The BBA Today #64 - Keepin' It Real
- RonCo
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The BBA Today #64 - Keepin' It Real
Ted Schmidt and Ron Collins do a tip of the cap to the Landis and United Cup winners, then get down to brass tacks in discussing the big changes going forward: to Relative or Not to Relative, that is the question.
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Re: The BBA Today #64 - Keepin' It Real
Thanks Guys!
Mike Calvaruso
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Re: The BBA Today #64 - Keepin' It Real
A must-listen...great job, gents.
"My $#!? doesn't work in the playoffs." - Billy Beane Joe Lederer
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Re: The BBA Today #64 - Keepin' It Real
Thanks so much for your recording! I felt appreciated and flattered when you mentioned my name a few times.
A few reflections:
1. You talked a lot about PCM (player creation modifiers) and you are right that they have huge effects on things. There are also settings that you didn't talk about that interact a good deal with that. Particularly how variable players' development is. Last time I looked at the ratings, the development variability (and speed of decline later on) are tuned down quite a bit. That also has a strong effect on how "strong" your players are overall.
2. I don't understand why people would be worried about whether the underlying ratings for players are "blue" or "yellow" or whatever. Basically, if you have low ratings, then the LTMs will still make the statistics come out the same as if they are high. The real thing you want to strive for, I think, is having a lot of variability in your players, both within rating categories and also across categories. To that end, having a lot of variability in how things are created and developed is very useful --- and leads to interesting tradeoffs. For example, maybe you get a player who has low contact but a huge eye and good defense. That's where the real talent in managing your team comes in --- making the most of your team that consists of a bunch of people with good points and bad points.
A few reflections:
1. You talked a lot about PCM (player creation modifiers) and you are right that they have huge effects on things. There are also settings that you didn't talk about that interact a good deal with that. Particularly how variable players' development is. Last time I looked at the ratings, the development variability (and speed of decline later on) are tuned down quite a bit. That also has a strong effect on how "strong" your players are overall.
2. I don't understand why people would be worried about whether the underlying ratings for players are "blue" or "yellow" or whatever. Basically, if you have low ratings, then the LTMs will still make the statistics come out the same as if they are high. The real thing you want to strive for, I think, is having a lot of variability in your players, both within rating categories and also across categories. To that end, having a lot of variability in how things are created and developed is very useful --- and leads to interesting tradeoffs. For example, maybe you get a player who has low contact but a huge eye and good defense. That's where the real talent in managing your team comes in --- making the most of your team that consists of a bunch of people with good points and bad points.
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Re: The BBA Today #64 - Keepin' It Real
In addition to the fluctuations, I think one of the more disappointing aspects of relative ratings is that they weren't actually doing what they were supposed to do with stone of the ratings.
Stephen Lane
Vice Commissioner / Historian
General Manager, Long Beach Surfers
Since 2026
Ex-GM, Amsterdam Neptunes, 2025 EBA Champions
Vice Commissioner / Historian
General Manager, Long Beach Surfers
Since 2026
Ex-GM, Amsterdam Neptunes, 2025 EBA Champions
- RonCo
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Re: The BBA Today #64 - Keepin' It Real
Yes, the development settings make a bit of a difference. We actually adjusted those recently. Perhaps we can look at them again.allenciox wrote: ↑Wed Nov 11, 2020 7:27 pm1. You talked a lot about PCM (player creation modifiers) and you are right that they have huge effects on things. There are also settings that you didn't talk about that interact a good deal with that. Particularly how variable players' development is. Last time I looked at the ratings, the development variability (and speed of decline later on) are tuned down quite a bit. That also has a strong effect on how "strong" your players are overall.
I admit I'm not a big fan of LTM--perhaps I'm just too old school...they were put in place because people the average person just could never get their brain around what league totals do--but yes, I agree with you assessment of the goal.2. I don't understand why people would be worried about whether the underlying ratings for players are "blue" or "yellow" or whatever. Basically, if you have low ratings, then the LTMs will still make the statistics come out the same as if they are high. The real thing you want to strive for, I think, is having a lot of variability in your players, both within rating categories and also across categories. To that end, having a lot of variability in how things are created and developed is very useful --- and leads to interesting tradeoffs. For example, maybe you get a player who has low contact but a huge eye and good defense. That's where the real talent in managing your team comes in --- making the most of your team that consists of a bunch of people with good points and bad points.
- RonCo
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Re: The BBA Today #64 - Keepin' It Real
Right. The process seems to slide the scale, but not really that much else.
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