Quote:
Originally Posted by Huckleberry
Okay, can someone explain why it wouldn't be very easy to implement at least a very basic R/L split theory into the sim engine?
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I don't think easy/hard is even the issue. They took a poll on their website, and seven or eight features came out as being more important to their customer base. They decided to put the top SIX requested features in--and none of those top six look like small things. As always with text sims from small developers, my guess is that the finite-amount-of-time issue comes into play here more than anything else. These are the top six vote-getters, and the ones that made it in:
All-Time Leader Boards (e.g. tracking who beats Aaron's HR record) | | 114 | 5.94% |
Expanded Salary Negotiations (Counteroffers, Option Years, Signing Bonuses, No-Trade Clauses etc.) | | 121 | 6.30% |
Historical Rookies (i.e. when playing pre-2004, new rookies won't be random, but will come from historical data) | | 101 | 5.26% |
Full Minor League System (3 separate minor league teams with their own lineups and schedules) | | 88 | 4.58% |
Player Personality Ratings (Loyalty, Attitude, etc) | | 88 | 4.58% |
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My suggestion to those complaining on here, after-the-fact, about it is this: if you care about the game, then give feedback when it is requested. The squeaky wheel gets the grease.