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Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
Hall Of Famer
Join Date: Jun 2003
Posts: 8,658
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SippyCup Player Development Settings for OOTP9
While little light has been set on feeder leagues and the best practices for developing players in OOTP, I've been testing for weeks now to find the best model I can find for player development settings.
I call them SippyCup, because if done right, you can watch a player from the time he's in high school to the time he's a retiree. I could even see testing a level lower than "high school" to get kids who are say, 13-15 playing in your system..then you go from Little League to the Pros. That's been my OOTP dream for a long time, so I intend to accomplish it with this version. I think I've found a model I like and that will produce a sustainable crop of talented players for the duration of your league. For my money, every feeder league you add will add 5 rounds to your draft. I prefer to err on the side of less vs. more, because the bottom line is, if you have TOO many feeders, it's going to slow down your game unless you're on a machine that's fast. So, I tend to let the computer do the feeder leagues + additional players option for draft feeding in my leagues. Let me know if you try them. I'll come up with a template that I'll release later on with a basic structure, so you don't have to do all of the legwork, but for now, this ought to get you somewhere if you're an experimental type that's looking for a different sort of setup than what's out there. Sabermetric Creation Modifiers --------- ROOKIE Batting average: .575 Extra-Base Hits: .315 Home Runs: .269 Walks: .300 Strikeouts: .400 SHORT-SEASON A .632 .420 .322 .500 .550 SINGLE A .690 .578 .484 .600 .600 DOUBLE A .805 .630 .591 .700 .700 TRIPLE A .862 .735 .699 .750 .800 HIGH SCHOOL .402 .315 .215 .250 .300 COLLEGE .517 .315 .269 .300 .350 MAJORS Traditional OOTP Player Creation Modifiers All set to 1.000 except Control: 1.050 Fielding: 1.200 Sabermetric PC Modifers 1.150 1.050 1.075 1.000 1.000 League totals modeled after SkyDog's modifiers Player Aging/Dev Batter Aging: 2.000 Batter Dev: .750 Pitching aging: 2.000 Pitching Dev: .750 Talent Chg Randomess: 200 Last edited by darkcloud4579; 07-22-2008 at 03:32 PM. |
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#2 |
Hall Of Famer
Join Date: Jun 2003
Posts: 8,658
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This replaces my original settings on page 2 of that thread.
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#3 |
Major Leagues
Join Date: May 2004
Location: Ft. Worth, TX
Posts: 472
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Thanks for posting. I will try this. I have just for the first time attempted to use feeder leagues. I was not aware there were player creation modifiers.
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"Who will scout the scouts?" |
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#4 |
Major Leagues
Join Date: Jan 2002
Location: Dayton, Ohio
Posts: 347
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Sounds interesting. You do realize that PCM's for the minor leagues (unless we are talking about league creation) are only markers that the AI uses for promotion/demotion?
In a feeder league set-up, your MLB PCM's will determine the overall talent of your particular feeder leagues. For example, in my NCAA/HS feeder league roster set, I have 124 divison 1 teams. The MLB player creation modifiers can be tweaked to obtain the right proportion of star players to the size of your feeder leagues. In my College feeder for example, I tried to proportion it so that there was 1 or 2 4/5 star player for every three teams. Several teams do not have any MLB caliber type players. Which I think is realistic. If, however, you were using a considerably smaller feeder league, you might want to INCREASE the MLB PCM's so that a larger percentage of the players were MLB caliber so that you do not end up with a deficit that will reflect in lower player quality as the league becomes older and older. The individual PCM's for the feeder leagues, then, simply control the INITIAL average ABILITY of the players in that league relative to the MLB PCM's you set. For example, I have my College feeder PCM's at 0.8- and my HS feeder league PCM's at 0.6 (I believe that is correct- though I don't have the game in front of me now). This means that the average HS player created will be ~ 75% as good ability (not talent) wise as a college player. The higher you make these, the higher the % of players you will see created that are major league ready. With my settings, I sometimes see a college player who is MLB ready on draft day- but they are usually closers (which isn't altogether unrealistic, I don't think.).. I have tried to tweak this further, but usually end up with TOO many players that are MLB ready out of College- so I haven't found a happy medium. I don't think I have ever seen a HS player created MLB ready in my set-up. This is INITIAL skill only, though- not potential (or talent). In any case, this is my experience after playing with Feeder leagues a lot over the last couple of years. I think some of these findings might be in contradiction to the manual- but I have seen them with my own eyes. You can download my MLB NCAA/HS Feeder roster set in the Mods section to see what I am talking about more specifically. The players on the rosters for those teams were created using the PCM's in the league set-up. The beautiful thing is- if you disagree with my "idea" of reality concerning the proportion of MLB caliber players on the rosters- you can easily tweak them yourself (if you know how). |
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#5 | |
Hall Of Famer
Join Date: Jun 2003
Posts: 8,658
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Quote:
I've run tests since April during beta to back up what I have now and I like the findings I have. Using the settings you've indicated, the players who come from the feeders are MUCH too good and ready to step right from their HS/college league into the majors. At least in my findings. But I'm glad they're working for you. I decided to go in a different direction. I'm far more focused on player development, as in, developing raw talent with lots of potential for growth, versus taking fully grown kids and inserting them into my lineup with little to no seasoning. 124 feeder teams is far too many in my estimation, unless you're just interested in realism for the sake of it. I'm not. I'm interested in developing players for the major leagues. I don't care about granular kids or those who spend their career hanging in Triple-A like something is stuck in your throat. I'm just not. These settings and the ones I use for league setup are focused solely on developing players who play at high levels. Too many players generated who never make it and slow the game down for me, aren't interesting and kill my immersion. I'll have more to report in the way of findings before long, but not now.
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------ My Mods Managerial Strategy Pack Competitive Balance Tax Calculator Major League Women's Baseball (OOTP24) quickstart Indian Premier League | 300+ years of baseball quickstart | Expatriate League quickstart | Off-Field Injuries Update | Women's Name File for OOTP | ---- Dynasty classics: Centurion comes to OOTP5 | DC Moneyball Dynasty (2004) Last edited by darkcloud4579; 07-22-2008 at 04:37 PM. |
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#6 | |
Major Leagues
Join Date: Jan 2002
Location: Dayton, Ohio
Posts: 347
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Quote:
First, you are absolutely incorrect that my settings create "players who come from the feeders are MUCH too good and ready to step right from their HS/college league into the majors". You're not paying attention. These settings don't just "work for me". They work; meaning, if you say that you have set them up this way- then you did not do so correctly. As I said- take five minutes to look at the roster and you will see for yourself. Alot of these players are in the single digits on a 1-100 scale upon creation. An even larger percentage are <20. You can't get much more raw than that. You say "I'm far more focused on player development, as in, developing raw talent with lots of potential for growth, versus taking fully grown kids and inserting them into my lineup with little to no seasoning."....My response- I agree 100%, and that's exactly what my settings provide. The players coming out of high school are extremely raw- some with high potential. Most will take at least 3-6 years to develop fully. Your point about not wanting to deal with the "waiver wire fodder" (my term- your's was "granular kids") is moot, since- correct me if I am wrong, these are feeder leagues. Meaning, that these players will supply a draft with X number of rounds. The "Crappy kids" will never see the light of day in any case. In YOUR utopia, MOST players will have 5 star potential (which renders a draft pointless IMHO, but it's your game). You'll just weed out the 3 and 4 star potentials, while I will weed out 0's, 1's and 2's. It's all relative. I understand the concept of what you are trying to achieve- and I think it's cool- but I disagree that feeder leagues is the way to go about doing this is all. |
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#7 | |
Hall Of Famer
Join Date: Jun 2003
Posts: 8,658
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Quote:
Thanks for your feedback. |
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