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Hello everyone, and welcome to the
home of Roster Development Group, my creation for the construction of roster projects for sports simulations. At present, baseball is the focus, but
I hope to have time for football and hockey projects down the line.
Really, it's all just dependent on time. I'm
trying to redo the site a bit, but I'm a real novice at this stuff, so
bear with me.
TOTALMINORS FOR MVP 2004
VERSION 4 RELEASED!!!
 The latest,
and FINAL UPDATE to
TotalMinors '04 has been released for MVP Baseball. It's
been a ton of work (those of you who know my methods know the detail that
goes into these).
VERSION
4 REVISIONS:
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Minor league reliever staminas have been adjusted relative to major league
staminas to better reflect the number of pitches they would throw and
represent their value according to the MVP engine. I did this with the
major leaguers in v3, but the problem was since I didn't do it across the
board in the minors as well, minor league relievers were essentially
getting a ratings bonus for having better stamina. Unfortunately, in sims,
the PC STILL uses its bullpen horribly. Regrettably, that's a game engine
issue I really can't address.
__
Young major leaguers have had their star ratings redone. Guys like Victor
Martinez, who are great players of the future but not still holding
"prospect" status were given no stars by EA, meaning their
development curve will essentially crash, ruining their careers. That
won't happen anymore.
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Free agent pitcher staminas were also adjusted (they got caught up in the
MVPEdit glitch where a global AA edit also grabs the FAs).
__
Steal aggressiveness ratings were tweaked to bring total team SBs up to
real life. It had been the main base stealers would steal but nobody else
would ever try. That's been adjusted a bit.
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Baserunning ratings were also adjusted, as it seemed runners were making
too many mistakes. This also affects runner aggression, which seems more
realistic to me now. It's a subtle change, but it helps, IMO.
__
A series of ratings adjustments for many players. Small things usually,
but guys I saw who were a bit over/underrated got touch-ups.
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I raised the floors on movement for major leaguers, which cuts down on
quick minor league callups and also cuts down on pitchers with
astronomical ERAs. My fear with pitchers always lies with overrating the
top and underrating the bad. Upon review, I think I was still guilty of
this to a degree, so I tried to adjust it.
__
I raised the floor on plate patience also because some guys were just
getting killed by poor patience ratings. In sims, I've concluded the plate
patience rating is a HUGE impact, not just on walks, but on average as a
whole.
__
GLobal touchups to bring down the offense as a whole. Too many 5+ ERAs
before.
__
I raised major league closer stamina by 50%. Closer ERAs seemed too high.
This is mostly due to the fact that the game engine's whole roster
management AI is completely flawed, particularly the bullpen management.
But this at least helps a bit.
__
I added 10 players who had played in the majors this year but were not in
the set yet. Falkenborg, Parra, Little, Villacis, Kroon and some others.
They are on the free agent list.
__
I did a ton of work with pitching prospects. Because the game rates star
rating so strongly into current overall rating (which is incredibly
stupid), minor league pitchers were getting called up well before they
were ready. The result is them staying on the roster and getting shelled.
I boosted them a bit to counteract this. Though they still get to the
majors more quickly than they should, they perform like decent 4/5
starters, which I can live with. No more 7+ ERAs.
__
Star ratings were adjusted for major leaguers, particularly relievers.
Relievers tended to get low star ratings, which makes the computer more
eager to replace them because of the foolish way the game engine ties star
rating into current value. Also, increasing the star rating counters the
drops in ratings some had mentioned.
__ After a lot of research I determined the game's park factors are fine.
I have no idea how they implemented the ratings, and they don't really
make much sense to me, but the numbers look more realistic with them than
with my revised park factors, which seemed to cut offense too dramatically
__ Tied
into the above, I am not releasing a progress.big file right now. However,
I will release one shortly. I just want to look over progression items a
bit more to get this set. I expect it in a week or so. But I ran Bill
Harris' v2 progression through and saw none of the drastic changes some
had mentioned. I also urge you again though, LOOK AT RESULTS, NOT
RATINGS!!! There's a reason guys are rated as they are...I promise. Play
them out and you'll see the numbers, more often than not, are on target.
For
more details, read the ReadMe.
Enough
blabbing...GET
TOTALMINORS V4 HERE!!!
VISIT
THE NEW RDG
MESSAGE BOARD Talk
about the latest RDG projects, plans and releases, and find out about
other game mods as well. I will be keeping a journal of sorts
updating all as to the progress of all RDG projects on the board, and
others will be announcing their work there as well. Talk about ratings,
scouting, whatever you like. Basically, this is a means for me to
centralize all information related to my roster work, rather than posting
on 10 different sites about it. I strongly encourage people to sign up, so
you can provide feedback and be eligible for early preview versions
of my rosters.
For OOTP
Alltime Roster Project
VERSION 1
The beta version was
received fabulously, but there was, and still is, more to be done. This
version fixes the fantasy draft issue, adjusts several ratings, adjusts
team markets and much more.
Far too long coming,
the All-time project features 28 teams: the 26 before Arizona, Florida,
Colorado and Tampa Bay; a team composed of those four expansion teams, and
the return of the Washington Senators, only here in the guise of a
predominantly Negro League team, with some Japanese stars thrown in.
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