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Old 12-15-2022, 03:20 PM   #1
CH1MA3RA
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Question about League Modifier differences

I'm curious if anyone else has looked into this, or perhaps found an answer somewhere.

In a standard start, where there is a High-A and Single-A league, both are technically classified as a Single A league within the system. However when you view the parent club's roster screen (the one with the smaller windows for each affiliated team), you can see that there is a clear difference between talent levels of those "Single A" leagues.

A player in the High A league may have a green/red arrow next to their name but when moved to the Single A league, it is no longer there. Another obvious difference is that you can select the High A or Single A leagues from the dropdown to get scouting ratings as compared to that league.

That all being said, my question pertains to how these "Single A" leagues as far as the system classifies them, are differentiated? I can see that on the Players tab the creation modifiers are different. But also on the Stats & AI tab the league totals are also different.

Which one of these tabs dictate how players are scouted at that level?

I'm wanting to create a Low A that isn't the Short Season A, and would like to mimic how the High A and Single A are tiered while still being Single A leagues.

TIA
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Old 12-15-2022, 07:40 PM   #2
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Leagues within the same level, ie HA and LA have "reputations". These can be found and changed on the "League Settings> Leagues and Teams" tab. On the top right you can select the league to see what the reputation is for each league.

In my game for instance High A is a 10 reputation and Low A is a 5. You can set the rep to anything between 1 and 10 with 10 being best.
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Old 12-15-2022, 08:07 PM   #3
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Originally Posted by Sweed View Post
Leagues within the same level, ie HA and LA have "reputations". These can be found and changed on the "League Settings> Leagues and Teams" tab. On the top right you can select the league to see what the reputation is for each league.

In my game for instance High A is a 10 reputation and Low A is a 5. You can set the rep to anything between 1 and 10 with 10 being best.
I'm aware of this, thank you. But does the league reputation determine the up/down arrows and the scouting grade relative to level?
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Old 12-16-2022, 12:27 PM   #4
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I'm aware of this, thank you. But does the league reputation determine the up/down arrows and the scouting grade relative to level?
My thought would be, "why wouldn't it?". Both leagues may be A level but one is 5-A the other 10-A. They are different levels same as AA and AAA are different levels.

In any case those up\down arrows should be taken with a HUGE grain of salt. At best they are something that you can use to "take notice" of a player. At worst they are a user requested "add on" or more accurately a re-addition of a feature that was once removed from the game. Markus took 'em out, users complained and wanted them back. The usefulness or accuracy of these, once one digs down into the ratings, is poor IMHO. YMMV. What I can say is I've never promoted or demoted based on these arrows.


Take your example of
Quote:
A player in the High A league may have a green/red arrow next to their name but when moved to the Single A league, it is no longer there.
He's got a green arrow to "move up" but when moved to a lower league it disappears. What does that tell you? With the move the AI re-evaluates and decides he's ok at this lower league? Now, how accurate was that green arrow at the higher level?

Of course if he had a red arrow at the higher level, was demoted, it may very well disappear as he's reached the "correct" level but... look at the green arrow example and it's supposed accuracy. Why would you trust the red one after seeing that?

Having said all of that I still have the arrows turned on (you used to have the option to turn them off. not sure it that's still available). As I said they can be used to bring my attention to a player for a closer look at his present skill set. But there are many times I will ignore those red\green arrows and not take a closer look because simply seeing their current "big three" ratings, in the roster box, already tells me what I need to know.

In the end the best advice I can give is what I do. Look at the skills compared to the level they are in. Look at the stats they are producing. Decide how to proceed from there. Anything else, in my mind, is overthinking the whole process. YMMV.
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Old 12-16-2022, 12:36 PM   #5
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First off, I would simply disregard the red and green up/down arrows completely. They just don't correspond to anything meaningful, in most cases. I could make a strong case they are purely random. Don't waste your time.

Second, you make a good point about high-A and low-A levels. In my current Phillies sim, I technically have a high-A team at Jersey Shore, and a regular-A or low-A team in Clearwater. But when I use "Transactions" to move players, the game does not treat Clearwater to Jersey Shore as a promotion, or Jersey Shore to Clearwater as a demotion; but regards each as a lateral move.

This does not correspond with my understanding of the relative strength of the Sally League and the Florida State League (or whatever names have been assigned in the new minor league framework). I am continuing to "promote" players from Florida to Jersey, under the theory they will face slightly stiffer competition at that level. Those nuances are pretty important to player development.
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Old 12-16-2022, 02:09 PM   #6
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Yes i take those arrows with a grain of salt, it was just a visual example of the question. The more important factor to me is when viewing a players' scouting ratings compared to a High-A vs Single-A level because those numbers DO change. a player can be a current 40 at High-A but a current 55 at Single-A.

Knowing what aspect controls that specific functionality is what my question was about. The arrows feel like they are connected to this feature, but the reputation level of a league does not feel connected, which is why i was asking if the league creation modifiers or league stats totals were the determining factor.
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Old 12-16-2022, 03:10 PM   #7
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And I will be unhelpful on that, because my default setting is to compare even low-level minor league players to MLB. I know that causes some low current ratings, and the need to check potential ratings; but it answers the question I need answered. It reminds me how far even stud players can be from major-league ready.

I am curious whether somebody can run a test of whether player ratings change relative to various levels of minor leagues. In part, because now I am wondering whether that would affect ratings relative to major leagues (it shouldn't).
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Old 12-16-2022, 04:25 PM   #8
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The relative ratings are based on the talent level of the league. It isn't specific to any modifiers. It is comparing that player to the other players that are currently in the league.

However, the modifiers do a play a part indirectly as I *believe* they are part of what helps the the AI understand which level should have better players if there are multiple teams at the same "base" level (i.e. Class A).
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Old 12-16-2022, 06:44 PM   #9
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First off, I would simply disregard the red and green up/down arrows completely. They just don't correspond to anything meaningful, in most cases. I could make a strong case they are purely random. Don't waste your time. .
I have been saying this for years!! I still don't understand why they are there!! They are terrible. Can't we get a system where we can ask different coaches on our staff their opinions on this? It would make much more sense (hopefully be based on something meaningful) and not just a bunch of generic red and green arrows that correspond to almost nothing.
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Old 12-16-2022, 07:26 PM   #10
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I have been saying this for years!! I still don't understand why they are there!! They are terrible. Can't we get a system where we can ask different coaches on our staff their opinions on this? It would make much more sense (hopefully be based on something meaningful) and not just a bunch of generic red and green arrows that correspond to almost nothing.
This

They really serve no purpose in their current state. Coach suggestions would be nice, maybe an email saying "player X is exceling at this level and really needs more of a challenge" or the opposite "player is struggling, suggest sending him down for a few weeks."

If nothing else, it would give you cause to take a deeper look at the players stats. The arrows don't even urge you to do that.
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Old 12-17-2022, 03:21 AM   #11
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Quote:
Originally Posted by CH1MA3RA View Post
I'm curious if anyone else has looked into this, or perhaps found an answer somewhere.

In a standard start, where there is a High-A and Single-A league, both are technically classified as a Single A league within the system. However when you view the parent club's roster screen (the one with the smaller windows for each affiliated team), you can see that there is a clear difference between talent levels of those "Single A" leagues.

A player in the High A league may have a green/red arrow next to their name but when moved to the Single A league, it is no longer there. Another obvious difference is that you can select the High A or Single A leagues from the dropdown to get scouting ratings as compared to that league.

That all being said, my question pertains to how these "Single A" leagues as far as the system classifies them, are differentiated? I can see that on the Players tab the creation modifiers are different. But also on the Stats & AI tab the league totals are also different.

Which one of these tabs dictate how players are scouted at that level?

I'm wanting to create a Low A that isn't the Short Season A, and would like to mimic how the High A and Single A are tiered while still being Single A leagues.

TIA

Just mark your low A as short season A and high A as single A in the level classification settings. Remember they are just used for heiarchy purposes and might as well just be numbers with no significance in name .
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Old 12-17-2022, 12:18 PM   #12
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Just mark your low A as short season A and high A as single A in the level classification settings. Remember they are just used for heiarchy purposes and might as well just be numbers with no significance in name .
I already have a Short Season A classification though, which is why I'm not wanting to use this.

My short season leagues are technically Rookie-ADV leagues for college players from the draft.

I was hoping to find out which modifiers/totals/settings I would need to alter to create a full season Low-A, using the Single-A classification as the base. The goal is to have this Low-A sandwiched between Single-A and Rookie-ADV as far as the scouting ratings, prestige, skill level, etc, so the modifiers would be between these settings as well

Last edited by CH1MA3RA; 12-17-2022 at 12:20 PM.
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Old 12-18-2022, 12:01 AM   #13
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This

They really serve no purpose in their current state. Coach suggestions would be nice, maybe an email saying "player X is exceling at this level and really needs more of a challenge" or the opposite "player is struggling, suggest sending him down for a few weeks."

If nothing else, it would give you cause to take a deeper look at the players stats. The arrows don't even urge you to do that.
And this. On one of the organization screens you can assign various tasks to various personnel. I would expect that, if you assign your assistant GM to handle minor league promotions and demotions, he or she would ask your advice or guidance on some tough decisions, or at least report on possible moves up, down, and out.
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