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Old 04-19-2015, 03:50 PM   #21
Andy
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Originally Posted by Barkingturtle View Post
What I see is neither league batting more than .005 higher in year 15 than in year 6. In between, there are peaks higher than the end result and valleys lower than the entry mark.

Overall, the NL goes from .259 to .264.

The AL goes from .254 to .258.

I guess that just seems normal to me, but to each his own.

I'm curious about the guys hitting close to .400 -- were they generated during league creation, or did they enter via other means? Is it a mix?
I can't say for sure on the guys hitting close to .400 since I can no longer open the league and have since deleted it. However, since it was happening in year 16 of the league my guess is they were drafted and developed.
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Old 04-19-2015, 03:54 PM   #22
MKG1734
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Without doing a lot of research (can't at the moment), my first inclination is that it is a player creation issue of new players along with the sim engine.

What I found in 2015 was that the league would continue getting worse over time (in another 10 years beyond what is originally posted) the averages continue to grow to 270+ ... I didnt get past the 2040s to know if it continues to occur to a more drastic extent.... but if Im not the only person who noticed this...then it stands to reason that there is some type of an issue with the player creation/development system of the sim engine, itself...

Last edited by MKG1734; 04-19-2015 at 03:56 PM.
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Old 04-19-2015, 04:04 PM   #23
Barkingturtle
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I wonder, do you guys use feeders? I do, and I don't see offense spiraling further and further back toward the steroid era. I've run a couple tests in excess of 100 years on OOTP16, and the only consistently weird years for me are the first five, where I always seem to get a bunch of starting pitchers with WHIPs under .90, sub 2.00 ERAs and every so often a guy wins close to 30 games.

Typically, my tests look a lot like the OP's screenshot from a league-wide perspective -- but then mine just sort of hover around that .260 BA and 4.30 ERA area. I don't touch a thing in the league totals or modifiers or anything.
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Old 04-19-2015, 04:08 PM   #24
MKG1734
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My league did use feeders, yes. Also no changes to modifiers, etc.

Last edited by MKG1734; 04-19-2015 at 04:10 PM.
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Old 04-19-2015, 04:13 PM   #25
Andy
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No feeders for me.
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Old 04-19-2015, 11:47 PM   #26
ra7c7er
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Quote:
Originally Posted by Barkingturtle View Post
I wonder, do you guys use feeders? I do, and I don't see offense spiraling further and further back toward the steroid era. I've run a couple tests in excess of 100 years on OOTP16, and the only consistently weird years for me are the first five, where I always seem to get a bunch of starting pitchers with WHIPs under .90, sub 2.00 ERAs and every so often a guy wins close to 30 games.

Typically, my tests look a lot like the OP's screenshot from a league-wide perspective -- but then mine just sort of hover around that .260 BA and 4.30 ERA area. I don't touch a thing in the league totals or modifiers or anything.
I'm not using feeders.

Since I've had the same issues as the OP and simmed well over 100 years many many times between both 15 and 16. I will say I think part of it is actual pitchers. They seem to develop so much slower then hitters in fictional leagues (especially if you don't use minors).
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Old 04-20-2015, 07:19 AM   #27
sprague
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I can't say for sure on the guys hitting close to .400 since I can no longer open the league and have since deleted it. However, since it was happening in year 16 of the league my guess is they were drafted and developed.
The big issue is the modifiers. Remember those modifiers (say 1.021) are only going to create league totals for the year they were first run- in many cases a person's first year of a league.
Yes as new players are created, others retire or go up and down in ratings- the overall ratings of the league changes. Hence if you do not auto calc the modifiers every pre season, it will not take long for things to shift one way or another in just a few years.

Say for me to get 42500 hits in a 165300Ab environment, one year the modifier might be 1.021, the next 1.007, the next .995. Without such a swing, the modifiers will be working with the results the game is generating based on the old calculation, as opposed to a fresh one.

If you do an auto calc each pre season you should stay pretty close to the base league totals- every so often a year goes up or down but then balances out the next year.

I had a bigger struggle with the minor league league totals. They are SO HIGH. Most minor leaguers were leading the leagues with .400 averages or higher. I had to really re-adjust those figures to get a much more realistic minor league stats.
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Old 04-20-2015, 07:45 AM   #28
Markus Heinsohn
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If you start with a standard MLB game with real players, I strongly suggest to keep the automatic league totals recalculation enabled. Fictional players are different from real players in terms of rating distribution because fictional players are based on the modern era (1993 - 2014) and not just a single year like those in the real roster set. So, when you disable auto totals modifier adjustment and fictional players start to take over after 5-10 years, the league average stats will change (in this case offense will pick up) because the league totals are tailored to the real players and not fictional ones.

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Old 04-20-2015, 07:55 AM   #29
r0nster
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@Markus .... Curious what about those who continue solo leagues from previous versions of OOTP???
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Old 04-20-2015, 12:57 PM   #30
Andy
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Quote:
Originally Posted by Markus Heinsohn View Post
If you start with a standard MLB game with real players, I strongly suggest to keep the automatic league totals recalculation enabled. Fictional players are different from real players in terms of rating distribution because fictional players are based on the modern era (1993 - 2014) and not just a single year like those in the real roster set. So, when you disable auto totals modifier adjustment and fictional players start to take over after 5-10 years, the league average stats will change (in this case offense will pick up) because the league totals are tailored to the real players and not fictional ones.
I'm not sure if you're responding to my initial post or not, but my league didn't start with real players; it was fictional from the start. Are you saying I should even check that box from the start and not touch it again so then I could sim 15 years into the future without touching anything?
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Old 04-20-2015, 01:01 PM   #31
Andy
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Originally Posted by sprague View Post
The big issue is the modifiers. Remember those modifiers (say 1.021) are only going to create league totals for the year they were first run- in many cases a person's first year of a league.
Yes as new players are created, others retire or go up and down in ratings- the overall ratings of the league changes. Hence if you do not auto calc the modifiers every pre season, it will not take long for things to shift one way or another in just a few years.

Say for me to get 42500 hits in a 165300Ab environment, one year the modifier might be 1.021, the next 1.007, the next .995. Without such a swing, the modifiers will be working with the results the game is generating based on the old calculation, as opposed to a fresh one.

If you do an auto calc each pre season you should stay pretty close to the base league totals- every so often a year goes up or down but then balances out the next year.

I had a bigger struggle with the minor league league totals. They are SO HIGH. Most minor leaguers were leading the leagues with .400 averages or higher. I had to really re-adjust those figures to get a much more realistic minor league stats.
Sorry I missed this response first time around. So, you are saying what David Watts said and to check that auto calc box each preseason and then uncheck it? It sounds like Markus is telling me to keep it checked, but I'm not sure if he just means for actual MLB leagues rather than my fake one.
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Old 04-22-2015, 11:13 PM   #32
ra7c7er
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Quote:
Originally Posted by Markus Heinsohn View Post
If you start with a standard MLB game with real players, I strongly suggest to keep the automatic league totals recalculation enabled. Fictional players are different from real players in terms of rating distribution because fictional players are based on the modern era (1993 - 2014) and not just a single year like those in the real roster set. So, when you disable auto totals modifier adjustment and fictional players start to take over after 5-10 years, the league average stats will change (in this case offense will pick up) because the league totals are tailored to the real players and not fictional ones.
Does this mean that their isn't really a way to curb the offensive explosion that's going to occur? I've been struggling to figure out the modifiers for a fictional league and it's gotten to the point I just leave it alone and deal with it. Doesn't exactly give me the experience I'd like though.
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