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Old 11-24-2014, 11:48 AM   #3
FourSixThree
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Join Date: Nov 2014
Location: Pennsylvania
Posts: 17
Quote:
Originally Posted by Bluenoser View Post
That's what personality ratings are for. How would you measure this? Is it done irl?
I think it's most definitely accounted for in real life. Look at Milton Bradley's history as a clubhouse cancer and compare it to a guy like Torii Hunter who has always been considered a good teammate. I think it would have to also incorporate a "Team Morale" rating. This would be different than "Chemistry" which I don't believe exists. I think morale is real though as we've seen players in real life speak out against managers/ownership, especially when it comes to demanding trades because they're not happy with the way a team is being run or built.


Quote:
Originally Posted by Bluenoser View Post
How do you measure clutch to apply a rating? It doesn't exist irl, so how would you propose to add it to the game?
This would simply be a tool for managers and it would really only apply to simulations. I've read a lot about proving or disproving "clutch". There are some arguments I agree with and some that I don't. I'm not saying that some players perform better in pressure situations, but I do think some players perform worse. The most celebrated argument claims that you can't use past performances to predict how a player will perform in the future given similar circumstances. I'm not sure I agree with this because all other aspects of baseball refute this argument. If Player X has a history of hammering left-handed pitchers, don't managers use this to predict how well said player might perform against a southpaw? If Player Y has performed exceptionally well against Pitcher Z in past matchups, won't a manager be more likely to use this player in a tough situation against this pitcher? I think a "clutch" rating could work similarly in this respect. If Player Z has historically performed well late in the game/in close games/in tied games/etc, perhaps this player's "clutch" rating would be a tic or two higher than a player who hasn't done as well. During a simulation, the computer controlled manager would then be more inclined to call on that player.
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