Do you edit the players attributes at the end of every month or year accordingly? Because the progression and degression is not accurate at all
Franchise Editing Players
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Re: Franchise Editing Players
I primarily just edit prospects, and usually only in the off season. If I have a prospect that is a Top 50, especially. I like to make sure top prospects are on a path to make their MLB debut at a realistic time based on their age, and have realistic abilities and put up realistic stats when they are called up. If I need to edit players sometimes to get the results I'm looking for, I will.
Also, sometimes if I'm using a team in Franchise mode that has a barren farm system with almost all "C" and lower potential players (IE, borderline or utility/platoon MLB talent at best), I'll sometimes edit a couple prospects' potentials and abilities so they have a better shot of becoming MLB starters at some point. -
Re: Franchise Editing Players
Most editing I do is go around to the CPU teams and make sure their prospects aren't all useless and/or overly raw - like a 24 y/o that's 55/90. He'll never get there and I might move him up some/to near max (randomly).
Also make sure they don't just have C's and D's everywhere. I do this and the above at the start of spring training so the AI can evaluate if it wants to call up some prospects or make trades.
Trying to decide if I want to start editing SP stamina since it can never go up (that I've seen since they current progression system). Also thinking of trying to come up with a way to move some 60-70-rated SP to RP, especially if they have marginal Stamina (50-55 or so).
Oh, and I'll also edit positions based on their defensive profile. If I see a 3B with a terrible arm (say 35-40 arm strength), for example, I probably move him to 1B or 2B, depending on team needs and then he can try making it there since he'd probably never get the arm to play on the left side of the infield. I'll do the reverse also - a 2B with a strong arm and decent reaction at 2B and the team is fine at 2B but need 3B/SS, I'll move him there.Last edited by KBLover; 05-09-2018, 12:26 PM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Franchise Editing Players
I primarily just edit prospects, and usually only in the off season. If I have a prospect that is a Top 50, especially. I like to make sure top prospects are on a path to make their MLB debut at a realistic time based on their age, and have realistic abilities and put up realistic stats when they are called up. If I need to edit players sometimes to get the results I'm looking for, I will.
Also, sometimes if I'm using a team in Franchise mode that has a barren farm system with almost all "C" and lower potential players (IE, borderline or utility/platoon MLB talent at best), I'll sometimes edit a couple prospects' potentials and abilities so they have a better shot of becoming MLB starters at some point.
What about MLB players for ex- a SP throws a 2.50 ERA for the year and he is only a 78 do you adjust his attributes to fit that or leave alone?Comment
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Re: Franchise Editing Players
Most editing I do is go around to the CPU teams and make sure their prospects aren't all useless and/or overly raw - like a 24 y/o that's 55/90. He'll never get there and I might move him up some/to near max (randomly).
Also make sure they don't just have C's and D's everywhere. I do this and the above at the start of spring training so the AI can evaluate if it wants to call up some prospects or make trades.
Trying to decide if I want to start editing SP stamina since it can never go up (that I've seen since they current progression system). Also thinking of trying to come up with a way to move some 60-70-rated SP to RP, especially if they have marginal Stamina (50-55 or so).
Oh, and I'll also edit positions based on their defensive profile. If I see a 3B with a terrible arm (say 35-40 arm strength), for example, I probably move him to 1B or 2B, depending on team needs and then he can try making it there since he'd probably never get the arm to play on the left side of the infield. I'll do the reverse also - a 2B with a strong arm and decent reaction at 2B and the team is fine at 2B but need 3B/SS, I'll move him there.Comment
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Re: Franchise Editing Players
I may have to start fiddling with stamina too since it would be nice to start getting some of those tweener pitchers the opportunities to be starters especially as the game doesn't stretch them out like you may see in real life.Comment
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Re: Franchise Editing Players
I'm always editing other teams prospects, pitchers stamina, etc. Unfortunately, there's no choice but to do so, if you want other teams prospects to have a chance.Comment
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Re: Franchise Editing Players
I do edits, but based on rules.
1. I make position edits based on needs and profiles all the time. There are no consequences for doing this.
2. I'm allowed to trade 1 for 1 between a pitcher's durability and their stamina, but only during the off season. This can coincide with a position edit (RP to SP for example).
3. All players must be allowed to regress without edits if they are having a bad year.
4. For players under 34, I'm allowed to counteract regression, but only if they are having a good year.
5. For players under 36, I'm allowed to counteract half of the regression, but only if they are having a good year.
6. For players of any age, I'm allowed to counteract regression using a trade system, where points from one attribute are traded into another in order to keep it up. This can ONLY be used to counteract regression, cannot be used to boost an attribute higher then where it started the year at. Points taken from Durability are worth double, but it also costs double to keep Durability up.
I actually haven't had an issue with league-wide prospect development. It's mostly regression that sucks for me.Comment
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Re: Franchise Editing Players
2. I'm allowed to trade 1 for 1 between a pitcher's durability and their stamina, but only during the off season. This can coincide with a position edit (RP to SP for example).
3. All players must be allowed to regress without edits if they are having a bad year.
4. For players under 34, I'm allowed to counteract regression, but only if they are having a good year.
5. For players under 36, I'm allowed to counteract half of the regression, but only if they are having a good year.
6. For players of any age, I'm allowed to counteract regression using a trade system, where points from one attribute are traded into another in order to keep it up. This can ONLY be used to counteract regression, cannot be used to boost an attribute higher then where it started the year at. Points taken from Durability are worth double, but it also costs double to keep Durability up.
I may adopt these rules. Nice system for dealing with progression/decline issues."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Franchise Editing Players
When I start a franchise, I edit the farm systems of every team, giving them a couple more "A" prospect players.
When I was a kid, I used to play Bases Loaded on the NES. To the point that I had pretty much every player on every team memorized. So, I edit the Detroit Tigers farm system (mainly double A) to have the players from the "UTAH" team on Bases Loaded (that is the team that I predominantly used on that game)
The players from the other teams in Bases Loaded, I add to the farm system of various teams, to the point where most of the "Top 50" prospects are players from that game.
Once the season starts, the only edits I will make myself are to counteract regression to a point.
For instance, Victor Martinez is having a monster year for me (.297, 23 HR, 79 RBI at basically the halfway point of the season) With numbers like that, and his already low overall (74 overall) I don't feel there should be much regression. So, any points that he regresses, I will add back, bringing his overall back to 74 (but never above).
For some young players, I will give them a 5 point boost in hitting, and power, based on their numbers, if I feel the game isn't progressing them enough for the season they are having.Comment
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Re: Franchise Editing Players
I do edits, but based on rules.
1. I make position edits based on needs and profiles all the time. There are no consequences for doing this.
2. I'm allowed to trade 1 for 1 between a pitcher's durability and their stamina, but only during the off season. This can coincide with a position edit (RP to SP for example).
3. All players must be allowed to regress without edits if they are having a bad year.
4. For players under 34, I'm allowed to counteract regression, but only if they are having a good year.
5. For players under 36, I'm allowed to counteract half of the regression, but only if they are having a good year.
6. For players of any age, I'm allowed to counteract regression using a trade system, where points from one attribute are traded into another in order to keep it up. This can ONLY be used to counteract regression, cannot be used to boost an attribute higher then where it started the year at. Points taken from Durability are worth double, but it also costs double to keep Durability up.
I actually haven't had an issue with league-wide prospect development. It's mostly regression that sucks for me.Comment
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Re: Franchise Editing Players
I usually increase fastball velocity for my top pitching prospects since velocity doesn't seem to increase through training. I also convert starters to relievers if they're a 3 pitch pitcher with 2 of them being fastballs.
Sometimes late in drafts I'll draft a player who has a potential rating that's below his current overall (70 overall 60 potential). I'll edit his potential so it'll be 5 points above his current overall that way he'll be able to progress a bit.Comment
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Re: Franchise Editing Players
I do edits, but based on rules.
1. I make position edits based on needs and profiles all the time. There are no consequences for doing this.
2. I'm allowed to trade 1 for 1 between a pitcher's durability and their stamina, but only during the off season. This can coincide with a position edit (RP to SP for example).
3. All players must be allowed to regress without edits if they are having a bad year.
4. For players under 34, I'm allowed to counteract regression, but only if they are having a good year.
5. For players under 36, I'm allowed to counteract half of the regression, but only if they are having a good year.
6. For players of any age, I'm allowed to counteract regression using a trade system, where points from one attribute are traded into another in order to keep it up. This can ONLY be used to counteract regression, cannot be used to boost an attribute higher then where it started the year at. Points taken from Durability are worth double, but it also costs double to keep Durability up.
I actually haven't had an issue with league-wide prospect development. It's mostly regression that sucks for me.
Love this Warm Wind. Going to adopt this for my off-season’s moving forward. Great stuff!!
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Re: Franchise Editing Players
I forgot to mention that I can choose not to invoke the rules I follow at any time for any reason. For example, Mike Trout has all of his non-batting attributes regressing, and I am choosing to invoke rule 4 as he is having an MVP caliber season and is still in his 20s. However, his only batting attribute that is regressing is vision, and I'm choosing not to invoke rule 4 to counteract it because his strikeouts have gone up this year.
Edit: with the exception of rule 3. That must always be followed.
Sent from my SM-G930W8 using Operation Sports mobile appLast edited by TheWarmWind; 05-11-2018, 08:18 AM.Comment
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