Quote: Originally Posted By crickett13 on 2/25/2010
1) Avoid trading early on. For some people trading is one of the most fun parts of the game but untill you understand the ratings system avoid it.
2) If you feel you must consider trading Do not accept any unsolicited trades without putting the player on the trade block and mentioning in the world chat that you may be willing to trade the player. If someone offers a newbie an unsoliceited trade there is a 99.8% chance their intentions are not good.
3) Find out what owners do not hate coach hiring. There is a reason they don't hate it. Ask them why.
4) Understand that ratings work together. For instance a 99 power does not mean that a player should hit a lot of home runs. If other ratings are low it could just mean that he hits a lot of really impresive Pop ups.
5) Total ratings do not mean much at all untill you understand the game better so do not use them for now. You can have a starting pitcher with an 81 total who is garbage and a closer with a 68 total who is a stud.
To me, this one is the low hanging fruit. If you put a guy on the market, and multiple owners are making offers to you, then market forces dictate that you will get good offers (especially through counteroffering and letting them know that you have multiple offers). Even if you aren't comfortable with the ratings and don't know which one to pick, you're unlikely to get totally fleeced. I also like the idea, if you must trade, of identifying guys you want, and then going and getting them. Even if you overpay a little, the worst case scenario is you overpayed for something you wanted that has value to you.
4 more things:
1) OVRs mean little, and they mean
nothing when comparing players at different positions. A 70 OVR C or DH could be a 3-time MVP/surefire HOFer. A 70 OVR SS either can't hit at all or can't field the SS position (or both). This is the sort of stuff that takes time to learn.
2) A player's correct defensive position is determined by his 4 key defensive ratings (range, glove, arm strength, arm acc), not by what is listed. Find the positional recs, print them out, and for a while, have them at hand. This is especially valluable if the guy who owned your club before you wasn't big on asigning correct positions to his minor league prospects. It makes a big difference when you realize that that no-hit, high-OVR Right Field prospect is really a 3B or maybe a SS, and his bat really plays at those positions. It also is very helpful in FA- you need to avoid paying good money for the aging SS whose defense no longer merits the SS label at all.
3) Max out Advanced Scouting. There are 4 types of scouting budgets. With a new team you will start at $10m for each, and can move each up to $4m in either direction each season. The min is $0 and the max is $20m. The 4 types of scouting are High School, College, International, and Advanced. The first 3 are types of Amateur scouting, and I won't get into them. Advanced Scouting yields projections for professional players under age 27 (yours and other teams'). Eventually, you'll be able to figure out what a young player will look like fully developed, and you'll cut this budget to save money. At first, you need projections, and you need them to be as good as possible. In your first season, that means $14m Advanced Scouting. Then understand these 2 things about the projections you see: (a) If a guy has stopped improving year-over-year, or you can see 4 Spring Trainings on his player card, he's done improving and ignore the projections, and (b) At $14m, your projections will be decent but not great, and good prospects may look like star prospects and vice versa.
4) Inintial Free Agent demands will drop by well over 50% between the opening of FA and the middle of Spring Training for guys who are not getting offers at their initial asking price. And there will still be some usefull mid-back of the roster guys to be had. You don't have to have every roster slot set in stone by the end of FA/Rule 5. In fact you probably should always have 1 or 2 open, sometimes more.