|
||||
|
|
OOTP 21 - General Discussions Everything about the brand new version of Out of the Park Baseball - officially licensed by MLB and the MLBPA. |
|
Thread Tools |
04-07-2020, 10:54 AM | #1 |
Hall Of Famer
Join Date: Mar 2003
Location: Near the Great Wall. On the GOOD side.
Posts: 3,711
|
Possible issue with creating free agents
I was messing around and created a fictional league with no inaugural draft. Once created there were no free agents so I went ahead and created some. The only thing I remember changing was the quality of created players, which I selected as "scrubs."
I had the game create 500 players but many of them(maybe 10%) were 3.5-4.0 star guys (OSA scouting) that were much, much better than scrubs. I was hoping for a bunch of 2.0 star guys (at best). Is there something more I should know about creating free agents that would allow this?
__________________
reported |
04-07-2020, 12:42 PM | #2 |
Hall Of Famer
Join Date: Oct 2006
Location: Chicago
Posts: 2,271
|
The players are rated against each other, so if one scrub is a little better than the average scrub he'll be rated higher. If player creation more or less followed a normal distribution (bell) curve then you're going to have below average, average, and above average players even if the above average players aren't really that good in absolute terms.
__________________
"Hitting is timing. Pitching is upsetting timing"-Warren Spahn. |
04-07-2020, 08:27 PM | #3 |
Hall Of Famer
Join Date: Mar 2003
Location: Near the Great Wall. On the GOOD side.
Posts: 3,711
|
Then why are there options for player quality at all on free agent creation?
__________________
reported |
04-07-2020, 08:36 PM | #4 | |
Hall Of Famer
Join Date: Oct 2006
Location: Chicago
Posts: 2,271
|
Quote:
Because the assumption is you're not creating hundreds of the same quality player for the entire league. If you added those same players you created in your original post to a more talented pool, they were have lower star ratings because they are now rated against those better players. I went through the same thing you did when I did this once. I created a pool of fictional minor league players, and the upper tier were 5 star guys. Their actual ratings weren't really that high. Once I imported the historical teams and dumped those guys into the draft pool those once 5 star guys because 2 star guys because rather than being rated against the original pool, there were rated against all of the historical Major League players. Ratings are relative, not absolute. Any player created or imported is rated against everyone else. You can create 10 fully developed All Stars to add to a large pool, but if you make an entire pool of All Stars, then no one is an All Star.
__________________
"Hitting is timing. Pitching is upsetting timing"-Warren Spahn. Last edited by Curve Ball Dave; 04-07-2020 at 08:38 PM. |
|
04-07-2020, 10:22 PM | #5 |
Hall Of Famer
Join Date: Nov 2005
Posts: 2,108
|
I think it is likely randomizing each player quality with the "base" being scrub level. So, when you create a bunch it is still going to create some good players...there shouldn't be many though.
You could probably lower the creation modifiers before creating the players to make it less likely. |
04-09-2020, 08:53 AM | #6 |
Hall Of Famer
Join Date: Mar 2003
Location: Near the Great Wall. On the GOOD side.
Posts: 3,711
|
All right. Good to know. Thanks.
__________________
reported |
Bookmarks |
Thread Tools | |
|
|