The other problem, and this is completely seperate from the league, but I don't think that the designers of Mogul are attacking the right elements for randomness. Production and injuries are randomn/unpredictable. Not skills. Mogul has seemingly taken the approach of randomnly dropping or adding skills rather than having players have up and down years. Vitals need not necessarily follow production, that would better capture the realistic challenge of scouting.
Yup, I saw DJ's post about that. I think Mogul should look at adding more depth to the draft if the total population has wild affects on talent. But I agree, we should play with the settings to make sure that our talent levels remain somewhat stable despite population boons/dips.
I was more commenting on a mogul problem in general too. The designer has flat out said he was aiming for a randomn effect and I wonder how much control we'll have even tweaking our file to stop those adjustements he made.
(07-25-2010, 03:02 PM)GoIrish Wrote: Andy,
i think the reason it is so random and volatile is because of the loss of players. It has skewed our percentages that are built into the game. We can sim forward but the sim forward will not account for the human element, which is us cutting the prospects that are not panning out and after they sit in FA, then opt to retire. I think we have to assume that our plateau of players might be around 2k, if that is the case, maybe we should alter the percentages to match what we were going to see with 3k players.
Yup, I saw DJ's post about that. I think Mogul should look at adding more depth to the draft if the total population has wild affects on talent. But I agree, we should play with the settings to make sure that our talent levels remain somewhat stable despite population boons/dips.
I was more commenting on a mogul problem in general too. The designer has flat out said he was aiming for a randomn effect and I wonder how much control we'll have even tweaking our file to stop those adjustements he made.