maddog7800
Posts: 4
Joined: 6/25/2006 Status: offline
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Thanks for the response, KGErwin. I get what you're saying. I'm not looking for perfect insight and I'm primarily a fictional player, so I'm also not interested in perfectly recreating history. In fact it's the uncertainties of the fictional game that make me prefer it. That's also why I use the smallest ratings scale, because I prefer the uncertainty of basing decisions on performance rather than ratings. What prompted my posting was that performance doesn't seem to be a very good indicator of when a player should be promoted. If I promote a guy "too early" but he still does really well and gets plenty of playing time, it seems that his development would still be penalized for being above the optimal level. This seems a little counter-intuitive to me. What I would really like to see is some kind of indication, even if there is quite a bit of uncertainty to it, of what level our scouts, minor league coaches, or whoever think the player is ready for. This, combined with in-season development, would really make for some interesting promotion/demotion/trade decisions during the season. The way it is now, I rarely move a good young player quickly up the levels because I'm thinking that I may be keeping a good player from becoming great. And the only feedback to that decision is how the ratings change in the offseason. Please don't take this as complaining, because I absolutely love PureSim and have been buying it and following its development for quite some time. I just thought this might be a topic Shaun might want to think about for the next version that could really add to the GM aspects. By the way, thanks, Shaun, for a great sim. I've really enjoyed it and I'm glad to hear that you're working on a new version for next year!
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