Thread: re: Weak Draft?
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Old 09-28-2008, 03:18 PM   #9 (permalink)
Afino
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Quote:
Originally Posted by Curtis View Post
What Corsairs said about the 'big bang' has been verified anecdotaly(sp) by any number of posters through the years.

I'm not sure whether that's what I'm seeing or not, because the starting players in my universe were pretty weak. I really didn't think an average of .96 PCM would make that big a difference, but virtually no pitchers have green (and none at all blue) Stuff ratings, and the same for batters' Power ratings. (Stuff was set to 1.00 and Power to .95.) There also don't seem to be many fast players, including few with large fielding ranges. On the other hand, Turn Double Play is MUCH higher than I expected.

This IS a converted 2006 league, just holding its amateur draft for the first time (I play VERY slowly), so that may be a factor, and I should have mentioned it in my initial post.
(I'm responding to both of your posts here kinda - wish there was a multiquote option!)

Odd.

I have a lot of the same issues (hardly any pitchers with green - and none at blue - Stuff ratings, and very few with blue Power ratings) but I attribute that to playing in 1953 where Power numbers aren't what they are today for the most part. Personally, I don't find it to be an issue because there's a fair balance of "ace" SP's and legitimate HR threats in my fictional universe. There's a lot of double plays too, but I've chronicled that previously.

What I was thinking about doing was manually creating some fictional players (especially SP's), editing them for higher potential, and adding them to the next year's draft pool (since I think you have that option)

I hope that will fix it.

Starting pitchers did go #1 and #2 in my most recent draft (which pissed me off because I had the #3 pick and wanted one of the two), but then there was a HUGE dropoff in talent to the next non-MR player.

Last edited by Afino; 09-28-2008 at 03:20 PM.
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