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#181 | |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,373
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Quote:
Of course I could be wrong
Last edited by Lukas Berger; 05-26-2013 at 11:20 PM. |
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#182 | |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,373
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Quote:
That being said, as I've been saying throughout the thread, they only dropped to what should be viewed as a more normal and realistic level. There are still plenty of guys who can become MLB players in the lower rounds. But the ratings are lower, no question. |
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#183 | |
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All Star Starter
Join Date: Mar 2011
Posts: 1,262
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#184 | |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,373
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Quote:
My personal opinion irrespective of these changes is that the hitters were previously more overrated than the pitchers (SP's at least. RP's were always quite overrated) so it makes sense that they got downgraded more. But I've never seen anything that would confirm that this is actually the case. I'm curious though, what kind of ratings do the players that you refer to as "dreck" have and what rounds are they going in? Last edited by Lukas Berger; 05-27-2013 at 12:22 AM. |
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#185 | |
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All Star Starter
Join Date: Mar 2011
Posts: 1,262
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Quote:
In my international pool, 3 out of 18 position players broke this threshold. I've drafted and wiped out my spreadsheet since then, but I recall roughly 25 position players in the entire draft that met this threshold, only 4 of whom were 2B-SS-3B capable. By the middle of the 2nd round, there were no more 100+ contact rating players available, but some high power/high avoid K guys were still being taken. So, while I would not be terribly interested in them, I wouldn't quite call them "dreck". By defining "dreck" more starkly as a player with no more than a 100 editor rating in any offensive category, they end up appearing by the end of the 3rd round. Lots of one-tool players (among the 6 offensive ratings) starting in the mid-2nd round through the 4th round. The dreck starts to dominate from the 5th round onward. |
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#186 |
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Hall Of Famer
Join Date: Apr 2003
Posts: 2,727
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This whole draft issue is starting to really kill ootp for me. I am doing a fictional game and the draft classes are horrid. I have all PCMs at 1.000 and no scouts being used. I get maybe 1 or 2 highly rated prospects and the rest are crap.
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#187 | |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,373
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Quote:
But that's not really a good cutoff point in some ways. 100 contact should be your measuring point for a potential MLB player and MLB players can certainly have lower contact numbers if they have other skills to make up for it. So as discussed before, should you really be getting a guy in the 5th round that you expect to be a solid MLB player at draft time? That being said, I don't know that the new ratings fit in with the MLB roster set ratings very well. I know I'd never rate 5-10th round type draft prospects, or milb players that were drafted in that range, for the MLB roster set as low as those type of guys are getting rated here. Of course we may just have been overrating those kind of guys. One thing I've always done, and still do, is to create something like 50 rounds of prospects for a 30 round draft. Which to me simulates the fact that there's a lot more players that teams consider as being potentially draftable than actually get drafted, for one reason or another. And doing that keeps the ratings a bit higher for those 5th-15th round type guys. Last edited by Lukas Berger; 05-27-2013 at 11:53 AM. |
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#188 | |
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All Star Starter
Join Date: Mar 2011
Posts: 1,262
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#189 | |
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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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#190 | |
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All Star Starter
Join Date: Mar 2011
Posts: 1,262
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Quote:
The talent bump for otherwise useless prospects is where this concept particularly applies, as I'd basically have to keep tabs on EVERY scrub prospect that I otherwise would not have bothered putting into my uber-OOTP spreadsheet just to see if/how many of them get bumped into usefulness. That would suck up hours upon hours of gameplay that I'm just not quite willing to sacrifice towards that specific aspect of this particular area of concern. |
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#191 | |
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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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#192 |
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All Star Starter
Join Date: Dec 2011
Posts: 1,371
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This is all very interesting. Again, a big thanks to Fyrestorm3 for his data gathering and posting.
One thing I am having a bit of trouble wrapping my head around is the fact that Marcus indicated (in the Road to Releases and in forum posts) that the scouting was 'completely revamped'. However, I recall no mention of player development being similarly restructured. Yet, the discussion here (legitimately) has led away from new scouting being the cause of any change in the game. Instead, we are discussing player development as being the underlying difference. Am I missing something, here? |
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#193 |
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Minors (Triple A)
Join Date: Apr 2012
Posts: 267
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I also don't recall any mention of this happening at all, before I directly contacted him and got that quote above.
Maybe someone who participates on the Beta team can share some more info. |
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#194 |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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#195 | |
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All Star Starter
Join Date: Mar 2011
Posts: 1,262
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Quote:
Player development, particularly at the creation of the Draft/International Amateur FA pools, has clearly been significantly changed. |
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#196 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,252
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Well I'm glad I'm not the only one who just had my first ootp 14 draft and was wondering why there was so little talent - or at least talent with respect to ratings.
So this is intended, correct? I was actually happy to see the AI take all the blue rated and green rated players, which left me trying to figure out which yellow rated player we should take at #27. I only draft the first few rounds and then let the CPU finish, but it's definitely much different in ootp 14 than any other version. |
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#197 |
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Major Leagues
Join Date: Mar 2002
Posts: 373
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I would like to hear either Markus or people who access the beta forums chime in with an update or explanation. Thank you.
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#198 | |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,373
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Quote:
What kind of update/additional explanation are you looking for? Last edited by Lukas Berger; 06-14-2013 at 08:13 PM. |
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#199 |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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FWIW, focusing on some of the thoughts I and others mentioned previously in the thread, I actually went pretty deep into the draft before I delegated the picks out. I think I made it to about the 15th round or so, looking pretty carefully at the recommendations first and then using it to key on specific qualities in the balance of the candidates. Truth be told, in past versions, it was unlikely I'd go that deep picking on my own.
__________________
"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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#200 |
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All Star Starter
Join Date: Dec 2001
Location: near Rochester, NY
Posts: 1,269
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I set up a test league to check this out.
I created a fictional league using default settings but scouting off, and ran a draft with the AI controlling all teams. Here's what I get: (All numbers are numbers from the player editor, so they are out of 240.) Pick 1 round 1: SP with 158-168-138 potential Pick 4 round 1 (top hitter taken): 107-177-105 Pick 5 round 1: SP with 113-168-143 Pick 6 round 1: C with 98-152-105 midway pick (8) round 1: CF with 93-104-109, but 161 range midway pick (9) round 1: SP 116-126-118 Pick 1 round 2: LF 99-143-70 potential Pick 1 round 3: SP 108-109-99 potential Pick 1 round 4: SP 118-3-153 potential Pick 1 round 5: CF 79-35-63 potential, but 155 range, 160 speed The most remarkable thing, to my eyes, is the lack of batting potential other than power. The top hitting prospect barely tops the "100 minimum" barrier in overall contact and batting eye, and the other two hitters taken in the top half of round 1 actually have contact potential less than 100. However, pitching talent does not look so terribly out of whack with what we have seen in the past. So the next obvious question is whether this low level of hitting talent produces the kinds of stats seen the past season or two in major league baseball -- which is clearly Markus's goal. So I ran the test league. Turned off evolution of league. Turned off foreign ammies and foreign FAs. Simmed 25 years so that all the players in the bigs are generated by draft. Results: League batting average is around .255, league ERA 3.90. Six starting pitchers have season ERA under 3. Two hitters over .340. Four hitters over 40 HR. Of the top 10 hitters (according to the game engine), 8 were high number one draft picks, with a round nine and a round three as well. Top 10 pitchers almost exactly the same distribution. It's a small sample, but it fits with what I have been seeing. These draft classes work as designed, although that design is to produce the more pitching dominated game of the past couple years. And it works without any great intervention of obscure draft picks skyrocketing to the top, and without the intervention of foreign ammies.
__________________
Commish of Dog Days Baseball Commish Pennant Chase Baseball League (PCBL) Commish and Blue Jays GM Extra Innings Baseball Last edited by beorn; 06-14-2013 at 08:38 PM. |
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