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Old 02-20-2014, 04:16 PM   #1
PSUColonel
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More Minor League = more draft rounds = too much talent?

Because I am adding the DSL and VSL, and the fact all my rookie league have a roster limit of 35 players....(this means some teams will have 9 minor league teams..the Yankees are the lone team with 10!) It is very reasonable to deduct I am going to need more players. I am limiting the draft to 40 rounds, but I am clearly going to generate more players to fill all of these teams. My question is, in doing so, will there likely be too many high level talent player? If so, how can I control this? I thought at one time this could be done through altering PCM's, but I was told somewhere, this is not really the case, and OOTP works on a bell curve. Is there anybody who can definitively clarify this issue, and tell me what needs to be done in this situation?


PS...this is not a question for rookies.

Last edited by PSUColonel; 02-20-2014 at 04:18 PM.
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Old 02-20-2014, 04:26 PM   #2
le receveur
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are the DSL and VSL going to be used for draft picks? in RL they are not.... i thought i would be using them instead of the international complex, so it was not adding more players.


edit: and more round do create more talent. the one year i had 80 rounds by mistake, there was way more good players in the draft.

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Old 02-20-2014, 04:36 PM   #3
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In the upcoming version 15, DSL and VSL will be used as rookie league minors. I plan on importing my current universe to the new version, so I am constructing them now. They are not the same as the international complex...they are in fact rookie leagues....they usually have players from around the world playing in them (but much more regionally)
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Old 02-20-2014, 04:53 PM   #4
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Quoting Lukasberger from a previous thread:


"The league totals and modifiers section has nothing to do with player creation or ratings. It simply controls the overall statistical output of your league."

If this is true, is there a way to control talent levels without having a shortage of players?
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Old 02-20-2014, 04:58 PM   #5
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Quote:
Originally Posted by PSUColonel View Post
In the upcoming version 15, DSL and VSL will be used as rookie league minors. I plan on importing my current universe to the new version, so I am constructing them now. They are not the same as the international complex...they are in fact rookie leagues....they usually have players from around the world playing in them (but much more regionally)
they are Rookie leagues in RL also. I'm just surprised they would be fed by the draft, which is not the case in RL where they are fed from international signings.

based on this i see no real use to add them. i really thought we were going to get stats for the International prospect. major opportunity loss my OOTP.
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Old 02-20-2014, 05:05 PM   #6
Lukas Berger
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Quote:
Originally Posted by PSUColonel View Post
Quoting Lukasberger from a previous thread:


"The league totals and modifiers section has nothing to do with player creation or ratings. It simply controls the overall statistical output of your league."

If this is true, is there a way to control talent levels without having a shortage of players?
The Player Creation Modifiers
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Old 02-20-2014, 05:46 PM   #7
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The Player Creation Modifiers
Ok...what am I missing...not sure what you are saying?
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Old 02-20-2014, 05:57 PM   #8
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Originally Posted by PSUColonel View Post
Ok...what am I missing...not sure what you are saying?
The PCM's set the talent levels for player creation. So if you want less talent, then just lower the PCM's. More talent, up them.

Whoever told you that lowering the PCM's won't lower talent had no clue what they were talking about

This is independent of how many players are generated for the draft or as int fa's.

So to do what you want to do, you'd lower the PCM's and raise the amount of players generated in the draft/int free agency. I can't give you exact amounts to do this, you'll have to experiment on a throw away league to figure out the exact settings to get the exact results you want.
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Old 02-20-2014, 07:19 PM   #9
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On what evidence or observation do you base the assertion that you will have too much talent? Do you realize that the game through the league totals/modifiers causes statistical output to be distributed relative to talent (with random variation)? That means two leagues of different average skill can produce the same stat output. As the godlike human player you may see some disconnect between the ratings of individual players and their stat output. It can take 3-5 seasons to see ratings match your eyes.

I'm quite sure that the development engine via the talent change randomness setting has a mitigating effect on ratings distribution. I'm more convinced than ever that if you make changes in how a league is structured you should not set TCR below 100, preferably 110-120. For a stable league anywhere between 90-110 is good, more if you can take the variability. To be fair I have no hard evidence for this; just a fairly good set of leagues with copious history and my observational and arithmetic skills.
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Old 02-20-2014, 08:46 PM   #10
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ugh....why is there always a debate about this subject...can we not just get a straight answer from OOTPD about this....this kind of thing should never be a secret nor should we have to guess. My biggest problem is this: now that there will be a new version with more minor leagues, will the default PCM 1.000 also be changed to reflect the amount of talent? If so, anything I do now will create problems in v15. My point is, there has to be an easier way to do this....I do not want to have to test this stuff for hours everytime I make a change.



Lukasberger...I'm assuming you were told this by markus? Thank you for your reply.

Last edited by PSUColonel; 02-20-2014 at 08:52 PM.
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Old 02-20-2014, 08:56 PM   #11
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Originally Posted by lukasberger View Post

So to do what you want to do, you'd lower the PCM's and raise the amount of players generated in the draft/int free agency. I can't give you exact amounts to do this, you'll have to experiment on a throw away league to figure out the exact settings to get the exact results you want.
It's not really so much what I am doing, it what OOTP 15 will be doing...I am just trying to get a head start on what will be the case.
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Old 02-20-2014, 10:39 PM   #12
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Quote:
Originally Posted by PSUColonel View Post
ugh....why is there always a debate about this subject...can we not just get a straight answer from OOTPD about this....this kind of thing should never be a secret nor should we have to guess. My biggest problem is this: now that there will be a new version with more minor leagues, will the default PCM 1.000 also be changed to reflect the amount of talent? If so, anything I do now will create problems in v15. My point is, there has to be an easier way to do this....I do not want to have to test this stuff for hours everytime I make a change.



Lukasberger...I'm assuming you were told this by markus? Thank you for your reply.
Idk if I was told this by Markus directly. Maybe. We've certainly talked over this sort of stuff a lot, and I've talked about it with a lot of folks on the beta team and regular forums and read almost everything there is to read on OOTP. So dunno exactly where I originally know this from, but it's absolutely gospel nonetheless.

As for OOTP 15, no so far as I know, there won't actually be any more players generated by default than in 14, so no need to change the PCM's. The DSL and VSL are essentially replacing the complexes, which were meant as an abstraction of the DSL and VSL.

The complexes will still exist, but only as a holding tank for newly signed guys or for overflow from the DSL or VSL.

The same amount of int fa talent will be generated in 15 as in 14, and you'll still be able to tweak the amounts if you wish as you can in 14. So really no changes there. No need to over think this

Last edited by Lukas Berger; 02-20-2014 at 10:42 PM.
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Old 02-20-2014, 11:07 PM   #13
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well I am using a 40 round draft, but with so many extra teams...there needs to be extra players generated...so I am setting the players generated at 55 rounds....won't this directly result in too much talent for my league? As a result don't the PCM's need to come down?
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Old 02-20-2014, 11:21 PM   #14
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Quote:
Originally Posted by PSUColonel View Post
well I am using a 40 round draft, but with so many extra teams...there needs to be extra players generated...so I am setting the players generated at 55 rounds....won't this directly result in too much talent for my league? As a result don't the PCM's need to come down?
There really doesn't need to be extra players generated. A 40 round draft will already generate more players than you really need. The MLB roster set only comes with a 30 round draft and that's more than enough. If you go 55 rounds even with extra milb teams (which only replace the complexes) simply you'll just get thousands of fa's sitting round in the fa list.

But if you really do want to generate more players, then generate more int fa's as those are the guys that actually play in the DSL and VSL.

Last edited by Lukas Berger; 02-20-2014 at 11:24 PM.
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Old 02-21-2014, 01:36 AM   #15
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I thought the reason the MLB set used 30 rounds is because most teams have six minor league affiliates. Some have 7, with the yankees having 8. Adding two new minor leagues with 35 man rosters changes the formula does it not? I thought it was 5* the number of minors? 8*5= 40...with some teams having 9 minor league teams, and the Yanks having 10. If I only generate players for 40 rounds, how will there be players for FA?
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Old 02-21-2014, 01:52 AM   #16
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Originally Posted by PSUColonel View Post
I thought the reason the MLB set used 30 rounds is because most teams have six minor league affiliates. Some have 7, with the yankees having 8. Adding two new minor leagues with 35 man rosters changes the formula does it not? I thought it was 5* the number of minors? 8*5= 40...with some teams having 9 minor league teams, and the Yanks having 10. If I only generate players for 40 rounds, how will there be players for FA?
Those guidelines are outdated, they don't take into account the settings introduced in 14 for generating int fa's.

So you're also (presumably) generating a lot of young international fa signings and international scout finds. If you're copying real life there should be something like 30-40 of these guys (or more) per team per year. All those guys used to go in the complex, now they'll fill out those extra levels of minors.

In fact adding to the draft won't really help with that since if you're being realistic, you won't have American players eligible to play in the DSL or VSL (once you get 15 with that capability, of course). Adding to the draft would create 99% American players anyway and those extra guys won't fill the Summer League rosters.

Last edited by Lukas Berger; 02-21-2014 at 01:54 AM.
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Old 02-21-2014, 02:31 AM   #17
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I see...so if I'm going to have 40 rounds, I should just generate for 40 I guess?
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