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Old 02-07-2010, 02:32 PM   #201
codyg19
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Originally Posted by Nihilianth View Post
That's aready in the game though.
Where is it? I don't see it in the above screenshot I posted.
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Old 02-07-2010, 03:02 PM   #202
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Also, UZR and UZR/150 can only be calculated using locations of where balls are hit. The field is divided into several wedges (imagine homeplate as the center of a big pie). Each position is assigned 'zones' based on ground balls, line drives, and fly balls. The stat measures how efficient players are at turning balls hit into their zones into outs.
AH! I see! That would be an awesome stat to have! You're right. Much better than "range," and quite frankly, makes "Range" seem totally obsolete. I've tried using range as a statistical way of determining my best fielder when I have ratings turned off. But I always found it useless, and instead rely on fielding%.

one other thing about fielding in OOTP. Again, it has to do with "Rage"

Does the game determine whether a SS with greater "range" than another fielder, even if they have the same fielding % rate, ever come into play when the game generates whether it will be an out? That is say, anytime a ball is hit towards SS, and given two SS with the exact same rating at SS, but one has a greater Range rating than another, will the person with the greater range ACTUALLY end up fielding more plays hit to him?
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Old 02-07-2010, 03:03 PM   #203
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Originally Posted by codyg19 View Post
Where is it? I don't see it in the above screenshot I posted.
Well, that screenshot is what I was thinking. I was thinking of the customizable filters. You can customize which stats are displayed in any of the team lineup pages.
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Old 02-07-2010, 03:58 PM   #204
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So, is BABIP already in the game or not. You said it was, but I didn't see it in the customizable stat screen.
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Old 02-07-2010, 04:00 PM   #205
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Originally Posted by Markus Heinsohn View Post
- Recoded fielding engine, making defense more realistic while introducing new fielding stats like Zone Rating, Individual Fielding Efficiency and Team Defence Efficiency.
I'm assuming that 'Zone Rating' refers to UZR, or at least something similar.
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Old 02-07-2010, 04:04 PM   #206
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Originally Posted by codyg19 View Post
Yes.
Turn your sarcasm meter on. Thanks, however, to you from those that didn't know the information you provided.
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Old 02-07-2010, 04:07 PM   #207
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Originally Posted by codyg19 View Post
Also, UZR and UZR/150 can only be calculated using locations of where balls are hit. The field is divided into several wedges (imagine homeplate as the center of a big pie). Each position is assigned 'zones' based on ground balls, line drives, and fly balls. The stat measures how efficient players are at turning balls hit into their zones into outs.
The zone rating in OOTP works basically the same as UZR, the result is the number of runs saved/lost on defense per player, but I do not call it UZR because calculations are altered to fit the game engine. A ZR/150 could be added too...
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Old 02-07-2010, 04:12 PM   #208
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And WAR?
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Old 02-07-2010, 04:13 PM   #209
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Originally Posted by codyg19 View Post
So, is BABIP already in the game or not. You said it was, but I didn't see it in the customizable stat screen.
Yeah, it is. Go to the "team stats" tab at the top right.

First, go to your team homepage. Then hit the team stats page at top right. It's there, and you can select "pitchers" and it should list the BABIP for each. I also think it's somewhere on each player page.

They also have the Team's BABIP listed as well.
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Old 02-07-2010, 04:43 PM   #210
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And WAR?
What is it good for?
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Old 02-07-2010, 04:51 PM   #211
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And WAR?
Yeah - if there's going to be an UZR or equivalent, there should be WAR in the game too.
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Old 02-07-2010, 04:51 PM   #212
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What is it good for?
Absolutely everything.
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Old 02-07-2010, 04:54 PM   #213
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What is it good for?
Absolutely nothing, say it again.

Thanks, I fixed my sarcasm meter. I was really surprised you weren't aware that you could customize views. Now I see why. Sorry about that.
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Old 02-07-2010, 04:55 PM   #214
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Yeah - if there's going to be an UZR or equivalent, there should be WAR in the game too.
What about alliances? I wanna be able to make alliances!
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Old 02-07-2010, 05:05 PM   #215
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pleasepleasepleasepleasepleasepleasePLEASE

give us a way to calculate WAR. PLEASE.
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Old 02-07-2010, 05:21 PM   #216
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pleasepleasepleasepleasepleasepleasePLEASE

give us a way to calculate WAR. PLEASE.
If there's a +/- score for fielding runs saved, you can get WAR by adding the +/- to VORP. Not saying that it wouldn't be nice to have the game put it together for us, but if it doesn't, all we have to do is put the two together.

I'm still skeptical that the fielding runs saved will be "fake" because of the order of events in the game engine. Sure, it's nice for game play and better than the defensive stats that exist currently in the game, but I don't think it reflects what really happens in the game engine. The game will likely take defenders' fielding ratings and assign balls to fielders after the determination of a result of a ball in play. This is illogical and not an ideal simulation of a plate appearance, which should take in to account the skills of individual fielders on a ball in play rather than the cumulative effect of the entire defensive setup.
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Old 02-07-2010, 05:31 PM   #217
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If there's a +/- score for fielding runs saved, you can get WAR by adding the +/- to VORP. Not saying that it wouldn't be nice to have the game put it together for us, but if it doesn't, all we have to do is put the two together.

I'm still skeptical that the fielding runs saved will be "fake" because of the order of events in the game engine. Sure, it's nice for game play and better than the defensive stats that exist currently in the game, but I don't think it reflects what really happens in the game engine. The game will likely take defenders' fielding ratings and assign balls to fielders after the determination of a result of a ball in play. This is illogical and not an ideal simulation of a plate appearance, which should take in to account the skills of individual fielders on a ball in play rather than the cumulative effect of the entire defensive setup.
Even if the steps are not logical, it doesn't mean the results won't be believable or meaningful. Even if it decides after the fact that a good fielder stole a hit or a bad fielder turned an out to a hit, it is better than nothing and a players range will probably become more meaningful (I hope).
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Old 02-07-2010, 06:01 PM   #218
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Even if the steps are not logical, it doesn't mean the results won't be believable or meaningful. Even if it decides after the fact that a good fielder stole a hit or a bad fielder turned an out to a hit, it is better than nothing and a players range will probably become more meaningful (I hope).
I think the results will be, on the whole, believable. The game has historically put a premium on realistic stats output, so this probably won't be any different.

My main beef is that the engine has, up to this point, used the whole defensive setup to determine outcomes of balls in play. This does not allow the player to take advantage of roster strategies such as concentrating on a great defensive outfield for a flyball staff or great infield defense for a groundball-leaning staff. Other nuanced details such as assigning a "Spray" righty or "Pull" lefty to hit #2 behind the high OBP leadoff hitter are rendered irrelevant because the field location results of the balls in play don't actually factor in to the play's outcome. Whether assigning zones to balls after the engine has decided whether it's a hit or out based on the entire defensive alignment is "meaningful" is up to the individual player. I suspect that the fielding stats won't add a huge amount of information to what we can get in fielding ratings, since the results are based off the ratings and not unique batting events. This aids the player who plays with large scouting error or no ratings, but not the player who has relatively accurate scouting or scouts off. I should add that the new stats won't be completely devoid of value (we will get an indication of the value of fielding relative to hitting), but the system could be revamped and result in a more realistic simulation.
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Old 02-07-2010, 06:20 PM   #219
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Originally Posted by Qwerty75 View Post
I think the results will be, on the whole, believable. The game has historically put a premium on realistic stats output, so this probably won't be any different.

My main beef is that the engine has, up to this point, used the whole defensive setup to determine outcomes of balls in play. This does not allow the player to take advantage of roster strategies such as concentrating on a great defensive outfield for a flyball staff or great infield defense for a groundball-leaning staff. Other nuanced details such as assigning a "Spray" righty or "Pull" lefty to hit #2 behind the high OBP leadoff hitter are rendered irrelevant because the field location results of the balls in play don't actually factor in to the play's outcome. Whether assigning zones to balls after the engine has decided whether it's a hit or out based on the entire defensive alignment is "meaningful" is up to the individual player. I suspect that the fielding stats won't add any information to what we can get in fielding ratings, since the results are based off the ratings and not unique batting events. This aids the player who plays with large scouting error or no ratings, but not the player who has relatively accurate scouting or scouts off. I should add that it's not completely devoid of value (we will get an indication of the value of fielding relative to hitting), but the system could be revamped and result in a more realistic simulation.
Did you used to be a beta tester? You seem to have some knowledge of some of the internals.
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Old 02-07-2010, 06:24 PM   #220
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The reason why controlling baserunners is not possible (apart from the fact that it would be unrealistic since as a manager you have no control during the play) is that the game screen itself has no connection to the game engine. The way the GUI system works it is technically impossible to have user input while the engine unfolds the play and generates the play-by-play... but maybe I'll find a way around this eventually
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OK. I did it. You now can control baserunners in situations where it makes sense This is optional of course...
You are something else, Markus!

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