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Old 05-24-2010, 05:46 PM   #61
Nutlaw
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I don't want to sound like a complete noob here, but when you say 0/67/22/11 what is that exactly?
AI player evaluation settings, weighted by four categories: ratings/stats in current year/stats last year/stats two years ago.
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Old 05-24-2010, 07:21 PM   #62
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I don't want to sound like a complete noob here
Too late!
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Old 05-24-2010, 09:30 PM   #63
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I tend to play at 50,000 feet and I like to play quickly and so, having stars and ratings makes it easier to play quickly when you're trying to bulk seasons together. But this model might make things more interesting, since I do feel like stats get glossed over a great deal when I don't have to rely on them as much as say, ratings. Interesting thought.
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Old 05-24-2010, 10:49 PM   #64
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I want to try this, but I do have concerns over the 0/67/22/11 AI evaluation numbers. If, say, a player begins the season ala David Ortiz, but he has been stellar the last season or 2, what does the computer tend to do?

Is that 22% and possibly 11% eval points, enough for the computer to evaluate that this player warrants some kind of chance to get himself going? I really don't want to see the computer canning star player they have because of a really slow start to the season.
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Old 05-25-2010, 08:32 AM   #65
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I want to try this, but I do have concerns over the 0/67/22/11 AI evaluation numbers. If, say, a player begins the season ala David Ortiz, but he has been stellar the last season or 2, what does the computer tend to do?

Is that 22% and possibly 11% eval points, enough for the computer to evaluate that this player warrants some kind of chance to get himself going? I really don't want to see the computer canning star player they have because of a really slow start to the season.
After reading this thread, I am converting to stats only.

However, I share the same concern as dagmar here.
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Old 05-25-2010, 11:17 AM   #66
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Then go 0/34/33/33. However, historically a lot of players have been traded while in prolonged slumps who later rebounded for their new teams. Second, how do you know if another team's player is in a slump or just took a big ratings hit?

Stats only is all about having to make your best guess.
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Old 05-25-2010, 11:36 AM   #67
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I advocate 0/67/22/11 because it works well for me. I like seeing AI GM's value the hot hand and bench, demote, trade, or even release non-performers because I've seen that happen over the years in the MLB.

But those numbers are neither sacred nor magic. I urge people trying stats only to try them out and see if they like them, but everyone should look for the numbers that suit them and their style of play best. I really strongly advocate that if you are going stats only that you always make the first number 0 so you really are going stats only, but outside of that do whatever works best for you.

It's your game. Play it your way,
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Old 05-25-2010, 12:38 PM   #68
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Ok, so I think I get it. By making the first number 0, you're telling the AI to only look at stats and not ratings?

What is the default system used, does anyone know?

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Old 05-25-2010, 01:14 PM   #69
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MD,

Would you mind posting all the settings you are currently using? I, and I am sure others would like to give it a shot.

Thanks!
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Old 05-25-2010, 02:39 PM   #70
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Would you mind posting all the settings you are currently using? I, and I am sure others would like to give it a shot.
These are the settings from the league I am playing of late:

Three levels of minors, ghost players on, injuries set low, financials off, scouts on, coaches on, morale off, hidden players off, suspensions on, personality off, rating weights 0% stats, 67% current year, 22% previous year, 11% two years ago, actual and potential stats off, trade set to very hard, heavily favor prospects, and high frequency.

I play each of my team's games out. No sound. No ball flight. I use the widget screen, which I have customized to suit myself.
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If you're playing pre-1947 American baseball, then the All-American Mod (a namefiles/ethnicites/nation/cities file pack) is for you.

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MD has disciples.
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Old 05-25-2010, 02:40 PM   #71
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Ok, so I think I get it. By making the first number 0, you're telling the AI to only look at stats and not ratings?
I'm sure doing my best to try and tell it that.
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MD has disciples.
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Old 05-25-2010, 03:43 PM   #72
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Fascinating thread MD.I'm curious as to how you approach trading in your league set-up,because the AI trading seems very easy to exploit even on very hard.
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Old 05-25-2010, 04:29 PM   #73
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Fascinating thread MD.I'm curious as to how you approach trading in your league set-up,because the AI trading seems very easy to exploit even on very hard.
Try it on stats only and see how easy it is to exploit. Remember that you have no idea what you are actually going to be getting - a legitimate .300 hitter and a .260 hitter who is hitting .300 this season as a fluke both look the same in stats only.
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If you're playing pre-1947 American baseball, then the All-American Mod (a namefiles/ethnicites/nation/cities file pack) is for you.

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MD has disciples.
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Old 05-25-2010, 06:30 PM   #74
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Some more questions about playing stats only:

How do you ensure fielding doesn't get overlooked? It seems to me that fielding is one area where ratings might be more similar to the way that real life managers make decisions.

And also what about the AI. Is there a way to turn ratings off for the human player but have the AI know everyone's rating? Or turn on scouts but give the AI perfect knowledge and force to human to rely on scouts?
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Old 05-26-2010, 01:58 AM   #75
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Originally Posted by Malleus Dei View Post
These are the settings from the league I am playing of late:

Three levels of minors, ghost players on, injuries set low, financials off, scouts on, coaches on, morale off, hidden players off, suspensions on, personality off, rating weights 0% stats, 67% current year, 22% previous year, 11% two years ago, actual and potential stats off, trade set to very hard, heavily favor prospects, and high frequency.

I play each of my team's games out. No sound. No ball flight. I use the widget screen, which I have customized to suit myself.
MD,

How would you set the other ratings? (Pitcher's stamina, defensive ratings etc)
Do you turn it off as well?
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Old 05-26-2010, 12:54 PM   #76
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No, I don't. But you can!

Seriously, guys, you all have the game and you've read plenty of testimony about stats only, so give it a try! And remember, no editor and no peeking!

It's your game, so play stats only the way *you* like it.
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If you're playing pre-1947 American baseball, then the All-American Mod (a namefiles/ethnicites/nation/cities file pack) is for you.

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MD has disciples.
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Old 05-26-2010, 02:23 PM   #77
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How do you play?

How much fun are you having? (I'm having a ton!)

What settings do you use?

What problems do you have?

What should we suggest to Markus that would make make stats-only play better in OOTP 12?
I play with no ratings visible, but I do have scouting turned off, so the word-based evals are (theoretically) perfect. I have experimented with actual scouting but it always turned me off. Truthfully, I suspect that in real life, scouts are sufficiently good so as to be comparable to the imprecision of the word-evals, with perfect scouting. When it says "he could hit 350/410/650", what does that even mean? I mean, sure, that's his peak, and it's clear he's amazing, but what does that mean season to season - 370/550? 360/580? The stats will give you more info. So I play with no ratings visible, but with scouting on perfect.

I play with the AI scouting at 60/21/14/5 - the computer isn't very good at evaluating stats in context, and since I can see perfect scouting, why can't it? This seems to work pretty well, with just enough play for big years.

I play with only AAA level, but I have the league begin January 1st, and play around 200 games. This gives a lot more information to evaluate prospects with, and also standardizes statistical correlation between the minors and the majors.

My biggest problems are evaluating positional fielding and speed in-game. There's no way to get that besides clicking on the player and going into his stats, or just glancing at the SB totals in the lineup. The other problem is learning just what scouts mean. I've found players where the eval is "will struggle to have an ML career", contact is "a below average contact hitter" and power is "incredible power to all fields." This guy is a 230/300/450 hitter, which certainly has its uses (given platooning), but had i just glanced at the overall eval, I wouldn't have seen that. So you have to learn just what to glean from them.

Suggestions? This is overly ambitious, but I would love a 'stat-only' mode that exists in global options. What it would do is to, besides turning all ratings off, adjust the ratings screen. Instead of it just being blank (since we have ratings off), why not have contact read as their batting average over the last three years (weighted more recently), gap as their iso from 2b/3b, power as their HR iso, and eye as their obp-avg from the same time. The same could be done for splits (my god that would be sexy.) For positional defense, the adjusted ZR for those positions over the prior 3 years (unweighted), prorated to 1000 innings or some such. For speed, the sb/cs numbers over the past 3 years. And then in game screens, this information could be displayed instead of blank spaces where ratings should be.

Like I said, it's ambitious, but I would freaking love that option.
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Old 05-26-2010, 04:38 PM   #78
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It's your game. Play it your way,
That could be OOTP's slogan. It really is amazing just how configurable this game is.
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Old 05-26-2010, 05:31 PM   #79
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That could be OOTP's slogan. It really is amazing just how configurable this game is.
Yeah. Maybe I should trademark it or something.
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If you're playing pre-1947 American baseball, then the All-American Mod (a namefiles/ethnicites/nation/cities file pack) is for you.

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MD has disciples.
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Old 05-27-2010, 06:01 PM   #80
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So putting the ai evaluation to 0 makes the ai evaluate talent by stats only? It can't see ratings either? What effect does this have on the game?
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