too many fictional players in historical replays

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OrpBde
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too many fictional players in historical replays

Post by OrpBde »

when i play the historical replay and i use the 35 players rule i will get fictional players besides the historical players.the game doesnt put in players who may of been in a game but never had at bat for example..Archibald"Moonlight"Graham was in 1 game for the New York Giants in 1905 but never had batted in the game.when i didnt see him in the game i had to edited a fictional player on the 1905 giants team to put him in the game
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KG Erwin
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RE: too many fictional players in historical replays

Post by KG Erwin »

The problem (and Graham is an extreme example) is that the statistical data is too small to generate ratings. Editing a fictional is the next best thing in his particular case. Perhaps then he could get a get a chance to "wink at the pitcher, and then stretch a double into a triple". [;)]
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Nukester
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RE: too many fictional players in historical replays

Post by Nukester »

I dont mind the fictional guys being there since they should get weeded out eventually. My problem is that they get generated with way too high ratings. I usually start my leagues in 1903 with a 50 man roster, and regularly get fictional hitters with 70's, 80'90's power and high potential. Speed is usually high too. If these guys were generated with minimal skills, it wouldnt be a problem
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KG Erwin
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RE: too many fictional players in historical replays

Post by KG Erwin »

Frankly, I tend to stick with 40-man rosters for any season before 1975-80. For a pre-1920 season, I'd think it would be better to go with 35.

It's too bad we can't alter roster sizes between seasons in a career replay.
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puresimmer
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RE: too many fictional players in historical replays

Post by puresimmer »

ORIGINAL: Nukester

I dont mind the fictional guys being there since they should get weeded out eventually. My problem is that they get generated with way too high ratings. I usually start my leagues in 1903 with a 50 man roster, and regularly get fictional hitters with 70's, 80'90's power and high potential. Speed is usually high too. If these guys were generated with minimal skills, it wouldnt be a problem

The problem is there are a not enough real players to fill out the 50-man roster size, to the point where Puresim will generate tons of fictional players. I suggest going to 35-man for this time period. If all that was generated was scrubs, what would the point be of having a 50 man roster with 10-20 scrubs on it anyway?

That said, if you think it is a good idea I could consider a [x] Only generate scrub players option, still feels weird though...

Am I missing something?
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KG Erwin
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RE: too many fictional players in historical replays

Post by KG Erwin »

The "generate scrubs only" option is NOT a good one, IMO, as this might contribute to overuse of tired players by the AI. In turn, too many injuries occur, which would only compound the problems.

When setting roster sizes in the setup menu, the warnings about fictionals are already there. This perhaps might help my case about adding a "modify roster size" option for career leagues. As more historical players are added, the rosters could be enlarged.

However, if a league used financials, altering roster sizes would require a routine adjusting team finances to the increase. Dang -- might be more trouble than it's worth.
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Nukester
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RE: too many fictional players in historical replays

Post by Nukester »

I know there are not enough players to fill out a 50 man roster in 1903, but with ammy drafts filling in more real players each year, there should be enough real players by, say, 1910 or so, if that late. I also compensated a bit and edited the database so that anyone who's career ended in 1902, I added those same stats to the database, but with 1903 for the year. That gave me about 50 or more real players

What Ive been doing is keep an eye out for the fictional guys when they show up in an issue of PSPN, or if they sneak into a leader catagory, then I will edit them down. I usually just edit hitters down to a 20 something contact, 20 something power, and a 1 potential, and edit pitchers down to a 40 something stuff, 40 something velocity, 50 control, and a 1 potential

I dont mind that they are there, and I understand why they are there. I just think they get generated with ratings that are too high. I also see that this might be something you can do nothing about, since I would guess that the same player generator is used to create fictional players in both a historical and a fictional league, and of course in fictional leagues there has to be some good players, but I dont understand why "super scrubs" are generated with 70's, 80's, and 90's ratings for contact or power, or have potentials in the 60's, or pitchers come in with 60+ velocity and good potential
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Nukester
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RE: too many fictional players in historical replays

Post by Nukester »

I just started up the amateur draft and took a look at the fictional players generated, and aside from speed being high for some of them, and potentials for some as high as in the 20's, all of the fictional players are very crappy. Perhaps the generation of fictional super scrubs with high ratings only occurs with the initial league creation? Thats what it looks like to me. Thats a good thing :)
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Orcin
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RE: too many fictional players in historical replays

Post by Orcin »

What I would like is a "do not generate fictional players for amateur draft" option for career replay leagues. I realize there needs to be enough fictional players to fill out the initial rosters, but there is no reason to have to add more fictional players via the amateur draft.
 
 
CrashDavis
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RE: too many fictional players in historical replays

Post by CrashDavis »

What year did you start assn?
What roster size?
How many teams?

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