ruggs26
March 07, 2015 at 06:49PM View BBCode
So wait.... you are saying I can put a D+ speed feller at SS or 2B and he will still amazingly track down dribblers up the middle? Hell ya!!!! and here I thought middle infielders needed to be slick!
Dear Lord how many crowns have I given up? Hell I have an almost all 80+ roster in a fairly mediocre league that can't win sh!t.... maybe slow middle infielders and deep fences are the cure.
STUPID!!!!!!!!!!!!!!!
This game is so erratic, there is absolutely no reward for building a great team anymore, certain teams can put paper plates and plastic ware on the field and make the playoffs more seasons than not and stacked teams struggle. All you have to do is compare player abilities and see it... hell 6 times out of 10 if you throw a mediocre pitcher with no red abilities up against a stacked team you will win.
STUPID!!!!!!!!!!!
Bonnie_Brae
March 07, 2015 at 08:56PM View BBCode
Willy, you conveniently leave out the part from the deleted thread where I admit that I learned something.
That said, I would still build a park to defensive skills.
WillyD
March 07, 2015 at 09:22PM View BBCode
Originally posted by Bonnie_Brae
Willy, you conveniently leave out the part from the deleted thread where I admit that I learned something.
That said, I would still build a park to defensive skills.
Hell the thread doesn't exist, and the only things that really sticks out is the fact that you put information out there as fact, when in reality, you didn't know at all if that was the case. I'm glad you learned something, but apparently the creator of this thread took one main thing away from pecker's thread, and that was that maybe speed did make a difference on defense.
That said, build your stadium how you like, but I would say that building the stadium to your defense is just plain dumb, and would tell any new owner not to do that.
Hamilton2
March 08, 2015 at 02:05AM View BBCode
Ruggs, speed is not factored into the defensive equation. Ever. Period. That's what we're saying. Sorry if it was unclear.
ruggs26
March 08, 2015 at 02:53AM View BBCode
I was being moderately sarcastic with some dramatic flair thrown in.
todd999430
March 08, 2015 at 08:07PM View BBCode
Speed does not affect defensive prowess in the outfield. Got it.
That said, if a 17 year old has A+ speed and F arm and F range, are they less likely to convert arm and range than a prospect with F speed?
paulcaraccio
March 08, 2015 at 08:35PM View BBCode
Originally posted by WillyD
People in glass houses shouldn't throw stones...
Originally posted by WillyD
you'll be just one of many good owners, maybe not even in the top half, in more than few speed leagues I know of.
Originally posted by WillyD
the only things that really sticks out is the fact that you put information out there as fact, when in reality, you didn't know at all if that was the case.
womp womp womp
WillyD
March 08, 2015 at 10:05PM View BBCode
Originally posted by paulcaraccio
Originally posted by WillyD
People in glass houses shouldn't throw stones...
Originally posted by WillyD
you'll be just one of many good owners, maybe not even in the top half, in more than few speed leagues I know of.
Originally posted by WillyD
the only things that really sticks out is the fact that you put information out there as fact, when in reality, you didn't know at all if that was the case.
womp womp womp
I think your confusing facts with opinions. But what else could we expect from you Paulie?
My opinions still seem to hurt you a little bit. Feeling a little bit inadequate are we?
WillyD
March 08, 2015 at 10:07PM View BBCode
Originally posted by todd999430
Speed does not affect defensive prowess in the outfield. Got it.
That said, if a 17 year old has A+ speed and F arm and F range, are they less likely to convert arm and range than a prospect with F speed?
No. The speed is not a factor at all. With the exception of each other, range and arm improve independently of any other skill, or bundle of skills.
todd999430
March 09, 2015 at 01:32AM View BBCode
Originally posted by WillyD
Originally posted by todd999430
Speed does not affect defensive prowess in the outfield. Got it.
That said, if a 17 year old has A+ speed and F arm and F range, are they less likely to convert arm and range than a prospect with F speed?
No. The speed is not a factor at all. With the exception of each other, range and arm improve independently of any other skill, or bundle of skills.
But wouldn't a prospect with A+ speed have an overall higher grade and thus have a lower percentage of improvement opportunity (due to the higher overall grade)?
Hamilton2
March 09, 2015 at 01:51AM View BBCode
The grades for hitters don't improve based on the overall grade. They are bundled like this:
Speed - all by itself, with no impact or input from any other skill
Power vs. R & Contact vs. R - bundled by handedness
Power vs. L & Contact vs. L - NOT bundled power/power or contact/contact; bundled right/right and left/left
Range & Arm - defense stands alone.
That's just the way it is. :)
Hamilton2
March 09, 2015 at 01:56AM View BBCode
BTW, for pitchers: the overall grade is calculated 50/50 velocity/control. The improvements are actually bundled so that control is slightly more weighted. So, two prospects with a 50/80 and 80/50 split will actually improve differently. The guy with lower control should have a higher % of conversions. That does not make him the better player, but it will, over time, result in a higher overall grade.
Hitters overall grades are calculated by weighting the PvR, CvR, PvL, CvL at 16% each, Range/Arm at 10% each, and speed at 16%. So ... There you have it.
todd999430
March 10, 2015 at 04:50AM View BBCode
Originally posted by Hamilton2
The grades for hitters don't improve based on the overall grade.
So a 17 year old A overall player has the same chance to improve as a 17 year old F overall player?
WillyD
March 10, 2015 at 12:49PM View BBCode
Originally posted by todd999430
Originally posted by Hamilton2
The grades for hitters don't improve based on the overall grade.
So a 17 year old A overall player has the same chance to improve as a 17 year old F overall player?
No, but the overall grade is not the reason for the difference. Improvement conversions are based purely on the bundles. The A player has higher scores across the board so obviously he won't improve as well
overall. But if he has B+ speed, and the F player has B+ speed (impossible that he'd still be at F with that speed, but just playing along with your example), then their speed would have the same chance for improvement.
Overall grade is just a snapshot (albeit a flawed one) of a player's relative value. It has no other purpose whatsoever.
Fulla
December 07, 2015 at 01:01AM View BBCode
I would like to construct a stadium that is conducive to doubles and triples. I have slappy hitters with great speed.
I assume I want a large outfield? High fences? Turf or grass? Walls that are are jagged with sharp corners ((like stadium #3)?
Any body have info on this?
WillyD
December 07, 2015 at 01:36AM View BBCode
Originally posted by Fulla
I would like to construct a stadium that is conducive to doubles and triples. I have slappy hitters with great speed.
I assume I want a large outfield? High fences? Turf or grass? Walls that are are jagged with sharp corners ((like stadium #3)?
Any body have info on this?
Turf for sure will help doubles and triples! Deeper fences and higher walls can help too.
The shape of the walls doesn't matter. It's the depth and wall height.
Mongrel
December 07, 2015 at 04:31AM View formatted
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The 2015 Royals, huge ballpark, slappy hitters, superb defense. Winning combination.
skycoyote
December 07, 2015 at 04:42PM View BBCode
Here's what the game guide says regarding how stadium construction effects doubles and triples:
A stadium with fences taller or further out will see some home runs become doubles, triples and outs. In addition, some doubles will become triples. A stadium with fences shorter or closer will see some doubles and outs become home runs, and some triples become doubles.
Playing surface
By default, all stadiums in Sim Dynasty use natural grass on the field. However, owners have the option of installing artificial turf in place of the grass. Naturally, such a large modification to a stadium can only take place in the offseason. Surface changes are linked together with fence adjustments, so they follow the same rules; however, a league has the option of banning the use of artificial turf while allowing other adjustments.
Although it simulates real grass in many ways, there is a noticable difference to the way a baseball moves on artificial turf. In general, the rate of singles goes down on turf about 3.9% while the rates of doubles and triples go sharply up, 13% and 36%, respectively. Double plays tend to happen more often when playing on artificial turf.
blecker
December 08, 2015 at 02:19AM View BBCode
The real question is are some skills likely to be linked (from draft generation)to other skills. Even if speed is not a factor on defense could range and speed be linked to some extent in the initial creation of the players. Do players with good speed have tendency to have higher range.
Frunobulax
December 08, 2015 at 10:48AM View BBCode
The real question is how you should model the park depending on your players. And we're talking about Sim Dynasty here, not real life.
Offensively, power hitters will give you more doubles, triples and home runs in any park.
Contact hitters will hit a lot of singles and get on base in any park.
The amount of runs generated by contact hitters will not vary a lot by changing the dimensions, since a walk remains a walk and a single remains a single. The amount of runs created by power hitters will drop, as described in the docs cited by skycoyote. So, if you have a lot of power you'll fare better with a smaller park, if you have contact hitters then switch to a huge park will benefit you.
Defensively, you've got to consider pitching and defense.
High-velocity pitchers will allow more walks and hits, but less doubles, triples and home runs.
High-control pitchers will allow more extra base hits, but less hits and walks overall.
So if you have high-velocity pitchers you are better off in a small park. With high-control pitchers you are better off in a big park.
However, I don't know what to make with the defensive attributes of the position players. Speed is not a factor, got that. One would assume that high range players can cover more ground, so a small park would be better if you have a range-deficient team. But I'm not sure if that is the case in SimD.
.f
Mongrel
December 08, 2015 at 03:08PM View BBCode
Originally posted by blecker
The real question is are some skills likely to be linked (from draft generation)to other skills. Even if speed is not a factor on defense could range and speed be linked to some extent in the initial creation of the players. Do players with good speed have tendency to have higher range.
I don't think there's anything like that happening in player creation. It is possible there is a link between R/L Contact and Power. There's no reason to think Range and Speed would be linked.
We as owners however select who we draft, develop and ultimately play. Many of us love speed, most of us at least want speed. Personally I always want red-letter speed, so through selection it's going to turn out that most of my players have good speed, regardless of their other scores.
Mongrel
December 08, 2015 at 03:40PM View BBCode
Originally posted by Frunobulax
The real question is how you should model the park depending on your players. And we're talking about Sim Dynasty here, not real life.
Offensively, power hitters will give you more doubles, triples and home runs in any park.
Contact hitters will hit a lot of singles and get on base in any park.
The amount of runs generated by contact hitters will not vary a lot by changing the dimensions, since a walk remains a walk and a single remains a single. The amount of runs created by power hitters will drop, as described in the docs cited by skycoyote. So, if you have a lot of power you'll fare better with a smaller park, if you have contact hitters then switch to a huge park will benefit you.
Defensively, you've got to consider pitching and defense.
High-velocity pitchers will allow more walks and hits, but less doubles, triples and home runs.
High-control pitchers will allow more extra base hits, but less hits and walks overall.
So if you have high-velocity pitchers you are better off in a small park. With high-control pitchers you are better off in a big park.
However, I don't know what to make with the defensive attributes of the position players. Speed is not a factor, got that. One would assume that high range players can cover more ground, so a small park would be better if you have a range-deficient team. But I'm not sure if that is the case in SimD.
.f
I think your batting or pitching shouldn't be really a large part of the decision, I know the general belief is that small parks are 'hitter-friendly' and large parks are 'pitcher-friendly', but if you look at stadium lists in any given year you will see there's not the strongest correlation between park size and park factor.
I'd say your defense should probably be the biggest factor. Larger parks will score more against weak defense. We have to assume range what determines outfielder speed, how fast they cover ground. The larger the outfield, the more ground they have to cover.
Same with turf, the infield is faster, so ground-balls move faster, meaning more grounders that may be outs make it into the outfield for singles or doubles. Again a weaker defense is going to give up more runs on turf.
As far as pitching, I'm not sure I agree at all with what you are saying. There is no such thing as Fly ball or Ground ball pitching in the game, but Power pitchers get more K's meaning they probably won't be hurt as much by the shorter fences in a small park, but they still will see more balls go over the wall compared to a large park.
As for contact pitchers giving up more XBH, I don't know where you are getting that at all.
WillyD
December 08, 2015 at 04:48PM View BBCode
Originally posted by Mongrel
I think your batting or pitching shouldn't be really a large part of the decision, I know the general belief is that small parks are 'hitter-friendly' and large parks are 'pitcher-friendly', but if you look at stadium lists in any given year you will see there's not the strongest correlation between park size and park factor.
I'd say your defense should probably be the biggest factor. Larger parks will score more against weak defense. We have to assume range what determines outfielder speed, how fast they cover ground. The larger the outfield, the more ground they have to cover.
Same with turf, the infield is faster, so ground-balls move faster, meaning more grounders that may be outs make it into the outfield for singles or doubles. Again a weaker defense is going to give up more runs on turf.
There are some incorrect assumptions by Mongrel. I'll detail below:
1. Smaller parks do help run production. They increase home runs significantly! 80% of all homeruns are pulled, so if your walls are short in RF, and you have a bunch of A+ power hitters who bat left-handed, or switch hit, you'll score more runs. Conversely, if you have a bunch of right-handed pitchers, that short wall if RF will be an issue for them.
(Park factor is a pretty worthless measurement since the quality of pitching and hitting for the home team are the biggest factors in this formula.)
2. High range players don't really cover more ground in SimD. They make more plays on playable balls. Park size increases doubles and triples off existing hits due to the distance to the wall, or height of the wall. The sim isn't able to duplicate the effects of a bigger park causing more hits to fall in between OFers.
Mongrel
December 08, 2015 at 09:06PM View BBCode
Originally posted by WillyD
80% of all homeruns are pulled
Funny, every single time I've read a game log it has never once told me where the home run was hit. I'd be interested to know where you get that figure from.
Regardless, I never said anything to the contrary on your points about home runs.
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