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Old 11-12-2019, 03:32 PM   #1
jpeters1734
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Do we always have to check "Auto adjust league total modifiers"?

I created a standard fictional league with 2014 settings and have attached the HR output after 10 season. We can all agree that this doesn't make sense.

I'm resistant to checking the "Automatically adjust league totals modifiers for accuracy" box because I want the environment to stay static. I wanted to create my own era's by simply changing PCM's.

But the problem is that this is what I get with standard 1.000 PCM's, 2014 league totals, and standard 1.000 LTM's.
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Old 11-12-2019, 04:09 PM   #2
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I'd be very interested in seeing how to avoid this in my leagues.
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Old 11-12-2019, 08:19 PM   #3
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I'm starting to think I'm going to have to start a thread that gets "stickied" in General Discussions on this topic. I think I've been in about six or seven different threads about this topic now. This is not me complaining or putting others down. This is me saying I think it would be helpful to have this information available for all to use as they see fit. With regards to PCMs, I suggest importing the 2014 PCMs, and leaving the box unchecked, so that they stay in 2014 ad-infinitum. For the rest, please see this post from this thread, and then fire away with your questions as to how this works. I use 1984, so you would do the same thing, except you'd be using 2014.
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Old 11-12-2019, 08:34 PM   #4
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This is from a 63 season OOTP16 Random Debut Historical Game I had a while back, using 1984 stats output for every season. A total of ninety 40 HR hitters in 63 seasons, nine of whom topped 50, and one of those topped 60. Yes, it is OOTP16, and yes it is an historical game, but the basic concept works regardless of what kind of game you're playing, and which version you're playing. I would also suggest setting position player fatigue to "high". I use this because it brings plate appearances in line with RL plate appearances, without the need to crank up injuries (I use OOTP Classic), and annihilate pitching staffs.
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Old 11-12-2019, 11:36 PM   #5
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Quote:
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I'm starting to think I'm going to have to start a thread that gets "stickied" in General Discussions on this topic. I think I've been in about six or seven different threads about this topic now. This is not me complaining or putting others down. This is me saying I think it would be helpful to have this information available for all to use as they see fit. With regards to PCMs, I suggest importing the 2014 PCMs, and leaving the box unchecked, so that they stay in 2014 ad-infinitum. For the rest, please see this post from this thread, and then fire away with your questions as to how this works. I use 1984, so you would do the same thing, except you'd be using 2014.
When you import 1984 every season, it is no different than checking the "Auto adjust LTM" box. You're just doing it manually, so the environment is still changing every season based on the ratings of the players.

I am wanting my LTM's to remain static and default(1.000) but the results are terrible. I don't know if the default PCM's for 2014(all 1.000) are inaccurate or if it's required that I auto adjust LTM's
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Old 11-13-2019, 01:30 PM   #6
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When you import 1984 every season, it is no different than checking the "Auto adjust LTM" box. You're just doing it manually, so the environment is still changing every season based on the ratings of the players.

I am wanting my LTM's to remain static and default(1.000) but the results are terrible. I don't know if the default PCM's for 2014(all 1.000) are inaccurate or if it's required that I auto adjust LTM's
I admittedly don't know much about fictional games, but here's how the "Auto adjust LTM" box works in historicals. Let's say you're playing starting in 1977, and have that box checked. The stats output will be based on the 1977 season, and the modifiers will be adjusted to try to get the numbers (based on ratios not raw numbers) as close to 1977 numbers as possible. If you set all the modifiers to 1.000, you're overriding the "auto adjust" checkbox, and you will not come close to 1977 numbers. The game needs the modifiers that it uses to get close to the numbers that you want. The modifiers will have a wide range if done properly.

As an example, in a test league I ran, here are the modifiers (two pics to get them all in) using 1984 for stats output. You'll notice that the only modifiers that are set to 1.000 are the modifier for Relief Pitcher Stamina, and the Range modifiers at every position.

Here are the RL stats from 1984 in various ratio categories:

4.26 R/G, .260/.323/.385/.708, .286 BABIP, 3.81 ERA, 1.34 WHIP, 8.92 H/9, 0.78 HR/9, 3.18 BB/9, 5.37 K/9, 1.69 K/BB, .699 DefEff, .978 Fld%

Numbers from the same categories in the sim from the season those LTMs were used:

4.43 R/G, .260/.325/.393/.717, .284 BABIP, 4.00 ERA, 1.36 WHIP, 8.96 H/9, 0.87 HR/9, 3.29 BB/9, 5.43 K/9, 1.65 K/BB, .699 DefEff, .980 Fld%

If you want, I can set up a test league using 2014 for PCMs, Strategy Settings, and LTMs, and show you the results I'm getting. I have no idea what it'll be, but I'm quite confident it'll be closer to what you're looking for because I've been using this method for five versions of the game now, and getting excellent results.

Trust me when I say that using this method will get you what you want (a 2014 offensive environment, as opposed to my 1984 offensive environment), and you won't have to bang your head against a brick wall to do it. The offensive environment will remain static for all your seasons. It will do so within a certain range, and it won't be the same season after season, but it won't fluctuate wildly, or move into an insane offensive environment like yours is. Import 2014 PCMs and 2014 Strategy Settings if you want as well to help with player ratings, and how players are being deployed. Modifiers and team stats posted below for your perusal.
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Old 11-13-2019, 01:48 PM   #7
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What happens if you set up your 2014 fictional league and just prior to the beginning of the season you select autocalc? Then once the season starts and plays out, you never hit autocalc again? Wouldn't this give you the fluctuation you desire, but maybe bring the home runs down to normal?
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Old 11-13-2019, 01:58 PM   #8
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Here are the Stats & AI settings that I got when I selected 2014 as the stats output year. Strategy settings are also set to 2014, as well as PCMs, which, as you remarked above, are all set to 1.000. I had to reset the BABIP to .298 as that's what it was IRL. The game thought it was .302 for some reason.
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Old 11-13-2019, 02:11 PM   #9
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I set the "Hook" settings for starters and relievers back to default in the Strategy Settings before simming the season. Here are the ratios I'll be looking to come close to for my stats output for this season:

4.07 R/G, .251/.314/.386/.700, .298 BABIP, 3.74 ERA, 1.28 WHIP, 8.58 H/9, 0.86 HR/9, 2.89 BB/9, 7.73 K/9, 2.67 K/BB, .690 DefEff, .984 Fld%

Simming now...Will post league wide ratios to compare with the numbers above, and team hitting, pitching, and fielding stats, along with individual batting leaders for the season when I'm done.
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Old 11-13-2019, 02:38 PM   #10
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Please see 2014 targets in post above, and compare with the ratios in the results of the sim I just ran:

4.11 R/G, .250/.313/.386/.699, .299 BABIP, 3.84 ERA, 1.28 WHIP, 8.59 H/9, 0.90 HR/9, 2.92 BB/9, 8.01 K/9, 2.74 K/BB, .686 DefEff, .985 Fld%

I know, I know..."Pictures or it didn't happen". Team Batting, Pitching, and Fielding Stats, and then Individual Batting Stats (in two parts to fit them all in). You can mold the stats almost exactly as you want them (by finding the real life season that comes closest to what you want to see). You just have to know how to do it.
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Old 11-13-2019, 04:02 PM   #11
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BTW, this is an Historical Random Debut game, so if you see late 18th century/early 19th century guys with huge HR totals, that's the reason for it.

Batting Leaders and Pitching Leaders sorted by WAR. Keep in mind when looking at leaders in any category that the RL 2014 numbers were achieved in a 30 team league, while the league you're looking at has 16 teams. You have to adjust for that near 2:1 difference when looking at how many 30 HR hitters there were for example (RL: 11, this sim: 5, with 5 other dudes who hit 29). I play with OOTP Classic for injuries, and High Position Player fatigue because I find if I raise injuries any higher, entire pitching staffs will get wiped out, and if I lower the fatigue setting, waaay too many position players will have 155+ G, 650+ PA, and 600+ AB. I find it gives me a nice, happy medium. I also play with "Strict Rotation, Occasionally Highest Rested" to keep those extra durable 19th century pitchers from having crazy innings totals. YMMV
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Old 11-13-2019, 04:37 PM   #12
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Also, I leave all "Auto-adjust" boxes unchecked once I've decided on what year to use, because I'm doing my adjustments manually every year. So that's financial settings, PCM settings (not necessary in historical leagues, but I use them to make sure I've got the right season for my Strategy Settings), Strategy Settings, and LTMs.
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Old 11-13-2019, 09:04 PM   #13
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Quote:
Originally Posted by jpeters1734 View Post
I created a standard fictional league with 2014 settings and have attached the HR output after 10 season. We can all agree that this doesn't make sense.

I'm resistant to checking the "Automatically adjust league totals modifiers for accuracy" box because I want the environment to stay static. I wanted to create my own era's by simply changing PCM's.

But the problem is that this is what I get with standard 1.000 PCM's, 2014 league totals, and standard 1.000 LTM's.
Okay, got home from work and ran some tests. It's definitely tied to the 1.000 LTM's. If you create 2014 and don't auto calc or let the game automatically adjust league totals modifiers for accuracy you get the crazy home runs every single time. The league featured in the screen shot is a fictional league starting in 2014. A couple days prior to the 1st season I hit the autocalc button and let OOTP run its calculations. This of course changed the LTM's off the 1.000's across the board. PCM's remain 1.000. I then fast simmed through 2021 never once ever hitting auto calc again. If you look, the league does fluctuate to a certain extent. The AL's ERA high is 3.84 and it's low is 3.59 High average of .260, low of .249. NL also fluctuates. Now take a look at 2022. For that season I manually edited LTM's back to 1.000. Offense explodes. I had 4 or more 50 home run guys.

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Old 11-13-2019, 09:42 PM   #14
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Okay, got home from work and ran some tests. It's definitely tied to the 1.000 LTM's. If you create 2014 and don't auto calc or let the game automatically adjust league totals modifiers for accuracy you get the crazy home runs every single time. The league featured in the screen shot is a fictional league starting in 2014. A couple days prior to the 1st season I hit the autocalc button and let OOTP run its calculations. This of course changed the LTM's off the 1.000's across the board. PCM's remain 1.000. I then fast simmed through 2021 never once ever hitting auto calc again. If you look, the league does fluctuate to a certain extent. The AL's ERA high is 3.84 and it's low is 3.59 High average of .260, low of .249. NL also fluctuates. Now take a look at 2022. For that season I manually edited LTM's back to 1.000. Offense explodes. I had 4 or more 50 home run guys.
Thanks for doing this. The LTMs were never meant to be set to 1.000 for every category. Their sole purpose is to bring about the totals that you're looking for in every category you can think of in order to get the offensive environment close to what you want.
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Old 11-13-2019, 09:56 PM   #15
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Look at 2014. That is a season using 1.000 LTM. As you can see crazy Homer runsName:  can_i_say_something_2018-01-24_19-52-58.jpg
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The second shows same league. All years other than 2014 used non 1.000 LTM's
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Old 11-14-2019, 03:35 PM   #16
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I don't know if I can accept that the LTM's were never meant to be set to 1.000 because that's what every standard fictional league is set to. it is the default.

LTM's are used to suppress/inflate statistical output base on the talent in the league which seems backwards to me. The issue that I'm facing is that the talent generated for leagues are too good for 2014 league totals so I either have to auto adjust the LTM's or lower PCM's at league creation.

I understand why they have to have LTM's because it's far easier to suppress/inflate output than it is to adjust player ratings to create the desired output.

For my purposes, I will have to simply use a year that I want, auto calc once, and then leave it alone
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Old 11-14-2019, 04:53 PM   #17
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Originally Posted by jpeters1734 View Post
I don't know if I can accept that the LTM's were never meant to be set to 1.000 because that's what every standard fictional league is set to. it is the default.

LTM's are used to suppress/inflate statistical output base on the talent in the league which seems backwards to me. The issue that I'm facing is that the talent generated for leagues are too good for 2014 league totals so I either have to auto adjust the LTM's or lower PCM's at league creation.

I understand why they have to have LTM's because it's far easier to suppress/inflate output than it is to adjust player ratings to create the desired output.

For my purposes, I will have to simply use a year that I want, auto calc once, and then leave it alone
The game has always worked this way, even before LTM's were added, except back then it was a huge pain to get the results right. That was back in the day if you wanted more HR's you had to decrease the HR league total.

Then LTM's were introduced but there was no autocalc. It was a huge step, making stat adjustment so much easier. IE you could do it by percentages.

Then autocalc was introduced to do it for you and all was right with the world

The default is 1.000 well, because it has to be something, right? Adjustments are made up and down from there to have your league produce the baseball world you want.

You can argue it's backwards, forwards, doesn't make sense (though I think it does) all you want but what you can't say is that it doesn't work. And isn't that the point? To be able to have a league that plays a realistic game? I'm not sure why you're bothered by how you get there as long as you get there.
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Old 12-07-2019, 12:02 PM   #18
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League Totals = The raw ratios that go into the results engine (representing what the game thinks should happen in an average plate appearance, assuming ratings in the league are "normal")

League Totals Modifiers = Adjustments made to the raw ratios to account for rating variance from norm in this league

Auto-Calc = The game's process to determine new LTMs each year to account for natural ratings drift over time.

----

In the old days (to Sweed's point) we had only League Totals, and they were easy to configure if you could get your head around how they worked and why they worked this way. Today. if you set all LTM to 1.0 and no auto-calc, you still play this way (and an advantage--assuming you think it's an advantage--is that your players skillsets will create their own eras). The disadvantage is that you can get some runaway surges if you wind up with an era where ratings skew one way or another for awhile.

actionjackson's approach essentially does steps two and three by hand each year.

When you understand how this works, you should be able to understand why suddenly making all LTMs 1.0 (when they weren't before) can dramatically change stats output--you've essentially changed the environment the players are operating in...like you've given them a juiced ball, or dropped the mound height, or ...

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