For testing, I'm using the first online update of SCEA rosters. I figured I should use it since even the OSFM rosters will get filled by generated players, who presumably follow the rules created by the devs, and those rules are what I'm after by testing things.
I actually need to get in another round of simulated season to see how the stats compare when I "sim" all the games (the engines are different). So stay tuned for that... I just forgot that I was meaning to post this after I do that thing...
You are right about some physical attribute ratings... they shouldn't progress much. But I wanted to explicitly test how the game is handling this aspect of the game.
Can low Power guys (on the scale of MLB) down in AA not hit out of the park even against much lesser competitions they face at that level? For example, can Power = 30 guys, who obviously lack power at the MLB level, hit it out of the park consistently against HR/9 = 20 guys down in AA? It seems the answer is no.
It appears that's not how the ratings work, at least for Power.
But on the flip side of this is that if the lack of power down in minors is an issue (at all...), then all it needs to be done is to make Power ratings less dependent on progression. (This is actually the solution I prefer personally.)
As for MiLB sliders, I don't think we need it, because the game is meant to be played at a fixed setting for ratings to mean their meanings. But if you find the lack of power (or too high strike %) troublesome, then the best you can do is to increase the Power (or lower Pitcher Consistency) slider.
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