Ba/hits 8+ season
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Ba/hits 8+ season
Read the post over I'm the ps4 board about pitcher progression being thru the roof on drafted pitchers about 7 or 8 seasons in. Has anyone went far enough ahead to see if its a problem on ps3?Tags: None -
Re: Ba/hits 8+ season
Yes, it's a problem on the PS3 as well. And a huge one, I might add.
I took my first franchise to 2026 and every team was stocked with legendary rotations. I'm talking about 4 pitchers with A potential and loads of B's. On the SCEA rosters out of the box, there are many C's starting in MLb rotations. However, a decade into the future, most teams have enough talent to fill their MLB AND triple A rotations with great pitchers. League wide era's plummeted! The average was like a 3.00. That's just absurd. The league wide BA was not even close to the real life .250. Maybe the best team had a .250 average. The batting champion wasn't even batting .300. IN 2026, he batted .296. That's not good.
I resorted to editing the potentials of drafted pitchers. I took a mobile phone pic of each round of the draft and when the next season started in my franchise in spring training, I would subtract -10 points for all A's and B's. I left C's alone. 8 years into the future in my new franchise and I can tell you that this has only mitigated the effects. Pitchers still become too dominant. The problem is that minor league pitchers can suck for 5 seasons and then suddenly starting tearing it up in year 6 in double A. Then you get a message that his stock is rising and voila, he's now a B potential.
My next strategy is to edit drafted players accordingly: All A's and B's will get -15 points on potential. All other pitchers get -10. When i simulate, I load sliders with cpu and reliver stamina set to 0. I noticed that the best teams have pitchers with 40 team complete games and close to 10 shutouts. That's not realistic at all. The best team should be close to 15 complete games and a few shutouts.
I'm eagerly awaiting the results of this experiment. Tonight I'll see if it worked. -
Re: Ba/hits 8+ season
Can't wait to hear if this fixes the problemYes, it's a problem on the PS3 as well. And a huge one, I might add.
I took my first franchise to 2026 and every team was stocked with legendary rotations. I'm talking about 4 pitchers with A potential and loads of B's. On the SCEA rosters out of the box, there are many C's starting in MLb rotations. However, a decade into the future, most teams have enough talent to fill their MLB AND triple A rotations with great pitchers. League wide era's plummeted! The average was like a 3.00. That's just absurd. The league wide BA was not even close to the real life .250. Maybe the best team had a .250 average. The batting champion wasn't even batting .300. IN 2026, he batted .296. That's not good.
I resorted to editing the potentials of drafted pitchers. I took a mobile phone pic of each round of the draft and when the next season started in my franchise in spring training, I would subtract -10 points for all A's and B's. I left C's alone. 8 years into the future in my new franchise and I can tell you that this has only mitigated the effects. Pitchers still become too dominant. The problem is that minor league pitchers can suck for 5 seasons and then suddenly starting tearing it up in year 6 in double A. Then you get a message that his stock is rising and voila, he's now a B potential.
My next strategy is to edit drafted players accordingly: All A's and B's will get -15 points on potential. All other pitchers get -10. When i simulate, I load sliders with cpu and reliver stamina set to 0. I noticed that the best teams have pitchers with 40 team complete games and close to 10 shutouts. That's not realistic at all. The best team should be close to 15 complete games and a few shutouts.
I'm eagerly awaiting the results of this experiment. Tonight I'll see if it worked.Comment
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Re: Ba/hits 8+ season
What were your results on your last test of subtracting all A and B potential pitchers by -15 and all others by -10??Comment

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