Maybe it is my inability to explain but I have very little confidence people on this forum will be able to comprehend this but I'll try.
There are 40 picks a year plus international signings in MLB. That is a far greater pool than mlbts has to develop players from. In mlbts there are 5 or 6 picks a year and no international signings. If mlbts replicates MLB in the failure rate of prospects there will be an inadequate number of MLB quality players to fill the 700+ needed for 30 MLB teams each with a 25 man roster. MLB teams bring in 50 or more new players a year when international signings are included. They sign an average of 1,200 players from the Dominican annuallyIn the show you get 5 or 6.
You have succeeded as those who wanted to reduce the effectiveness of CPU hitters have done. I posted results http://www.operationsports.com/forum...-per-game.html of a study I did which detailed the decreased effectiveness of CPU hitters. In manage mode every hitter is a CPU hitter.
The sim engine and game engine are different entities. For the 29 CPU teams in a franchise the only time their hitters are handicapped is when they are playing my team. The other 150 or so games a year they are simming and not impacted. Therefore the CPU hitters progress normally while the human hitters with poor hitting stats regress because progression is now based upon performance. Hitting in simmed games is far better than in games played.
For those who control the pitcher they are probably thrilled because the devs handicapped the CPU hitters for them. For those who claim to be manage mode players but in reality are simming most of their games they don't see a problem either. For me, as a person who plays 100% of the games in manage mode simming nothing, with teams scoring 1 or fewer runs 55% of the time and my hitters all performing poorly compared to the CPU teams and therefore regressing, the game is broken as a result.
Sometimes the best thing the devs can do is leave the game alone. mlbts14 is a perfect example of that.
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