-term.
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Old 07-13-2008, 11:49 AM   #86
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I'll try to run my process whenever the patch is released.
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Old 07-13-2008, 11:52 AM   #87
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I'll try to run my process whenever the patch is released.
Check the stick, sir. It came out overnight.
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Old 07-14-2008, 01:10 PM   #88
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Initial look at default settings says:

1) Hitters develop just a little later (24 rather than 22)
2) Pitchers don't look too much different, except...
3) Stuff now has a weird hump at 21-22, then falls off too sharply, then still looks to fall off too hard after 37 or 38.

So in the end, it appears modifiers are still required, though maybe a small fade on the development side. I'll try to fiddle with them more over the next few days. This is getting monotonous, though.
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Old 07-17-2008, 12:47 PM   #89
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Just a polite bump.
I am so curious how Ronco's new setting will be like, after version 9.1.2.
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Old 07-17-2008, 01:46 PM   #90
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Originally Posted by SkyDog View Post
This is exactly what I was talking about. I'm no sure what's causing it, but it's fairly easy to fix. I'm just simming 30 years and deleting all history, and then tweaking my settings based on year 31 on. Once I get the numbers nailed down (probably in the next 48 hours), I'll release a new Quick Start that has been "pre-simmed" for 30 years, but that history deleted. That way you'll get static numbers the rest of the way.
I'm a little late to the party, but...

In OOTP8, I ran many 50 to 100 year fictional sims trying to find a setting that would reduce the drop off in offensive statistics. With all other league settings remaining static, I found that manipulating the pitcher creation modifiers fixed the problem. I reduced the pitcher creation modifiers, and kept reducing them, until I settled on 0.795's for my league. Pitcher creation modifiers were the only settings I found that stuck while simming long term. The league totals would stay within an acceptable range from year 1 thru 100 and beyond.

To say it another way, I tweaked all sorts of modifiers until the first year sim produced statistics that I liked. From there, I reduced the pitcher creation modifiers until I got to the point where the league totals from the first year remained relatively constant thru the next 50 to 100 years.
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Old 07-17-2008, 02:50 PM   #91
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I haven't had time to go beyond just looking at default values, but my look at them tells me that some modification still needs to happen, though perhaps a little less on the dev side.
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Old 07-19-2008, 03:36 AM   #92
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I haven't had time to go beyond just looking at default values, but my look at them tells me that some modification still needs to happen, though perhaps a little less on the dev side.
Thanks a lot RonCo, for looking in.
I truly appreciate your work here.
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Old 07-23-2008, 08:51 PM   #93
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Do you have any long term sims with these mods? I'd be interested in what happens to the all-time records for HR, hits, wins, etc.
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Old 07-23-2008, 11:39 PM   #94
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RonCo,

Maybe I missed it but what do you have the talent randomess at. DarkCloud recommends 200 which is what i am leaning towards and have been using the last week.
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Old 08-03-2008, 10:38 PM   #95
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Hey guys, bumping a great thread back to see if things have changed with the new updates? Any help would be great and I appreciate the hard work you guys put in!
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Old 08-06-2008, 08:11 PM   #96
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I'm curious if anyone (specifically RonCo or SkyDog) knows if these levels are still good with patch 4 or if they should be changed...

Batter Aging: 2.000
Batter Development: .500
Pitcher Aging: 1.750
Pitcher Development: .500
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Old 08-06-2008, 08:33 PM   #97
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Quote:
Originally Posted by neojonas View Post
I'm curious if anyone (specifically RonCo or SkyDog) knows if these levels are still good with patch 4 or if they should be changed...

Batter Aging: 1.750
Batter Development: .500
Pitcher Aging: 1.500
Pitcher Development: .500
I did a little research and saw that he changed them up a little. I bolded them above..
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Old 08-06-2008, 08:37 PM   #98
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Quote:
Originally Posted by goldenglove_21 View Post
I did a little research and saw that he changed them up a little. I bolded them above..
Thanks for the quick reply! Very appreciated!

Last edited by neojonas; 08-07-2008 at 01:19 AM.
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Old 08-07-2008, 08:52 AM   #99
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Originally Posted by RonCo View Post
I haven't had time to go beyond just looking at default values, but my look at them tells me that some modification still needs to happen, though perhaps a little less on the dev side.
Just from playing my 8 team fictional league, I HAD to dial up the development. It was only 3 or 4 seasons but pretty much development stopped at .500.
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Old 08-07-2008, 09:17 PM   #100
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RonCo - When you did you analysis to come up with the age and development modifiers, what did you have your AI Player Evaluation Options set at? The default 30/50/15/5 or something different? I'm curious because I wonder if this affects development somewhat.
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