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#1 (permalink) |
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All Star Starter
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The yoyo of talent changes
Talents up this sim, talents down next. It's a rollercoaster ride watching players in the minors, and a bad rollercoaster at that, in my opinion. I have never liked the way ootp handled the minors, and I think it is getting worse with every version. I admit that players talents will change in the minors, and OK ootp has it setup so most will die, but should they change every other game week? Some guys go up and down so much it is just crazy.
I know just about every reply will disagree with me, and I probably wont even come back to see the fanboy brigade, I just wanted to state my opinion on a game that it totally losing it's appeal for me between the handling of prospects, and the absolutely assinine # of injuries that the designers seem to think necessary for 'realism' even when set to the lowest injury setting. |
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#2 (permalink) | |
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I'm coming into this thread to second this.
Yeah, I realize the dev engine is essentially random, even with dialing down the Talent Randomness number, but there is a LOT more ups and downs in OOTPX than prior versions, and it drives my online leagues nuts. Every sim there is development that makes ZERO sense. And don't even get me started on actual ratings changes. This is a sample from my #1 pitching prospect. No injuries, he's not upset, this is his first professional year. Quote:
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#3 (permalink) |
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Dial your talent development randomness down to 10 or less and dial your injuries to low (or off) and watch your complaints vanish.
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#4 (permalink) |
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There is no real need for the constant talent changes. It makes no logical sense and has no gameplay value as far as I can see, and is in fact wearying to the point of being annoying at times. Opportunity for talent changes one or two times a year would seem to be the maximum required for random fluctuations, with most of these being positive in order to offset the negatives caused by injuries.
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#6 (permalink) | |
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Quote:
To me, often means 24 or so per year. To you often might mean 173 per year. The next fella might constitute often as more than once. I often find often awfully vague. So I don't often use often except when it is ofteniciously required, which is not often. |
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#8 (permalink) | |
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Quote:
I can't speak for X, but in v9 and v2007 using the default settings late picks (after round 1) develop into major league players at about half the rate they do in real life (using two real life draft years in the late 80s as I remember when I tested the snot out of the game). This is a better representation of real life than any other version, but still is too low. When the random talent change level was reduced in v2007 or v9, this rate fell even further--meaning draft value was much more predictable. This is not desirable for most online leagues. What this meant is that an online league was put in a design box such that if they wanted to remove the annoying trickle-down/trickle-up development wandering, they also needed to remove the variance in draft pick development. There really is no need for this design approach, but it is what it is. I asked MD this because it's possible that Markus recoded the less-than-optimal approach in v9 with one that provided variable amplitudes...in other words, provide the option for fewer random changes, but make them of higher amplitude (similar to the old v5 approach) instead of the constant flow of talent changes that are 1-5 points as a general rule. This is probably a better design, anyway, because fewer random changes that are larger actually provides a better ability (IMHO) to control average talents, anyway...as well as making the game a bit more fun (again, IMO only). But, anyway, to answer your question about what "often" is, I suggest Markus use some form of real life data to answer what "often" ought to be. My baseline, as stated above is a pair of real life draft classes that I tabulated back when I was a beta. Last edited by RonCo; 12-12-2009 at 02:10 PM. |
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#9 (permalink) |
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Through v9, stats could drive talent changes (as could just random events and injuries). This is a big flaw, because it's a reversal of the cause and effect relationship of skills -> stats. My understanding is that the relationship between stats and talent changes has been removed in X, but that's just based on a comment from Markus at one point.
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#10 (permalink) |
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Minors (Triple A)
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I don't know, talent does randomly fluctuate quite a bit in real life as well. The sim by sim changes don't exactly make sense, but maybe it's the only way to ensure the talent progression acts as it does it real life?
Take a look at the past BA top 100 prospect lists here. Guys fall off the face of the map and guys come out of nowhere. We see it in real life and we see it in OOTP. |
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#11 (permalink) | |
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My opinion of the root cause of why this design is in place is the misconstruing of talent/potential changes as "scouting errors." Scouting errors would be modeled in the scouting algorithm, not the development algorithm. But that's getting into some deep OOTP neep. |
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#12 (permalink) | |
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Quote:
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#13 (permalink) | |
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Quote:
I believe it was even you who had the great line about why playing with scouting isn't necessary because there's already so much uncertainty with potential. Before that I felt like I was really missing out on not playing with scouting, but after that not so much. If Markus went the other way with certain potential then that'd be a real shame. The uncertainty, even without considering scouting, is good. I don't really have an opinion on the original topic other than that I agree with JAttractive's response to the OP in our online league's version of this thread in that we're most likely making more out of these changes than they really are, especially in comparison to past versions.
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#14 (permalink) | |||
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Quote:
Quote:
Actually, just to characterize my entire thougth pattern here, I argue that even having a "potential" rating is unnecessary...potential could be determined based on age and current skills alone (and the scouting fudge-factor put in play for those who like the veneer of scouting). This means rating progression--not some weird software parameter called "talent" would drive the engine. This is too radical for most, I guess, but I figure the real problem is either (1) I'm not good enough at describing it, or (2) people are so tied to the rating/potential concept that they can't break that mindset enough to see how simple, workable, and elegant this idea actually is. Quote:
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#15 (permalink) | |
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Hall Of Famer
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Quote:
where do you find this screen that tracks changes? I thought there was only the player development report |
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#16 (permalink) | |
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#17 (permalink) | |
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Quote:
Look at this player for example: Player Report for #26 Jeff Bradford On the right side, underneath all of his vitals, info, etc, is a link to his development history. |
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#19 (permalink) | |
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Quote:
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#20 (permalink) |
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StatsLab has it as well. There's a Dev History link next to every guy on the report.
Development Tracker - StatsLab for OOTPX |
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