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Old 09-17-2013, 03:33 PM   #1
Scruff
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Error ratings

I'm curious, does anyone know if the error rating in OOTP14 is based on errors per inning/game, or errors per chance?

This would make a big difference for some custom ratings I'm doing. I've seen different games calculate this differently, using both of the above methods, so it would be great to know how OOTP does it.

Thanks for any help.
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Old 09-17-2013, 09:34 PM   #2
Déjà Bru
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Quote:
Originally Posted by Scruff View Post
I'm curious, does anyone know if the error rating in OOTP14 is based on errors per inning/game, or errors per chance?

This would make a big difference for some custom ratings I'm doing. I've seen different games calculate this differently, using both of the above methods, so it would be great to know how OOTP does it.

Thanks for any help.
I'll take a shot at this and probably with disastrous results but what the heck.

Might you be mixing cause and effect in your thinking? Perhaps I am not understanding your question correctly, but I am wondering if you know that a player's error ratings are based on simple numeric values in his profile, as seen below. These numbers are randomly generated upon player creation and (after a bit of improvement that comes from playing experience) produce the infield/outfield error ratings that you see in a player's profile.

See the two screen prints below. This player is a catcher, so his infield/outfield error ratings are going to be low. On a scale of 1-250, 44 and 30 are pretty low. Hence the red bar error ratings in his profile.

Now, when I say "mixing cause and effect," I mean that errors per inning/game and errors per chance are by-products of the error ratings themselves over the course of game simulation. The ratings do not come from errors per inning/game or errors per chance.

This may be a fine point but it's important, I think. It's like this: If I put that catcher out in SS for a while, his errors per inning/game and errors per chance will be very high but I will have know this would happen already because the error ratings are predictors of those outcomes, not the results of those outcomes.

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Old 09-18-2013, 01:55 PM   #3
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And if instead OP is asking whether the Error rating determines errors/game or errors/chance, it has to be the latter; that is it should correlate with Fielding PCT. After all, if you put your catcher at SS (so someone who should be very error prone) and no balls are hit to him, it's going to be pretty hard for him to make an error.
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Old 09-19-2013, 02:03 PM   #4
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Thanks guys, injury log's interpretation was better, although the reason I asked is because it isn't as cut and dried as you make it sound. Deja Vu's response was still very good food for thought though.

In one game I've played, the player's error rating displayed in the game is basically the number of errors a player will make per 100 full games.

Example. League average 2B makes 15 errors per 100 games. A fielder with a 100 error rating at 2B will show a "15" as his error rating when you are playing the game, it's 100 when you look into the actual ratings in the engine. 200 would be shown as "30" when playing the game, 33 would show as "5" when playing.

So my guess is the engine determines if a player will make an error separate from whether or not he gets a chance.

Whereas in another game, the engine might first determine if a ball is hit at a fielder, then if so, a certain percentage of those plays would become errors, based on the fielder's error rating.

How the game does this is important when you are trying to turn stats into ratings. I was hoping someone would just 'know' how OOTP handles this, so I could make my custom ratings more accurate.
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Old 09-19-2013, 02:09 PM   #5
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To clarify a bit further, in the first scenario I would base the error rating off of a player's E/INN; in the second scenario it would be based off E/(PO+A). Either way I'd figure the league average first, then set the average player in the league to where he'd have a 5 on a 2-8 scale (which works out to 108 on the full OOTP scale). I'd scale up and down from there.

I would also adjust those raw numbers for things like the staff's pitchers' strikeouts, ground ball tendencies, etc.

Last edited by Scruff; 09-19-2013 at 02:10 PM.
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Old 09-24-2013, 12:39 PM   #6
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In my experiement, players almost never make error in OOTP14. I am playing NYP league(SA level) and the league fielding percentage is 0.998 after 812 games (58 games for each team). The field percentage for the worst team is 0.995 after 58 games so the error rating just doesn't matter in OOTP14
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Old 09-24-2013, 11:23 PM   #7
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In my experiement, players almost never make error in OOTP14. I am playing NYP league(SA level) and the league fielding percentage is 0.998 after 812 games (58 games for each team). The field percentage for the worst team is 0.995 after 58 games so the error rating just doesn't matter in OOTP14
Sounds like an issue with your settings. Go into Game Setup, choose the NYP league from the league dropdown, and check the league totals (stats modifiers) look right - I think you find them in the Strategy panel but I can't remember for sure. If you're using the MLB roster set, it was definitely the case that some of the minor league modifiers were set funny.
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Old 09-25-2013, 12:23 PM   #8
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Quote:
Originally Posted by Scruff View Post

Whereas in another game, the engine might first determine if a ball is hit at a fielder, then if so, a certain percentage of those plays would become errors, based on the fielder's error rating.
After playing OOTP a long time, I'm pretty darn sure that this is how the game handles it. Generating errors per game would be a really odd way to handle it and I can't imagine how OOTP's play by play engine would handle that way of generating them.
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Old 09-25-2013, 01:33 PM   #9
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Sounds like an issue with your settings. Go into Game Setup, choose the NYP league from the league dropdown, and check the league totals (stats modifiers) look right - I think you find them in the Strategy panel but I can't remember for sure. If you're using the MLB roster set, it was definitely the case that some of the minor league modifiers were set funny.
I can find the LEAGUE TOTALS/MODIFIERS as you said but I have no idea about how to set the modifiers value to make the simulated statistics more realistic.

I also saw there is a check box named "Automatically adjust leage totals modifiers for accurary" which is un-checked initially. I tried to repeat click the check box, the modifier values changed dramatically every time when the box is checked again. The Home runs modifier value is even changed to several tens of hundred after tens of clicks.

There is also another grey colored checkbox named "Automatically control in-game engine (only recommended for minors/feeders)" which is always checked.

I also noticed that the errors field of the position modifiers are quite small for all minor league (around 0.050). Is this the root cause for the high fielding percentage issue? I clicked the "Restore Defaults" button, all these values returns to zero. What are the reasonable values for the errors field of the position modifiers?
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Old 09-25-2013, 03:32 PM   #10
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Yaz - I wish I had the game in front of me, so hopefully someone else can read your post and confirm, but if you're looking at the screen I think you are, the numbers there should just be multipliers. So if you set the Errors figure to 0.05, you'll get 0.05 times as many errors as 'default' (in other words, you'll get almost no errors). Setting everything to 1.00 should make your league play like a modern-day MLB league.
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Old 09-26-2013, 12:33 PM   #11
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Yaz - I wish I had the game in front of me, so hopefully someone else can read your post and confirm, but if you're looking at the screen I think you are, the numbers there should just be multipliers. So if you set the Errors figure to 0.05, you'll get 0.05 times as many errors as 'default' (in other words, you'll get almost no errors). Setting everything to 1.00 should make your league play like a modern-day MLB league.
I see. Thanks a lot for your help I think that it is a problem for the standard release since I just use the default setting from the default roster that came with the game. It would take much time to reset the values for all leagues
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Old 09-26-2013, 02:22 PM   #12
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Well I am playing a quickstart out of the 'standard release' in 14, and I get a normal amount of errors.
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Old 09-27-2013, 11:00 AM   #13
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Well I am playing a quickstart out of the 'standard release' in 14, and I get a normal amount of errors.
Did you pay attention to the fielding percentage of the minor leagues? I also got normal amout of errors for the major league but the fielding percentages of the minor leagues are abnormal.
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Old 09-27-2013, 11:57 AM   #14
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You've got me there. No, I haven't looked at the minors for that.
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Old 09-27-2013, 11:29 PM   #15
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I haven't checked the latest release, but in at least one roster file, the PB modifier was set to something like 165.2 in some minor leagues, meaning you'd get 165 times more passed balls than normal. That meant that basically every catcher had a negative WAR in the minors, since fielding is incorporated into WAR, and a catcher who gives up 400 passed balls in a season is not that good a fielder.

Fortunately it really only takes 5-10 minutes to go through each minor league and set everything to 1. I think you can use the tab key too in order to quickly move from one field to the next.
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Old 09-28-2013, 02:50 PM   #16
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I haven't checked the latest release, but in at least one roster file, the PB modifier was set to something like 165.2 in some minor leagues, meaning you'd get 165 times more passed balls than normal. That meant that basically every catcher had a negative WAR in the minors, since fielding is incorporated into WAR, and a catcher who gives up 400 passed balls in a season is not that good a fielder.

Fortunately it really only takes 5-10 minutes to go through each minor league and set everything to 1. I think you can use the tab key too in order to quickly move from one field to the next.
Yes, there are hundreds of PB for some minor leagues. It really messed things up. If I start all over again with the final patch release, will this be automatically fixed?
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Old 09-28-2013, 05:20 PM   #17
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Yes, there are hundreds of PB for some minor leagues. It really messed things up. If I start all over again with the final patch release, will this be automatically fixed?
I don't think anyone ever fixed this So no, probably not. Sorry,

Next year, we'll try to be sure to go through and set the modifiers in all leagues before release.
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Old 09-29-2013, 11:17 AM   #18
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I don't think anyone ever fixed this So no, probably not. Sorry,

Next year, we'll try to be sure to go through and set the modifiers in all leagues before release.
I re-started all over again with the final patch. It did work. All modifiers of minor leagues became 1.000
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Old 10-03-2013, 05:14 PM   #19
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I haven't checked the latest release, but in at least one roster file, the PB modifier was set to something like 165.2 in some minor leagues, meaning you'd get 165 times more passed balls than normal. That meant that basically every catcher had a negative WAR in the minors, since fielding is incorporated into WAR, and a catcher who gives up 400 passed balls in a season is not that good a fielder.
If that's the case OOTP is calculating WAR incorrectly. WAR should be based off the fielders playing in that particular league, not some generic standard. Meaning if everyone averages 400 PBs the guys only give up 350 should be rated pretty well.
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