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#21 | |
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Can you link where the Devs said that? The more I learn about TCR and league totals the more I dislike the game. |
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#22 | |
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#23 | |
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https://www.mediafire.com/file/ap7w1...quick.zip/file It seems not setting roster limits to the minor league teams helps. AI can't handle roster limits well at all and this leads to strange behaviour. Still doen's make sense why such young players are put on the active roster but without roster limits it seems to happen only occasionally. |
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#24 |
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They don't know. There's no internal documentation that's better than the game manual that they can refer to. All they have is memories. That's why devs start their answer with phrases like "If I remember correctly..." and "I think what we did there was..."
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#25 | |
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You have TCR jacked up, Batter Dev. Speed jacked up and Development Target Age set to "Younger". This is all seemingly geared towards young players progressing very quickly. You also have player evaluation set to a large (65%) Ratings Weight and Scouting Report Updates set to "Rare" and Scouting Accuracy set to "Low". So, I am thinking that what could be happening is that these young players actually do have major league quality ratings, but that the Scouted ratings just haven't caught up with that yet. It might be worth looking under the hood at any questionable players you are seeing on your end to see what their underlying ratings actually are. Or maybe it is the Low scouting accuracy and the teams think the players are much better than you are seeing (I think to check this you can act as the team and look at their scout evaluations). Last edited by Rain King; 06-24-2022 at 01:31 PM. |
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#26 |
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Some other things I wonder if could be causing weirdness.
Your highest talent league has Player Creation Modifiers at .800. While the ratings are set to be relative to that league I still wonder if the game isn't expecting an environment where the talent is muted in that way. Essentially, I think this squeezes the portion of the under-the-hood rating scale that is being used to a much smaller range and so the AI probably has more trouble distinguishing between players. Your minor leagues have a mix of teams that are affiliated and unaffiliated. It has been a long time since I have used a setup like that and I don't remember the AI ever handling it particularly well. Last edited by Rain King; 06-24-2022 at 01:35 PM. |
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#27 | |||
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#28 | ||
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I know it is not intended to function this way, but I'm pretty sure it works. Players that are part of an organisation promote/demote between the two levels normally and I have not seen any issues. After promotion/demotion players remain in the organisation and everthing seems to function fine. I'm quite sure this is unrelated to the problem. |
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#29 |
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In your original screenshot, the player has been given 1.5 stars...which is legitimately a back of the bullpen overall rating.
My best guess is that this is some sort of bug/weirdness when your top-level league has low Player Creation Modifiers and you are using relative ratings. I would maybe try turning relative ratings off and doing a re-scout. |
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#30 |
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Too many settings.
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#31 |
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Exactly. It is great to have options, but there are just so many settings and we don't know precisely what will happen when we change them. It's basically trial and error, hit and hope.
As a smart man once said regarding the OOTP settings: "Because as we know, there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns—the ones we don't know we don't know." |
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#32 |
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I ran another test with below settings
Scouting accuracy: LOW Current Ratings: 2-8 Potential Ratings: 2-8 Other Ratings: 2-8 Overall/Potential Ratings: OFF TCR: 200 AI Evaluation: 65/20/10/5 No roster limits for both minor leagues. I simulated 12 years into the future and still saw the same issue. Progressed further another 8 years and the issue was all but gone. After that I simulated another 15 seasons, year by year and each year the youngest players that appeared in the league were ussually in their twenties. In the highest league the issue was basically gone. In the lower league there was an occasional iffy AI decision but usually for just a few games. It seems removing the roster limits on the minors seems to have helped. I think the AI is just very poor at roster management and with limits odd behaviour occurs. I don't really like to remove the limits as now teams sometimes have more than 50 players on their roster, but I guess I have no choice. It seems that it takes quite some for the league to stabilise after the initial startup but once it is stable it remains so. Still more testing to be done. Last edited by Dutch Alexander; 06-24-2022 at 03:45 PM. Reason: sillly typo |
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#33 |
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Part of the stabilizing issue comes from the way players are coming into your league.
1.) You aren't starting with initial rosters, but instead using "Fill Teams With Fictional Players" which will produce much lower quality on the initial rosters and essentially no true prospects. Basically that option creates replacement level players (based on your Creation Modifiers) for each level. 2.) All new players coming into your league are extremely young. While you have settings to speed up their development that still creates a talent "gap" and until you are past the place in your history where those missing gap players would be represented things aren't going to become completely stable. I think that just means you need to sim longer to get things to a balanced state. |
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#34 | |
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In the last test I switched roster limits back on for the minors and it seems things remain stable. So roster limits seem not to have caused a real problem after all. Anyway thanks for your help and input. I will continue to run more tests. Very tricky and tedious to get eveything to work properly. |
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#35 |
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Yea. Well, perhaps someone could try them all and make notes and tell the devs what the settings do.
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#36 |
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Not to mention that (as I believe you have pointed out) the claim that you can just run the game out of the box on default settings and have a bona fide satisfactory experience is dubious. At some point all of the settings and options tacked on are at best ineffective and at worst counterproductive if you do not go in and really commit to changing the underlying code. Yearly additional dials and buttons make for great release note bullet points, but are they really improving the game at this juncture. I would argue in the negative, especially since so many seem to be orphaned from a optimization and fine-tuning perspective by a lack of sustained commitment of development resources.
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#37 | |
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#38 |
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What happens when TCR is set to 0?
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#39 |
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No worries, I don't mind at all.
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#40 |
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After some more testing it seems the main solution for my league is a very high TCR. With TCR at 200 I was able to turn scouting accuracy back to low with current rating off and potential and other ratings to the 1-5 scale. I also switched back to 25/25/25/25 eval settings. After this the league remained stable with only occasionally teenagers appearing on the active roster. When I turn TCR down to 125 more teenagers started to appear over time.
I guess the problem for my league is twofold. Firstly, it is a small league with a small talent pool. As a consequence there isn’t enough talent to fill all the roster spots. TCR at a high setting turn more scrubs into useful players to fill the roster spots. The second issue is the AI itself. It seems it does not take age and experience into account at all. A 16 year old scrub with 0 experience is viewed the same way as a 30 year old scrub with 10 years’ experience. At the same time the AI seems to prefer to hang onto prospects, even if they are scrubs. If an older slightly better scrub is available as a FA the AI hangs on to the 16 year old scrub. Hence 16 year olds start appearing on active rosters. Also the AI is just very bad at roster management. In my league all prospects are under team control until their age 21 season. If the team wants to keep control over the player after that it needs to put him on the secondary roster. This means no player should EVER be put on the secondary roster before the end of their age 21 season until he is clearly ready and the team plans to use him as a regular. I think the AI is simply completely incapable of understanding this and thus makes ridiculous roster moves. Now to be clear I'm not trying to put down the game. I understand it is incredibly hard to program a competent AI. Also the league I created is rather unusual which probably doesn't help. But the AI is certainly imperfect which means we need to find the right combination of settings to steer the AI in the right direction while understanding the final destination will never be reached. But it is just incredibly hard sometimes to find the correct combination. How do you figure out that a high TCR would improve things? And mind you only after 15-20 years into the league. I experimented with a TCR of 200 and simulated 10 years and saw no results and therefor dismissed it as a solution. Later by pure chance I found that a high TCR takes 15-20 years to have full effect. How can you expect anybody to figure stuff like that? Anyway I seem to be on the right track now. Off course I might find later that a high TCR has other unwanted consequence. And in the newest update base stealing has been tweaked which means that I have to check and adjust my modifiers again first before I can proceed further. There is always something else, Why am I doing this? |
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