Initial Draft Problems (Full Version)

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eric517 -> Initial Draft Problems (7/23/2009 5:40:51 PM)

I have attempted twice to start a new association and have run into problems with the initial draft. I am using 1.75. I use the classic set up with fictional players with a start year of 1980, finances on, finances scaled back to 20%, 60-man rosters. Problems I have encountered -

A lot of top salaried players with salaries of 13 million, some are more reasonable. The top payroll for a team is 57 million. Teams select a few of these guys and their payroll is used up, so you have teams with 10 major league caliber players and the rest are scrubs.

I have not completed a draft all the way through on these two attempts because of the incredible slowness of the draft process. Had I let it continue all the way through 60 rounds it would take over an hour to complete.

I will run a few more tests later with both 1.75 and also my older 1.51.

Any suggestions?




eric517 -> RE: Initial Draft Problems (7/23/2009 6:48:44 PM)

After a few more tests . . . running 4-team associations. I found that adjusting the scaling percentage seems to be a factor in the problem. When I leave it alone it runs fine. When I scale finances down from what the game suggests it then runs into problems. I also noticed that the drafting speed is much faster when I leave the finance scale alone.




KG Erwin -> RE: Initial Draft Problems (7/23/2009 10:28:09 PM)

Why are you using version 1.75? The current version (1.77b) has finances scaled back to somewhat realistic levels. I'm using finances in 1946, and the current top salaries are $197,800. Scrubs make $860.




eric517 -> RE: Initial Draft Problems (7/23/2009 10:49:47 PM)

I usually wait until the newest release becomes official before upgrading. I'm not necessarily looking for an exact replication of a specific era . . . just a roster that is not composed of 15 legitimate players and 35 scrubs. I'm not sure what happened between 1.51 and 1.75 that this would be off this badly. Like I said, the problem appears to be when using "scaling" percentage on the association setup. I will get 1.77, though, and give it a try.




eric517 -> RE: Initial Draft Problems (7/23/2009 11:19:21 PM)

Okay, I've upgraded to 1.77. Same problem still exists.

In four team association (teams have around 55 million to spend), there are 11 position players that make over 179,000 with the highest being at 12 million. The rest all make an even 62,000. Of the pitchers, 30 make over 92,000 with the rest all making exactly 62,000.

One team in the process of the draft ran out of money and magically they had more money later in the draft. One team drafted 14 scrub pitchers.

Something is off here, I think.




KG Erwin -> RE: Initial Draft Problems (7/23/2009 11:45:22 PM)

Are these historical or fictional players? What teams/regions? From what you've stated, it sounds like your association setup is the problem. 60-man historical rosters in 1980 will generate a lot of scrubs. Try reducing to 40 or 50, and don't alter the payroll scaling.





eric517 -> RE: Initial Draft Problems (7/24/2009 2:14:58 AM)

I'm using fictional players . . . and I let the teams/regions be randomly generated by the game. I have only attempted this with 60-man rosters and have not tried smaller roster sizes. In my last test, I found that of the large number of players with the smallest contracts were not all scrub players; there were many decent players in that pool.




KG Erwin -> RE: Initial Draft Problems (7/24/2009 2:35:36 AM)

Ah, there's the rub. The vast majority of Puresimmers use historical players, and the focus of the game has shifted in that direction. Fictional players, apart from generated scrubs in historical leagues, are rapidly passing from usage.

The game has morphed from complete fantasy into a real-world baseball sim.




eric517 -> RE: Initial Draft Problems (7/24/2009 2:45:55 PM)

Granted, alot of the new features and improvements introduced in recent upgrades have centered on historical play. But, I wouldn't think that should cause this feature (scaling of finances down regardless of start year) to suddenly be broken. This feature has always worked. If the feature can't be repaired it probably should be taken out. It's always been a preference of mine to play with finances on but with the numbers scaled back, if that makes sense.

What I'm seeing looks like a bug of some sort and I just want to make sure it is noted . . .


By the way, KG, it is good to see fellow Pirate fans here. I don't run into too many of us!




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