Watching early release videos of scouting and the draft
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Re: Watching early release videos of scouting and the draft
Screenshots or take pictures on your phone the day the signing is complete. That way you just go down the list.
I have the ps app linked to my PS5 so all my screenshots go into the app for 14 days. If I am going to be longer than that before the end of the regular season (when I am simming it is only a day at most) I download the pics to my phone for easy access later.
This will give you the full picks for every team. I used to write them all out but that got tedious after a while.
Regarding editing draft picks I'm not sure if that's possible until they are on the team's roster. You may have to wait until the following season to edit them.≡Comment
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Re: Watching early release videos of scouting and the draft
I don't own mlbts 23 but in 22 once the draft is over you have an option "sign draft picks". Click on that and the R2 on ps5 to scroll though draft picks for all teams.
Regarding editing draft picks I'm not sure if that's possible until they are on the team's roster. You may have to wait until the following season to edit them.Funkycorm
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Re: Watching early release videos of scouting and the draft
But if I do.. do you have any guidelines on what I should be editing, and how you would go about editing it? (random number generator?)
I only particularly care about maybe dropping some of the player's potentials, as I'm planning to sim my custom/rebrand franchise into 2040 or so before starting, so it's all generated/fictional players... the main thing I've noticed is that by that point in game most of the starters are much higher rated than they are at beginning of game ... haven't seen too many over 90, but many more players in the 80s and high 70s than there is beginning ..
And most people in the majors are 'A' or 'B' potential .. so I assume it's a case where I need to drop down a certain certain of these potentials to C's and D's ...
Any insights you can provide on how I may do that, or how many to decrease, and what system(s)/processes you use, would be great.Comment
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Re: Watching early release videos of scouting and the draft
Not sure if I'll have the time or desire to edit draft picks (how much time do you normally find it takes?)
But if I do.. do you have any guidelines on what I should be editing, and how you would go about editing it? (random number generator?)
I only particularly care about maybe dropping some of the player's potentials, as I'm planning to sim my custom/rebrand franchise into 2040 or so before starting, so it's all generated/fictional players... the main thing I've noticed is that by that point in game most of the starters are much higher rated than they are at beginning of game ... haven't seen too many over 90, but many more players in the 80s and high 70s than there is beginning ..
And most people in the majors are 'A' or 'B' potential .. so I assume it's a case where I need to drop down a certain certain of these potentials to C's and D's ...
Any insights you can provide on how I may do that, or how many to decrease, and what system(s)/processes you use, would be great.
I have been changing up and testing my process for this year because draft class generation has changed in many ways but there are still some edits that need done.
Some of these include:
Increasing overalls for C, 1B, 3B, and some RP. Lowering speed for almost all of the corner OF and increasing their hitting/defense ratings to make them viable.
As far as the potentials, I will share what I have done in the past. Still testing it for 23 but it seems to hold pretty true.
I would set a max number of A potential prospects each draft. You can choose what you think is reasonable but I go with 15 at most because not all will develop.
Max of 3 prospects above 80. If there are 3, I generally lower the third one to 80 potential. Ex. 95, 88, 85 potential players drafted the 85 would become 80.
Each team must also have at least 1 C (potential 75 if there isn't one) and D (potential 68 if there isn't one). More of these are ok, but it is a minimum. Must also be done for user team to keep it balanced.
Lowest round picks always get lowered first.
Minimum rating for all prospects should be 55 when increasing.
RP: Max potential is 85. If they are better, they should be a closer. So I lower their potentials to 85.
I do one other edit the first day of the regular season. I look at the top 50 prospects. Any prospect age 24 or older not in the MLB or on the 40 man roster, has their potential lowered by 10. This is meant to mimic a player having great potential but not reaching it.
When I am simming long term, I also review the roster every few years and lower potentials if some are becoming inflated. Sometimes it is needed to increase overalls.
I take screenshots and save them to my phone using the app for easy access later (note, unless you save them to your phone they will only be in the ps app for 14 days.)
This is what works for me, and I have a more in depth process I follow. The important part is to be impartial. The same rules apply to all picks, including yours. If you draft four 90 plus potential players and an 88 potential player, you follow those same rules. It's hard but it is impartial.
Now as far as roster, I do start with my custom potential edited roster. I only edit potentials and a few ratings. This helps from the start. It's something I will not be sharing this year because of negative feedback given to me the last few years. My main point is though, that the roster you start with has a huge impact in the first 10-15 years. Especially rosters loaded with A potential prospects.
I didn't mean to ramble here. The above is also not very well formatted as it was written quickly.Last edited by Funkycorm; 04-04-2023, 09:25 AM.Funkycorm
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Re: Watching early release videos of scouting and the draft
As far as time, I would say maybe 30-60 minutes total. Not a lot of time in the long run and it gets more efficient as you go.
I have been changing up and testing my process for this year because draft class generation has changed in many ways but there are still some edits that need done.
Some of these include:
Increasing overalls for C, 1B, 3B, and some RP. Lowering speed for almost all of the corner OF and increasing their hitting/defense ratings to make them viable.
As far as the potentials, I will share what I have done in the past. Still testing it for 23 but it seems to hold pretty true.
I would set a max number of A potential prospects each draft. You can choose what you think is reasonable but I go with 15 at most because not all will develop.
Max of 3 prospects above 80. If there are 3, I generally lower the third one to 80 potential. Ex. 95, 88, 85 potential players drafted the 85 would become 80.
Each team must also have at least 1 C (potential 75 if there isn't one) and D (potential 68 if there isn't one). More of these are ok, but it is a minimum. Must also be done for user team to keep it balanced.
Lowest round picks always get lowered first.
Minimum rating for all prospects should be 55 when increasing.
RP: Max potential is 85. If they are better, they should be a closer. So I lower their potentials to 85.
I do one other edit the first day of the regular season. I look at the top 50 prospects. Any prospect age 24 or older not in the MLB or on the 40 man roster, has their potential lowered by 10. This is meant to mimic a player having great potential but not reaching it.
When I am simming long term, I also review the roster every few years and lower potentials if some are becoming inflated. Sometimes it is needed to increase overalls.
I take screenshots and save them to my phone using the app for easy access later (note, unless you save them to your phone they will only be in the ps app for 14 days.)
This is what works for me, and I have a more in depth process I follow. The important part is to be impartial. The same rules apply to all picks, including yours. If you draft four 90 plus potential players and an 88 potential player, you follow those same rules. It's hard but it is impartial.
Now as far as roster, I do start with my custom potential edited roster. I only edit potentials and a few ratings. This helps from the start. It's something I will not be sharing this year because of negative feedback given to me the last few years. My main point is though, that the roster you start with has a huge impact in the first 10-15 years. Especially rosters loaded with A potential prospects.
I didn't mean to ramble here. The above is also not very well formatted as it was written quickly.
My franchise will start around 2040, after simming all those years, as I want to play with an entirely fictional league.
I had originally said I would just leave the game as is, as I didn't particularly mind how the game looked in the two test sims I had gone to 2040 (the number of players rated 90 and above is fine, but there's probably way too many rated in the 80s ... and most starters are at least high 70s)
But the more I think of it, if I can do some small edits to potentials I think it will be worth the effort.
I don't think I'll edit as many things as you do, but I think I will focus on trying to reduce the overall potential and number of A and B prospects.
Here's what I've come up with so far, pending testing ...
In order to cut down time (and not have to take screenshots of every team's draft players and go through them) ... I've considered the following .. editing ever player's potential each year who is either 18 years old, or 23 years old ...
That way every player who gets drafted will at least get edited once (I don't think there's any draftees over 23 years old now?) and sometimes twice (those who are drafted at age 18 will get a potential edit at 18 and at 23, which I think is fine as there's likely more fluctuations on potential for players coming out of high school).
I also don't want it to be as regimented as your method, and I wouldn't mind having one team having a dynamite or "unbalanced" draft that's far better than other teams (as that's somewhat realistic).
So, haven't tested these numbers, but my plan for now is to take every 18 year old prospect, and use a random number generator with values ranging between -24 and +10 ..... This makes it more than twice as likely that a prospect's potential will go down versus go up, but also leaves it open that more "surprise gems" can be produced if a handful of guys get a +10 bump to their potential and maybe move up a letter grade. But by and large I think this will drop overall potentials across the league, and also simulates the volatility of such young prospects.
Then for those aged 23 across the league, I'd do the same thing, with a more scaled down scale .. random number generator between -12 and +6.
Again, twice as likely to have a potential decrease than go up, and also smaller swings as by this age players are more defined and closer to their overall potential/talent.
I'm also potentially considering adding in a number in each random number generation that can be an even bigger jump or decrease.. So for example if a -4 comes up, that actually will equate to a -30 in potential (a complete bust), and if a +4 comes up, that will equate to a +25 in potential (a diamond in the rough type scenario)
These numbers are rough and I've done zero testing on this yet, but that's my idea at this time. I think focusing it on two different ages will make it so I can do this quickly and easily each year (scan each roster for certain ages versus finding exact players on each team) ... and I think (I hope) it will accomplish the goal, that once I get to 2040 and start playing ... there will be more balance of C and D potentials, and more major leaguers who have ratings in the low 70s and maybe even 60s.
You've put way more time and effort into this sort of thing than I have, so I'd be very curious to hear your thoughts on my idea and if you think it may work as intended, or if you'd suggest any adjustments.Comment
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Re: Watching early release videos of scouting and the draft
I totally appreciate the "rambling" (although I'll call it detail).
My franchise will start around 2040, after simming all those years, as I want to play with an entirely fictional league.
I had originally said I would just leave the game as is, as I didn't particularly mind how the game looked in the two test sims I had gone to 2040 (the number of players rated 90 and above is fine, but there's probably way too many rated in the 80s ... and most starters are at least high 70s)
But the more I think of it, if I can do some small edits to potentials I think it will be worth the effort.
I don't think I'll edit as many things as you do, but I think I will focus on trying to reduce the overall potential and number of A and B prospects.
Here's what I've come up with so far, pending testing ...
In order to cut down time (and not have to take screenshots of every team's draft players and go through them) ... I've considered the following .. editing ever player's potential each year who is either 18 years old, or 23 years old ...
That way every player who gets drafted will at least get edited once (I don't think there's any draftees over 23 years old now?) and sometimes twice (those who are drafted at age 18 will get a potential edit at 18 and at 23, which I think is fine as there's likely more fluctuations on potential for players coming out of high school).
I also don't want it to be as regimented as your method, and I wouldn't mind having one team having a dynamite or "unbalanced" draft that's far better than other teams (as that's somewhat realistic).
So, haven't tested these numbers, but my plan for now is to take every 18 year old prospect, and use a random number generator with values ranging between -24 and +10 ..... This makes it more than twice as likely that a prospect's potential will go down versus go up, but also leaves it open that more "surprise gems" can be produced if a handful of guys get a +10 bump to their potential and maybe move up a letter grade. But by and large I think this will drop overall potentials across the league, and also simulates the volatility of such young prospects.
Then for those aged 23 across the league, I'd do the same thing, with a more scaled down scale .. random number generator between -12 and +6.
Again, twice as likely to have a potential decrease than go up, and also smaller swings as by this age players are more defined and closer to their overall potential/talent.
I'm also potentially considering adding in a number in each random number generation that can be an even bigger jump or decrease.. So for example if a -4 comes up, that actually will equate to a -30 in potential (a complete bust), and if a +4 comes up, that will equate to a +25 in potential (a diamond in the rough type scenario)
These numbers are rough and I've done zero testing on this yet, but that's my idea at this time. I think focusing it on two different ages will make it so I can do this quickly and easily each year (scan each roster for certain ages versus finding exact players on each team) ... and I think (I hope) it will accomplish the goal, that once I get to 2040 and start playing ... there will be more balance of C and D potentials, and more major leaguers who have ratings in the low 70s and maybe even 60s.
You've put way more time and effort into this sort of thing than I have, so I'd be very curious to hear your thoughts on my idea and if you think it may work as intended, or if you'd suggest any adjustments.
I do let the occasional great draft through. Especially if they are a team who is rebuilding.
I like the RNG aspect.
I have actually been a little less stringent with this game than the previous. I have been doing some testing and running a 10 year test with the Cubs which is looking to be my keeper franchise as opposed to my test one as I am really digging some of my prospects as they reach the MLB.
Correct, there are very few 23 year olds drafted and definitely none above 23. Finally!
One thing you may have noticed, schedule related, is that the schedule is still on a 5 year rotation. It's the current then 4 random schedules. Still follow the full new schedule format. So if you are interested in playing the current schedule you can in years 2023, 2028, 2033, 2038, 2043, etc.
I actually only go 10 years into the future. So this year I will be playing 2033. Do this for a few reasons. One, I want to see the current prospects in their big lead glory. Two, I get attached to my first few draft classes and want to play with them before they hit free agency. Lastly, because I sim day to day and do everything, it takes me about 3 to 4 weeks to get my franchise set up fully how I want to play it and don't want to spend more time editing than playing. There are times when I have 50 hours in the game in franchise before I even play a single franchise game.
I know, blasphemy to many here lol.
I hope the edits work out for you. And I am curious to see how it turns out so please update with your results.Last edited by Funkycorm; 04-04-2023, 10:57 AM.Funkycorm
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Re: Watching early release videos of scouting and the draft
I’ve had a chance to run through a few test franchises since I got the game, and have had enough time to figure out the scouting. I see a lot of people using formulas on here and I have found an easier way to scout.
Simply look at where you are drafting, and just individually scout players projected in or around that general area with good potential and decent overall projections. I have used this method 4 times in a row now and have not come away with a player with less than 84 potential yet (all star level). I have also found some gems using this method, and even found a college pitcher who was MLB ready with a 75 overall and 89 potential around the 23rd pick.
Honestly the scouting is just as easy as last year once you figure it out.
Side note: when are they going to fix Asian prospects? Absolutely none of them actually look AsianComment
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Re: Watching early release videos of scouting and the draft
I like it.
I do let the occasional great draft through. Especially if they are a team who is rebuilding.
I like the RNG aspect.
I have actually been a little less stringent with this game than the previous. I have been doing some testing and running a 10 year test with the Cubs which is looking to be my keeper franchise as opposed to my test one as I am really digging some of my prospects as they reach the MLB.
Correct, there are very few 23 year olds drafted and definitely none above 23. Finally!
One thing you may have noticed, schedule related, is that the schedule is still on a 5 year rotation. It's the current then 4 random schedules. Still follow the full new schedule format. So if you are interested in playing the current schedule you can in years 2023, 2028, 2033, 2038, 2043, etc.
I actually only go 10 years into the future. So this year I will be playing 2033. Do this for a few reasons. One, I want to see the current prospects in their big lead glory. Two, I get attached to my first few draft classes and want to play with them before they hit free agency. Lastly, because I sim day to day and do everything, it takes me about 3 to 4 weeks to get my franchise set up fully how I want to play it and don't want to spend more time editing than playing. There are times when I have 50 hours in the game in franchise before I even play a single franchise game.
I know, blasphemy to many here lol.
I hope the edits work out for you. And I am curious to see how it turns out so please update with your results.
I'm definitely going to test it soon with the RNG/potential upgrades/downgrades I've suggested above and see how that ends up looking in 2040 and beyond.
I've still got 10 of my 30 rebrand teams to do, and just as many stadiums to find too, so still have a while before I can get started for real. Also hoping the quick counts thing gets patched before I start, but if not I'll make due without...
I'll let you know how it goes.
In the meantime, to save me some trouble, I know you'll know this information off hand and save me some trial and error/testing ...
Does potential increase/decrease on its own through the years, or does it remain static?
And what are the rating equivalent #'s, ie. what to what number equals A, B, C, etc?
Thanks!Comment
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Re: Watching early release videos of scouting and the draft
I definitely didn't notice the schedule thing. I am complete opposite of you and go very quickly through things, especially when testing. I've got one test franchise into 2041 and one that's in 2033 now, and basically I've just been spending time trying different sliders to get the sim results I want, and checking league leaderboards at the end of the season, and team lineups/rotations at the start of each year to see how the talent is dispersing.
I'm definitely going to test it soon with the RNG/potential upgrades/downgrades I've suggested above and see how that ends up looking in 2040 and beyond.
I've still got 10 of my 30 rebrand teams to do, and just as many stadiums to find too, so still have a while before I can get started for real. Also hoping the quick counts thing gets patched before I start, but if not I'll make due without...
I'll let you know how it goes.
In the meantime, to save me some trouble, I know you'll know this information off hand and save me some trial and error/testing ...
Does potential increase/decrease on its own through the years, or does it remain static?
And what are the rating equivalent #'s, ie. what to what number equals A, B, C, etc?
Thanks!
A is 90-99
B is 80-89
C is 70-79
D is 60-69
F is 59 and belowFunkycorm
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Re: Watching early release videos of scouting and the draft
I’ve had a chance to run through a few test franchises since I got the game, and have had enough time to figure out the scouting. I see a lot of people using formulas on here and I have found an easier way to scout.
Simply look at where you are drafting, and just individually scout players projected in or around that general area with good potential and decent overall projections. I have used this method 4 times in a row now and have not come away with a player with less than 84 potential yet (all star level). I have also found some gems using this method, and even found a college pitcher who was MLB ready with a 75 overall and 89 potential around the 23rd pick.
Honestly the scouting is just as easy as last year once you figure it out.
Side note: when are they going to fix Asian prospects? Absolutely none of them actually look Asian
I like they took away how tedious it was, but they have room to improve on it.Funkycorm
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Re: Watching early release videos of scouting and the draft
this is the way it should be and no one should have a potential below 50
but SDS does it slightly different with D & F potentials:
D=50-69
F=49 & belowOSFM23 - Building Better Baseball - OSFM23
A Work in ProgressComment
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Re: Watching early release videos of scouting and the draft
I have always made my lowest cut off 60 so as much editing as I have done over the last 5 years, I just assumed 59 or below was an F as I never edited anyone who has F potential. Learn something new every day.Last edited by Funkycorm; 04-04-2023, 12:59 PM.Funkycorm
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Re: Watching early release videos of scouting and the draft
Hmm, another thing I have noticed is that performances tend to be too static/consistent as compared to real life baseball. For example a guy who has roughly 20 homer power, will be in or around 20 homers plus or minus say 3 to 5, for many consecutive years. Where in real MLB I feel like there's definitely more variation, peaks and valleys, random breakout years, random down years, etc.
So I'm also toying with using some form of RNG to maybe adjust either actually ratings or potentials of major leaguers.
Maybe do 3 to 5 adjustments for each MLB team per year... Do a random number generator from 1 to 26 to pick which player will get adjusted, then maybe a random generation from say -8 to +8 for example, and adjust either their potential rating, or maybe their offensive ratings across the board... still to be determined. Maybe different scale based on age (ie more chance of a decrease if over 30, more chance of an increase if under 30) ... just something to mix things up a bit.
I'm likely going to test the 18/23 year old prospect potential thing first, then play around with whether I want to mess with MLB roster players also.Comment
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Re: Watching early release videos of scouting and the draft
The new system is a VAST improvement over the last one.
I just don't understand why SDS just flat out lies about its product though. "No closers will be taken in the first round". That was said multiple times on stream.
My very first draft had 3 closers taken in the first round.
"There will no longer be 24-25 year olds"
My very first draft has multiple 24 year olds.
The ages are ALOT better, but why do they say these things when they simply are not true?
Either way, it s a much better system than what was in previously. I just ended my first draft a few days ago and it was fun.Comment
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