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Old 03-19-2020, 10:59 PM   #21
Brad K
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I figure a player like that who didn't have a long or fantastic career gets assigned a couple years from a 15 years star who the game took out with a career ending injury in his second season.
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Old 03-19-2020, 11:16 PM   #22
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I figure a player like that who didn't have a long or fantastic career gets assigned a couple years from a 15 years star who the game took out with a career ending injury in his second season.
I figured the game took a guy, who at some point looked like he had what it took to develop him into a star, but, for whatever reason, didn't. And, the engine develops him into a star.
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Old 03-20-2020, 05:09 PM   #23
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I use stats three year non weighted. It seems we're getting similar results.
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Old 03-21-2020, 12:02 PM   #24
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I use stats three year non weighted. It seems we're getting similar results.
I was talking more generally

We refer to these entities as "players", but, of course, they aren't.

If one is using the development engine, when a "player" enters the league, they have some ratings. These are a starting point. By the time the randomness of the engine gets done with them, they might not resemble their rral-life counterparts at all.

A player like Choo, who had a monster minor league season in 2002 with discipline and power looked, at that point, like the kind of player who had a chance to become a star,

He didn't.
But in OOTP he sometimes will
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Old 03-21-2020, 10:55 PM   #25
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I was about done with the development engine when a bunch of guys who played until their mid to late 30s were bench material at 31. What finished it off for me was Tim Foli making the HOF.
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Old 03-22-2020, 08:17 AM   #26
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I was about done with the development engine when a bunch of guys who played until their mid to late 30s were bench material at 31. What finished it off for me was Tim Foli making the HOF.
Yeah
That's why I mostly only play fictional leagues or future leagues

And that was the point about remembering that these aren't real players.

I tried to play historical leagues, but knowing too much about how players would perform wasn't any fun.

Best league I ever had started out as a test. I simmed 40 years into the future and started looking around at the league

One team was a total also ran. No attendance. No money. No winning seasons. Trying to bring them back was my best computer baseball sim experience.

I also remember an Early Weaver baseball season where Tim Teufel flirted with .400 and won an MVP.


Anyway, it can be a hard balance to strike. Between keeping it real and keeping it interesting.
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Old 03-22-2020, 10:21 PM   #27
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I don't play into the future... don't even play into the present... because I don't like modern baseball. But I'm considering going into the future for the first time in my current game.

I'm satisfied with using real players because with my settings I only kinda know how good they'll be and for how long. In my current game in 30 some years my team has five players who have lost 50% to 90% of their career due to career ending injuries.
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Old 03-22-2020, 10:22 PM   #28
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Also I give computer controlled teams an extra player and limit my spending.
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Old 03-22-2020, 10:24 PM   #29
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I don't play into the future... don't even play into the present... because I don't like modern baseball. But I'm considering going into the future for the first time in my current game.

I'm satisfied with using real players because with my settings I only kinda know how good they'll be and for how long. In my current game in 30 some years my team has five players who have lost 50% to 90% of their career due to career ending injuries.
That a pretty big advantage to "kinda know"

And it takes all the fun out of it

For me.
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Old 03-23-2020, 03:32 PM   #30
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I handicap myself in other ways.
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