SittingDuck
Posts: 1166
Joined: 9/1/2002 Status: offline
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quote:
ORIGINAL: Abev I tried the other demo once and it seemed like the day's simming was done in a couple seconds, but yet it stored the same amount of data as PS . Uh-huh.... Let me throw something out here - how quickly could I code something to fictionalize statistics so something seems quick? OTOH, if I build an elaborate physics model that takes a bit more time to process, but generates relevant statistics, how much time does that take? I'll be straight up here - FPS Baseball had two modes - quick sim and slow sim. The slow sim followed the coding of the particular physics model (which you could tweak with what we'll call a pre-xml file). The quick or fast sim mode just threw out some stats based on less variables. Which would you prefer? Thus, in my mind, the entire sim time thing is a joke. Now if we talk off-season processing, well that is another story entirely. Here's the thing - in the effort to get the processing time of an entire season down (and this is my opinion), much has been cut from the game that many, many of the oldtimers enjoyed. Gone are the scouts and managers and other aspects such as spring training. To me, that bites. I would have enjoyed if those things were left in as an 'association option'. And that's another thing to add to the PS2008 queue. I absolutely don't want to see the integrity of PSBB's simulating accuracy be compromised. And I know Shaun has stated how important accurate simulation is to him, and his post above expresses that. And I really don't want to see this thing pared down any farther from the standpoint of losing options. The sim speed is absolutely perfect, IMO. Offseason, ehhhhhh..... But I think Shaun is working on all of that. And there is always 'the competition' if PSBB doesn't run fast enough for someone.
< Message edited by SittingDuck -- 8/3/2006 2:44:10 AM >
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