May 23, 2015 at 03:23PM View BBCode
(i mean, obviously, there are singles to left field where even a great arm is not going to stop the runner going to third. but out of 65 times, there have to be more than just a few singles that are just routine jobs that go right to the left fielder on a bounce, or ground balls through the infield, whatever, that are totally routine plays, easy pickups by the left fielder and only the most foolish baserunner is going to try for third. 62 of 65? IMPOSSIBLE. forget it, it can't have ever happened.)May 23, 2015 at 04:24PM View BBCode
This data also suggests - LOL - that SimBatters intentionally swing late in hopes of hitting to RF when a weak-armed OF mans the position.May 23, 2015 at 05:04PM View BBCode
So we need to find out where in the arm grade, runners start being more cautious. I'd love to see the difference between C or C+, and B- or B.May 23, 2015 at 05:30PM View BBCode
well, the code doesn't work with b's and c's, it works with numbers, obviously. is the difference in caution much against 56 arm or 57? (or whever the border is between c and c+ okay? i don't feel like looking at my number league and finding it, the numbers are just frankly boring). the (obvious) answer is, the difference in caution is infinitessimally small against 56 and 57, but obviously larger than against, say, 46 and 57 (or any two other numbers that are further apart than one, and the difference in caution should grow as that difference grow larger. obviously.)May 23, 2015 at 05:38PM View BBCode
I have always played the skills like an MLB manager would and have been fairly successful doing so, the game isn't that complicated and many seem to overthink things here.May 23, 2015 at 05:43PM View BBCode
The numbers of runners in the sim going from 1st to 3rd are much higher than in MLB, in MLB it's been a pretty consistent rate of roughly 31% of base runners advancing from 1st to 3rd on a single for the past decade, while it appears from the limited data here that the sim is well over 50% and when stretching first came out Admin put the sim number at 61%.May 23, 2015 at 05:46PM View BBCode
Tim, we don't really now how the stretching works. There's a massive difference between A and C, so I'm interested in seeing if B is in the middle, or if there's a non-linear progression. Because baserunnng is similar to stealing in the way it's set-up, there could be a substantial difference when getting up to the next letter grade.May 23, 2015 at 06:46PM View BBCode
i didn't dispute any of that. i was simply pointing out the difference, or not pointing it out, it so obvious, it more like reminding you. the difference between c- and c can be one point, or how many points? eight? its a big difference. i don't have to know how the stretching works to know one point has to be more signifcant than eight. the stretching is no different than any other part of the code. all of it runs on the numbers that stand behind the letters. that was all i was saying. all i know, for sure, about the stretching/baserunning/throwing is, it should be fixed. because it is obviously messed up. its results (that were presented here) are so far out of the pale, it preposterous. whether the progression is linear or non linear? is beside the point. you can't have those results from any part of the curve, however its shaped. because those results are un-possible in real life. i suspect, to bring it into line with real life, some adjustment would have to be made to account for the massive over abundance of speed in simulated players. not saying that all of the problem, or even the majority of it. but it is an area where the simulation and real life far apart. you have simulated teams with the whole starting lineup at a- or above (my team is one a- and the rest a or a+). THE WHOLE STARTING LINEUP. this...........has............never.........happened..........in...........real.........baseball. there are not that many fast human beings that choose to play baseball. they don't exist. they never have. they never will.May 23, 2015 at 07:47PM View BBCode
I agree with everything you said, I'm just wondering if the baserunner's decision to advance to 3rd is based on the letter grade of the OFer. It seems like it could be.May 24, 2015 at 01:53AM View BBCode
Let's start a push for swapping out Speed with Health as far as code advancements go. It seems to me that players - outside of perhaps teens into their very early 20s - are not going to get much faster, if any at all. While a player *can* do something about their Health in terms of conditioning, healthier eating, etc.May 24, 2015 at 03:23AM View BBCode
Although speed doesn't improve that much, you can make yourself faster thru training. Where a player can really grow is base running ability. That is definitely a part of the speed rating in SimD. But overall, there are too many high end red letter runners. Lessen that, and we can bring down the catcher arms too. Be nice to let the high A+ runners steal bases they way they should.May 24, 2015 at 10:05AM View BBCode
i would really love to see health be variable in both directions from season to season, but if we're talking wishful thinking, I'd like to see a Baserunning skill injected to the game that gets bundled with Speed for development purposes. Then a player who's good at both is an excellent base-stealer, but a player who's merely fast but not a great baserunner will get caught more; a high-Baserunning low-Speed guy will take an extra base on singles and rarely be doubled up, but less likely to score on a sac fly; additionally, Speed could then be factored into defense, high-Speed/high Range would make a great OF, low-Speed high-Range is an excellent IF. This would obviously coexist with extra batting skill (Discipline) so that Contact can work in two directions, and an extra pitching skill (Stuff) that works with both Control and Velocity, to create more variations of players. That game will probably be created by someone who visits this site instead of someone who runs this site.May 24, 2015 at 08:12PM View BBCode
I did some additional tallies for my Player B, who as a reminder has a "C" arm and started 149 games in LF.May 24, 2015 at 08:38PM View BBCode
where else could you put them?May 24, 2015 at 09:27PM View BBCode
It's as tedious as you are imagining. You have to go through every game's play-by-play and keep track of which player is in the field and whether or not there are base runners.May 25, 2015 at 02:27AM View BBCode
Originally posted by loonatic
I'm questioning whether you can just hide players with terrible defensive attributes in the corner outfield positions.
May 25, 2015 at 06:51AM View BBCode
This thread has completely changed the way I think about OF defense. Mission accomplished. My work here is through.May 25, 2015 at 12:58PM View BBCode
Originally posted by paulcaraccio
where else could you put them?
May 25, 2015 at 02:00PM View BBCode
I'm currently working on compiling stretching stats for 3 OFers with B arms. Initial data shows a B arm makes baserunners avoid stretching at times on both singles and doubles. So there is a difference from C to B.May 25, 2015 at 06:56PM View BBCode
before we all start mass-transferring our noodle arms to the infield, has anyone tried one of those dudez there before? anyone have any data on an A+/C type playing 2B/SS/3B? Is it possible they're giving up scores of infield singles, failing to turn DPs, and piling up throwing errors, which are twice as bad as fielding errors (in the infield). If a T-Rex in the outfield costs us 45 bases a year, how do we know that's pricier than what would happen in the infield?May 25, 2015 at 08:29PM View BBCode
Originally posted by paulcaraccio
If a T-Rex in the outfield costs us 45 bases a year, how do we know that's pricier than what would happen in the infield?
May 25, 2015 at 08:56PM View BBCode
Originally posted by paulcaraccio
before we all start mass-transferring our noodle arms to the infield, has anyone tried one of those dudez there before? anyone have any data on an A+/C type playing 2B/SS/3B? Is it possible they're giving up scores of infield singles, failing to turn DPs, and piling up throwing errors, which are twice as bad as fielding errors (in the infield). If a T-Rex in the outfield costs us 45 bases a year, how do we know that's pricier than what would happen in the infield?
May 28, 2015 at 11:29AM View BBCode
You are going to have to account for the speed of the runners. My b arm cf can hold the runner to second base if the speed is b or even b plus. But not a minus or whatever. Not ever. It's a totally free base.May 28, 2015 at 12:53PM View BBCode
(what i suspect, and the earlier numbers we saw kind of bear it out, is that the decision to stretch is being determined on a very simple basis, that is a comparison of the outfielder's arm and the runner' speed. when the speed outweighs the arm, the result is the base is taken in almost every instance. when the arm outweighs the speed, there is no advancement. when the two are close, there is an occasional throwout. thus we see the big arms getting eight, nine or more assists during a season.)