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#1 (permalink) |
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Player Creation Modifiers & Major League Equivalencies
Player Creation Modifiers:
Modify the average attributes of players created by the game Major League Equivalencies: Influence the Player Creation Modifiers ONLY when starting a new game. The purpose is to force the game to decrease or increase the creation modifiers to create players of higher or lower ratings/quality to fit the description that YOU specify. Example#1: You want a Japanese league and an American league in your universe, starting in the year 1920. In 1920, scouts probably would have estimated that a Japanese player that hits .290 in Japan would maybe hit .250 in the U.S.. If you want to replicate these standards to start your universe, use the Major League Equivalencies and the game will create players to fit this. However, as time passes and greatly depending on financial influences, these equivalencies will not remain consistent. If more and more money is offered in Japan, then there will be an influx of talent and thus the gap between the quality of play will decrease. Example #2: You want an American League with all minor league levels. You want the ratio of Superstars to Average Joes to be similar to real life. Using the Major League Equivalencies to set your minor leagues to certain levels ensures that the game doesn’t create too many “Major League ready” players at the start of your game. In this case, the Major League Equivalencies serve to reduce the quality of players created by the factor you specify. In effect, you don’t get 300 teams worth of players with similar average quality. This is important when starting a fresh game because the game is creating players of all ages to fill your universe. Also, remember that at the start of your universe, the game will create a great portion of players that are already fully developed. After this, the Major League Equivalencies will have no influence for the lifespan of your universe. Without the Major League Modifiers, you could, in effect, use the Player Creation Modifiers to produce similar results but they would end up influencing all players created from the parent league to the rookie leagues and you may need to call on SkyDog’s expertise to get it right otherwise you’ll see a lot of stats produced that you may not like. EDIT: Please see my Post #150, 152 & 163 in this thread. Some focused studies brought about confirmations and definite answers which necessitated amending this original post.
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Fidel Montoya Asahi2 Baseball Commissioner(Historical League Since 2004) www.allsimbaseball.com (OOTP web hosting - Customized sites for online leagues - Sign up, Connect OOTP and Play!) Share Your Mods - Free, unlimited and easy to upload to share your Mods instantly(free site registration required) AllYouSports - "Because Facebook don't do baseball stats" Last edited by f.montoya; 06-09-2006 at 01:27 PM. |
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#2 (permalink) | |
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Quote:
Could you expand on this a bit? Let me explain to you how I have been approaching this. I have been trying to set up the MLB & Japanese leagues to where they interact much like they do in real life. I set the MLB Equivalency for both leagues to 1.000, but I lowered pretty much all of the Japanese Creation Modifiers a bit (I made these decisions through setting a "base level" for the Japanese League at .920 and then modifying the modifiers from there by comparing Japanese league totals to MLB league totals). I then just left the Japanese minor league equivalencies at default because I couldn't find any type of league totals for that league and wasn't sure what level it was on compared to the Japanese Major League. Now, you mention that I could see stats that I don't like with this setup, but shouldn't the stat output come from the League Totals modifiers??? If I find the ratios from that league compared to MLB & adjust shouldn't I be able to get comparable numbers to the Japanese Profesional League. Obviously I then have to decide if I think I have the Japanese Creation Modifiers correct by seeing how players who leave that league and go to MLB perform and possibly adjust some things, but is my approach sound?? Last edited by andymac; 06-06-2006 at 01:24 PM. |
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#3 (permalink) |
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About stat output, I defer to SkyDog for further explanation on how these are controlled. But remember that the Player Creation Modifiers will produce players, year after year, at the same average talent levels and potentials that you set when you started your game(provided you aren't planning on changing them).
The way you set up your league actually did this... Both your Japanese and American leagues will start out their existence as equals, meaning that the game has created two sets of players to the same factors. Only after your amateur drafts season after season, will you see the (talent/potential) gap widen between your American League and Japanese League due to your Player Creation Modifier settings.
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Fidel Montoya Asahi2 Baseball Commissioner(Historical League Since 2004) www.allsimbaseball.com (OOTP web hosting - Customized sites for online leagues - Sign up, Connect OOTP and Play!) Share Your Mods - Free, unlimited and easy to upload to share your Mods instantly(free site registration required) AllYouSports - "Because Facebook don't do baseball stats" |
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#4 (permalink) | |
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Quote:
Wait, so on the initial game creation the Player Creation Modifiers aren't used at all?? |
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#5 (permalink) |
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I might add that League Totals Modifiers cannot stop the game from producing 10 or 20 players who regularly hit 65 homeruns a season. However, the Major League Equivalencies can be utilized to avoid this kind of issue at the outset of your universe. Without using the MLE or setting them to 1.000 for every level of every league, the game could produce such an abnormal situation. The league totals will be fine overall but you won't be happy with the stats being compiled by large handfuls of players.
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#6 (permalink) | |
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Quote:
However, if you want really push the envelope on this, try to set your creation modifiers too low(0.200) and your MLE too high(1.500), you're going to throw the whole thing out of whack creating players with lower ratings that can actually hit and pitch very well, in any league. But several who can' even hold a bat.
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Fidel Montoya Asahi2 Baseball Commissioner(Historical League Since 2004) www.allsimbaseball.com (OOTP web hosting - Customized sites for online leagues - Sign up, Connect OOTP and Play!) Share Your Mods - Free, unlimited and easy to upload to share your Mods instantly(free site registration required) AllYouSports - "Because Facebook don't do baseball stats" Last edited by f.montoya; 06-06-2006 at 02:08 PM. |
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#7 (permalink) |
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I recommend running some small tests with very few teams and a couple of leagues. In increments of 0.100, adjust the MLE and/or the PCM to see what actually happens after creation. Then run through a season.
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#8 (permalink) | |
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1) How does the game know what level to create incoming prospects at? Markus himself has said it generates current ratings based on the lowest level of minors. 2) It should mean that if you leave the PCM at 1.000 for future seasons, even with low MLEs, it would generate prospects with modern MLB potentials. However, in the leagues I've tested, it doesn't do this if I keep low MLEs. In fact, if I want prospects to be generated with higher potentials than usual for a league, I've increased the PCM over 1.000 and it's worked great. 3) I was also under the impression that MLEs were used at least partially by the AI to decide where minor leaguers should be in the organization. Beta testers answered questions regarding MLE and their ability to allow you to create non-default levels of minors (i.e. separate high and low A.) I mean, if they don't have any effect after the universe is created, what's the point in leaving them in the setup for us to edit? Not to mention that it would seem to cut back on our ability to customize our universe over time (i.e. making a more comparable to a better league over time, or vice versa.) Last edited by Carplos; 06-06-2006 at 02:36 PM. |
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#9 (permalink) |
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Just to be sure, I simmed some of my UK/Ireland universe to allow it to create young players for a couple of years. It has ridiculously low MLEs, so that there's very few players who have 10s in batting or pitching categories. All the PCMs are at 1.000, except for fielding. The rookies generated are no better than the original creation process. From everything that was said before and since the game was release, this seems to be how it's supposed to work. A bit confusing... but once you figure it out, it works really well.
Unless I'm really, really misunderstanding you somehow. Last edited by Carplos; 06-06-2006 at 02:48 PM. |
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#10 (permalink) |
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It's amazing that the development team has said very little on such an important subject...
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#11 (permalink) | |||||
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Fidel Montoya Asahi2 Baseball Commissioner(Historical League Since 2004) www.allsimbaseball.com (OOTP web hosting - Customized sites for online leagues - Sign up, Connect OOTP and Play!) Share Your Mods - Free, unlimited and easy to upload to share your Mods instantly(free site registration required) AllYouSports - "Because Facebook don't do baseball stats" |
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#12 (permalink) | |
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There's always that possibility that I've misconstrued what Fidel's been saying, or haven't articulated my own understanding well enough. I hope that clarifies my interpretation, if nothing else. Fidel can correct me if I'm blatantly errant here in any way, but this is the concept I've worked with and demonstrates its integrity to me.
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"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ Last edited by endgame; 06-06-2006 at 10:36 PM. |
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#13 (permalink) | ||
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Keep in mind that I'm only confused by the explanations, I have my leagues working as I want them, it just seems to me they don't work exactly as you're explaining. Quote:
As I said, everything's working fine for me, I'm just trying to figure why I things seem to be working for counter to what f.montoya is saying.
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#14 (permalink) |
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Carplos, you may be seeing exactly what the MLE's and the PCM are expected to be doing. However, in understanding and being able to articulate what Markus intended them for we must see what effects are being produced. I, along with endgame have seen the MLE's as standard setters (at the game creation stage) for different levels of leagues within one universe and PCM's as controlling the future draft pools. Again, while intended for this, this is not to say that PCM's could not, in some way, accomplish 'standards' on their own without MLE's in the first place, but as Markus has stated, these are very useful tools at the game creation stage for creating fictional players for multiple levels.
To see them working in tandem, try the following experiment: Create a simple league with one level of minor leagues. Set the PCM to 1.000 and set the MLE to .750 and create the league. Next, create the same league but set the PCM to .800 and the MLE to .750 Notice the ratings drop among players in the parent league in the second test league? You've set a standard. But now you've got a minor league with only a 0.050 gap in the overall quality of players as compared to the parent league, meaning there are probably more players near ready for promotion here that would be the case in your first test league (1.000/0.750). If you don't see this in such an experiment, then there is a bug because that's what they are meant to do. Of course if anyone is abusing the settings to the extremes, which I'm not sure why one would want to do so, then you may see variations that may not seem normal.
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Fidel Montoya Asahi2 Baseball Commissioner(Historical League Since 2004) www.allsimbaseball.com (OOTP web hosting - Customized sites for online leagues - Sign up, Connect OOTP and Play!) Share Your Mods - Free, unlimited and easy to upload to share your Mods instantly(free site registration required) AllYouSports - "Because Facebook don't do baseball stats" |
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#15 (permalink) |
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So if I understand this correctly... if I want a league that has a MLE of .800, then to see consistency approc. around that level of play for the continuation of the league I am to set the PCM as .800 as well?
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#16 (permalink) |
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Joe, sorry to follow your question with one of my own but if I set up a fictional league with three levels of minors starting in the 1900's (Deadball) and roughly following MLB history do I need to do any more than check the totals modifier and player creation modifier boxes as recommended in section 3.4.10.2 of the game guide ?
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#17 (permalink) |
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This looks to be the thread to ask this in:
Does PCM and MLE skew the BABIP results, because you are creating more 'sub-average contact' batters without changing the BABIP of pitchers, and because fielding does not adjust in tandem? If so, will minor leagues always be pitching leagues? |
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#18 (permalink) | |
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Quote:
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Fidel Montoya Asahi2 Baseball Commissioner(Historical League Since 2004) www.allsimbaseball.com (OOTP web hosting - Customized sites for online leagues - Sign up, Connect OOTP and Play!) Share Your Mods - Free, unlimited and easy to upload to share your Mods instantly(free site registration required) AllYouSports - "Because Facebook don't do baseball stats" |
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#19 (permalink) | |
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Quote:
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#20 (permalink) | |
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Quote:
In reading this thread I've become much more confused about a subject I thought I understood pretty well. To try and get my head back facing forward perhaps it would be better to explain how the game creates players? This is a guess but perhaps someone in the know can clear it up. 1) Inital Player generation. - This uses the MLE. The game generates "Major League Players" and then multiplies their ratings (both potential and actual) times the MLE. Lets try an example: Player A is 35 and has the following potential ratings 55, 60, 40 and has actual ratings of 53, 60, and 22. If the MLE was set to .800, Player A's ratings would then be adjusted to potential of 44, 48, 32 and actual of 42, 48, 32. Is this correct? 2) Amature Draft Player generation - This uses the PCM. The game generates "Amature Players" and then multiplies their potential ratings by the PCM. Another example: Player B is an 18 year old HS kid. The game generates his potential ratings as 60, 75, 77. If the PCM for these three ratings were 1.1, .9, and 1.0, his potential ratings would be set to 66, 69, 77. His actual ratings would be generated based on the method for amature players. To sum up how I think this works is that the MLEs are use to generate current players while the PCMs are used to generate amature draft players. If I am wrong in any of this, can you please correct me as I'm probably just as confused as everyone else.
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When is good enough, good enough? Last edited by jarmenia; 06-07-2006 at 08:53 AM. |
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