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Old 05-03-2009, 09:05 PM   #14 (permalink)
HonusWagner
Minors (Double A)
 
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Quote:
Originally Posted by kq76 View Post
Stats don't cause stats, ratings cause stats.

If you only want to go by stats, that's fine, it's your copy of the game, but what do you do if:

-a player has no track record of past stats?
-you have a player with a good past record, but he's getting to that age where many players fall of a cliff while some don't?
-a player with a good past record suffers a major injury?
-a player just had an extraordinary (for him) good or bad season, do you rely on the latest season or the last few?
-you acquire a player from another league that tends to be weak in something that could skew that players ability to perform in your league?
This is a sim. So, what do they do IRL? Why doesnt a supposed 'sim' do that? IRL they dont have absolutes like current ratings charts. That is what makes it fun: no absolutes. ANother thing that makes it fun, for those inclined, is identifying and utilizng stats. Current ratings charts precludes the need for stats and dealing with relatives.

potential ratings = scouts opinion or expectations
stats = how a player is living up to expectations
development ratings = coach's opinion of how players skills are progressing or regressing
(these seem to provide a good translation from RL to OOTP)

So, to answer your question, based on the criteria above:

-a player has no track record of past stats?
either sim a history for stats before starting or relying on scouting. IRL, GMs rely strongly on scouting reports, why should OOTP be different?

-you have a player with a good past record, but he's getting to that age where many players fall of a cliff while some don't?
I can tell how close he is to reaching his potential by comparing trend in stats to potential ratings. Iow, if the trend is the former moving away from latter, then he is declining. I would also use coach's opinion (development ratings) to confirm if his abilities seem to be improving or declining. There, tell me how current ratings are necssary. In fact, I can use this response to the rest of your scenarios.

The mark of a worthy sim is of course its ability to present RL data. So, a flight sim is not going to use gauges with proprietary ratings in place of instrumental data; its going to use instrumental data as it would be if the situation were real. Proprietary ratings are the game-makers way of making the sim easier. I mean, cmon -- colour-coded ratings system? Look for either blue or green numbers, stay away from red, use orange if necessary. HOw is that like real life. Its not a sim. This is just observation.
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