The Rivals Golf League
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- Posts: 307
- Joined: November 15th, 2022, 8:10 am
- Location: Indiana
Re: The Rivals Golf League
I've attached the RGL players (Pin files) for those that were interested in using them for whatever reason. The ratings for each player were created using my player development model (25 dice rolls per rating per player) so they may, or may not, have a similar skill set as their real life counterpart. All in all I'm happy with how they turned out. If you want to know what each player is rated without going into Links just download my spreadsheet in this thread. This zip file does not include the free agents that are on the spreadsheet.
- Attachments
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- RGL_Players.zip
- (397.79 KiB) Downloaded 74 times
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- Posts: 307
- Joined: November 15th, 2022, 8:10 am
- Location: Indiana
Re: The Rivals Golf League
Season one of the Rivals Golf League just ended. It was a lot of fun to do, but it took a little over 2 months to complete one season. For comparison, a season of my PGA Tour replay takes 8-10 days so this was a grind. There were several notable points I took away from doing this.
1. I had 4 Win97 PCs running around the clock for more than 2 months so my electric bill was elevated from doing this.
2. I think the ratings system I created and the player development model worked better than I originally anticipated. It's the sole reason I feel motivated to start a new PGA replay from 1980 with 64 players instead of 24 players. This time though, the original ratings will be based on the players real life performance and all subsequent years will use the player development system. Can't wait to see how that plays out.
3. Again, motivated by how good the ratings/player development model worked, I'm now going to have a Korn Ferry (minor league) circuit where 16 players lose their card each year and 16 Korn Ferry players join the tour each year.
4. I loved using fictional courses as "home" courses for each of the RGL teams. I now have the RGL to use fictional courses, my Tour XLIV to use real non-PGA courses and my PGA replay to use real PGA courses. In one time through each league's season, I get exposed to over 70 courses. There will be some courses that get the boot in the RGL so new ones will get seen for the next season.
5. I've attached my spreadsheet with the season results. This is what kept it fun. The team element and having a good spreadsheet where I had lots of data being tracked so I could follow standings and individual performance is one of the main reasons I enjoy doing simulations/replays.
Lastly, I'm a hockey fan (played for almost 20 years back in the day and my son played) and something happened in the NHL recently that best explains why I have always loved doing replays. Wayne Gretzky scores his 894th goal in his 1487th game and Alex Ovechkin breaks that record by scoring his 895th goal in his 1487th game. Are you freaking kidding me? That is about as unbelievable as anything I've seen in sports from a statistics standpoint.
If that doesn't want to make you fire up an NHL simulator just to see what happens then you might not have a pulse. That's the motivation. Can my virtual fantasy world use a well designed game engine to accurately simulate real life? That's where Links shines and no game has ever come close. Whether it's letting AI players with real life ratings compete it out over a season's worth of tournaments or me creating AI players similar to my ability and me engaging in a season with them playing side by side with me is just a blast. If I had the talent to make a golf game the feature I would build the game around would be the ability to create AI golfers with a versatile and wide scoping rating system.
1. I had 4 Win97 PCs running around the clock for more than 2 months so my electric bill was elevated from doing this.
2. I think the ratings system I created and the player development model worked better than I originally anticipated. It's the sole reason I feel motivated to start a new PGA replay from 1980 with 64 players instead of 24 players. This time though, the original ratings will be based on the players real life performance and all subsequent years will use the player development system. Can't wait to see how that plays out.
3. Again, motivated by how good the ratings/player development model worked, I'm now going to have a Korn Ferry (minor league) circuit where 16 players lose their card each year and 16 Korn Ferry players join the tour each year.
4. I loved using fictional courses as "home" courses for each of the RGL teams. I now have the RGL to use fictional courses, my Tour XLIV to use real non-PGA courses and my PGA replay to use real PGA courses. In one time through each league's season, I get exposed to over 70 courses. There will be some courses that get the boot in the RGL so new ones will get seen for the next season.
5. I've attached my spreadsheet with the season results. This is what kept it fun. The team element and having a good spreadsheet where I had lots of data being tracked so I could follow standings and individual performance is one of the main reasons I enjoy doing simulations/replays.
Lastly, I'm a hockey fan (played for almost 20 years back in the day and my son played) and something happened in the NHL recently that best explains why I have always loved doing replays. Wayne Gretzky scores his 894th goal in his 1487th game and Alex Ovechkin breaks that record by scoring his 895th goal in his 1487th game. Are you freaking kidding me? That is about as unbelievable as anything I've seen in sports from a statistics standpoint.
If that doesn't want to make you fire up an NHL simulator just to see what happens then you might not have a pulse. That's the motivation. Can my virtual fantasy world use a well designed game engine to accurately simulate real life? That's where Links shines and no game has ever come close. Whether it's letting AI players with real life ratings compete it out over a season's worth of tournaments or me creating AI players similar to my ability and me engaging in a season with them playing side by side with me is just a blast. If I had the talent to make a golf game the feature I would build the game around would be the ability to create AI golfers with a versatile and wide scoping rating system.