If you're unfamiliar with the project, check out this thread:
I am still looking for a couple more volunteers to help out! It would be great to get at least 3 more people to cover 3 more divisions, but any help would be appreciated. I've got an entire step-by-step plan that'll help fast track your edits in an unbiased manner.
On that note, I also want to provide an update on how my system is translating to attribute ratings. I am a die hard Cubs fan, so I took the NL central as a division to edit. I have finished with the preliminary stats gathering and wanted to share some of the ratings from the key players on the Cubs to give you guys insights into how the ratings work and get a little feedback.
Remember, I have tested these values in game so they translate to real world stats. So while some of these ratings may be surprising, you may be surprised how accurate they end up being in-game.
If I may ask because I'm curious, with the inclusion of Ridin's Full Minors Rosters and the True Sim Roster Project, what is it that your roster could bring to the table that those can't?
So happy that you asked.
First off, Ridin's rosters don't offer anything more than a base roster for other creators. His creation of MiLB players is great and he does a great job with likeness and equipment, but his ratings and potentials are very poorly executed. Additionally, he does not edit any MLB players.
Cycloniac's TrueSim project is fantastic, I'm actually a fan. However, I still think that it falls short in a few areas. Mostly there's more than a few disagreements I have with some of his ratings of players and some of his potentials feel a little out of whack. He also still doesn't go into a lot of depth in terms of adding a lot of top prospects.
Now for mine specifically:
The first thing for my set is prospects. So. Many. Prospects. Every team's top 30 (per MLB pipeline) is included. Then, I created a tier system based on player roles (e.g. "average", "all-star", "AAAA", etc.) for potentials to balance out the league and make "elite" players stand out and to have a logjam of players in the 72-78 overall range (which equates to roughly average).
For my attribute ratings, much like Cycloniac, I am using real world stats. However, I'm taking it up a notch. I did a lot of in game testing to determine what attribute levels will equate to what statistics (e.g. a contact rating of 60 will have a player hit .250, which is roughly league average BA). By doing this, I created standard curves and got equations to where I can literally just put in a player's real world stats, and the output will be an in-game value that should roughly replicate his numbers in the game.
So that's what I can offer over other roster creators. However, it is a very extensive process that I cannot alone conquer myself. It's simply too much work. So that's why I am seeking any help I can get. I have a step-by-step editing guide and excel file with all the necessary equations set up, I just need someone to input the statistics for teams (I am already taking on about 5-10 which is a project itself).