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Old 05-22-2022, 06:09 PM   #1
pgjocki
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Strategy if Tied Games Enabled

Has anyone done any testing to see what strategies need to be tweaked if you sim only and you have enabled ties instead of going to extra innings?

Does anyone know if the game rewards teams with the most wins or teams with the least number of losses? For example, is it more advantageous to play for the TIE and not lose rather than going for the win?

Does this change bullpen set up and aggression for late game tactics?
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Old 05-22-2022, 07:29 PM   #2
venflaalachi
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Based on what I've seen, the standings only take into account the W/L, ignoring the games that ended in ties. So a team that goes 60-40-20 will have a .600 winning percentage, while a team that goes 65-45-10 will have a .59% percentage. In the standings, the 60 win team would be above the 65 win team.
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Old 05-22-2022, 07:47 PM   #3
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So just win one game and tie 161... it's genius
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Old 05-23-2022, 10:37 AM   #4
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Hopefully in the future they could add ties to the standings. Also it would be interesting to be able to implement a hockey or soccer style points system.
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Old 05-23-2022, 11:26 AM   #5
BarneyRubble
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Games ended in a tie basically don't count?

So if your team plays above .500, ties don't hurt your winning pct and if you play below .500, ties don't help your winning pct? Something doesn't seem quite right about that. The NFL treated ties that way until they came to their senses.
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Old 05-24-2022, 06:20 AM   #6
Dutch Alexander
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Ties should simply count as half wins. Winning percentage would then be: (Wins + (Ties / 2)) / Games Played.
That is the logical way to handle it IMO. Standing should show Wins - Losses - Ties - Win%. Teams should be ranked based on Win%.
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Old 05-25-2022, 09:03 PM   #7
joefromchicago
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Quote:
Originally Posted by BarneyRubble View Post
Games ended in a tie basically don't count?

So if your team plays above .500, ties don't hurt your winning pct and if you play below .500, ties don't help your winning pct? Something doesn't seem quite right about that. The NFL treated ties that way until they came to their senses.
On the contrary, the way that MLB handles ties makes perfect sense. That's because, under normal circumstances, tied games are replayed. A team, therefore, could end up playing more than the maximum number of games in a season because it had to replay ties. For instance, in 1989, the Cardinals ended the season with a record of 86-76-2. The Cards, in other words, played 164 games, but only 162 of them counted in the standings. That's because two games ended in ties and had to be replayed from the beginning. And it wouldn't be fair if a team moved up or down in the standings just because it played more games (e.g. in 1989 the Cards, who finished third in the NL East, would have tied for second if the league used a points system).

The NFL handles ties differently because the NFL doesn't replay tied games. So that's the reason why the NFL counts ties like half-wins and why MLB treats them like they're nothing at all.

The real problem here is that OOTP handles ties the way that the Japanese and Korean leagues handle ties, not the way MLB handles them. The Japanese and Korean leagues, as far as I'm aware, don't replay ties except in the post-season. So if you're playing OOTP and allow ties in your MLB game, you should be aware that you're not handling tied games the way that MLB does unless you manually schedule replays of those tied games.
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Old 05-25-2022, 11:13 PM   #8
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This problem, to the extent you think is a problem, will be reduced if you push out the number of innings played before the tie. I forget the exact numbers but whem they announced the Manfred Runner rule the stats showed almost no games went past 13, maybe one per team per season on average. So 10-20 ties will only be a problem if you want them to be.
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Old 05-26-2022, 12:16 PM   #9
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This problem, to the extent you think is a problem, will be reduced if you push out the number of innings played before the tie. I forget the exact numbers but whem they announced the Manfred Runner rule the stats showed almost no games went past 13, maybe one per team per season on average. So 10-20 ties will only be a problem if you want them to be.
I intentionally set them at 9 innings for my current fictional league to see roughly how many games would be tied. At the moment (I'm in early June in the game) the most any team has is 8 (two teams are 31-17-8). The least is 1 (my team and one other).
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Old 05-26-2022, 01:02 PM   #10
BarneyRubble
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Originally Posted by joefromchicago View Post
On the contrary, the way that MLB handles ties makes perfect sense. That's because, under normal circumstances, tied games are replayed. A team, therefore, could end up playing more than the maximum number of games in a season because it had to replay ties. For instance, in 1989, the Cardinals ended the season with a record of 86-76-2. The Cards, in other words, played 164 games, but only 162 of them counted in the standings. That's because two games ended in ties and had to be replayed from the beginning. And it wouldn't be fair if a team moved up or down in the standings just because it played more games (e.g. in 1989 the Cards, who finished third in the NL East, would have tied for second if the league used a points system).

The NFL handles ties differently because the NFL doesn't replay tied games. So that's the reason why the NFL counts ties like half-wins and why MLB treats them like they're nothing at all.

The real problem here is that OOTP handles ties the way that the Japanese and Korean leagues handle ties, not the way MLB handles them. The Japanese and Korean leagues, as far as I'm aware, don't replay ties except in the post-season. So if you're playing OOTP and allow ties in your MLB game, you should be aware that you're not handling tied games the way that MLB does unless you manually schedule replays of those tied games.
I had no clue MLB had a tie rule and the games have to be replayed. Good information, so OOTP is the issue.
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Old 05-27-2022, 10:44 AM   #11
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So I may have missed the announcement (so I'm not looking to blame OOTP) but where is the definitive source for how OOTP is handling ties?

This new feature can lead to questions and frustration and that isn't good from a customer experience. Now from a strategy perspective it opens doors for tweaking the roster, roles for defensive substitutes, etc which is exciting and something I will continue testing and hopefully the community will chime in with suggestions.

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