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Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
Minors (Rookie Ball)
Join Date: Nov 2012
Posts: 29
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Controlling the Talent Level
I have done a few sims, both to about 2020 (from current day), and I am wondering how you lower the talent level for the entire league? There is just a ridiculous amount of great players (I have scouting at 100%) in the league in 2020. I have seen a few big prospects like Taijuan Walker, Carlos Correa, Jurickson Profar, etc bust. But almost all of them turn out great. Im just wondering if there is a way to make it so there isnt multiple pages in the league of guys with 70+ power and stuff..
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#2 |
Hall Of Famer
Join Date: Oct 2006
Location: Chicago
Posts: 2,332
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Adjust the player development modifiers down.
__________________
"Hitting is timing. Pitching is upsetting timing"-Warren Spahn. |
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#3 |
Minors (Rookie Ball)
Join Date: Nov 2012
Posts: 29
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Has there been any consensus or thread on the exact numbers? I've done some sims and it seems like bumping all of them down to .950 works okay.
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#5 |
Minors (Rookie Ball)
Join Date: Nov 2012
Posts: 29
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Regular MLB setup so all the minor leagues. I have a 35 round draft. Generate players for 40.
I have found the main problem. I can put the PCMs down and that solved the problem of having like 5 Bryce Harpers in 2017, but what it doesn't solve Im not sure how to change. The problem is that right now in real life, there are top tier players, then second tier players, then third tier, etc etc. I have done a few sims about 10 years into the future and what happens is I switched the PCMs so there were only a few top tier players, but the amount of second tier and third tier players is wayyyyyyyy too much. Essentially, there are just way too many above average players. The only solution I can think of is having more busts out of prospects and more drop offs from players that are somewhat established... Is there a way to control this?? |
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#6 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,717
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Quote:
-Juke Last edited by SirMichaelJordan; 11-27-2012 at 11:50 PM. |
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#7 |
Minors (Triple A)
Join Date: Apr 2012
Location: Illinois
Posts: 229
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Someone on the board has addressed this issue before. I forget who it was so I can't give credit where credit is due, but I at least want to let it know that this isn't my finding.
The problem is with how the game treats the talent curve. In game, it's a bell curve. In reality, the people who are good enough to play at the top of the professional leagues (really, the top people in any field) only represent the far right edge of the bell. This means that most players in the major leagues, while still amazing athletes compared to the general population, aren't good enough to put up outstanding numbers against the level of competition. |
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#8 |
Hall Of Famer
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#9 |
Minors (Rookie Ball)
Join Date: Nov 2012
Posts: 29
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So is there no way of fixing this? Like maybe a way of just having for players fizzle out or something, but without it being super random? Idk, it seems as if im just gonna have to deal with it.
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#10 |
Hall Of Famer
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Lowering the Player Creation Modifiers should lower the quality of talent in your league. My big question is this: What is the difference between minor league PCM's and major league PCM's? Do minor league PCMs' only get used once?...when a league is created?...or do they serve some other purpose?
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#11 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,717
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Quote:
Last edited by SirMichaelJordan; 11-28-2012 at 07:11 PM. |
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