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Old 08-28-2020, 06:52 PM   #21
McBruce
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I'm old enough to remember the dice games where you would roll a ground out to 2b or ss and it would have a factor attached to it, to represent the suitability of the grounder for a DP. You'd add this to your 2b and ss and 1b DP ratings, maybe subtract a point or two if the runner was fast, and see if you got some threshold which meant it was a DP, otherwise, it would be a mere forceout at second. That's what is happening behind the scenes, I presume. Once the engine decides the result of the play, the text PBP engine decides how to describe it, and now the 3-D video decides how to render it. The OOTP version would have something to do with the ratings described here.
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Old 08-28-2020, 08:47 PM   #22
fredbeene
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Quote:
Originally Posted by Brad K View Post
The animations aren't what really happened. Actually the play by play isn't what really happened.

What really happened is a bunch of randomness got together and decided whether or not there would be a double play, without looking at the animation or reading the play by play, and actually without even knowing they exist.
Learning this really blows the game for me.
I thought everything contributed to each play as it would in real life, even if miniscule
weather
fatigue
attitude
range pitch type
etc
etc

It seems the game just tries to hit expected average
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Old 08-28-2020, 08:48 PM   #23
fredbeene
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Quote:
Originally Posted by Thomidor View Post
I am curious if everyone sees the same issue with failure to convert double plays a frequent occurrence. I see it happen to my squad at least 4-5 times a game and strangely enough it almost always happens when it means I can keep the opposing team from scoring. Conversely the AI team fails maybe once a game and always succeeds when it prevents my team from scoring. Yes I have actually kept track for several games after I noticed the trend. It gets a bit old watching (in 3D mode) my team fail to convert a double play because "He makes a good choice and doesn't throw the relay" or "the hard slide upsets the relay throw". I'm sorry but if a team hard slid into second as much as this game says they do there would be a lot more brawls in baseball. I mean It's not like I have ****ty players with Trevor Story, Brendan Rodgers at SS and 2B.
Where are the stats for blown double plays?
I would love to see that
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Old 09-01-2020, 12:55 PM   #24
Thomidor
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Quote:
Originally Posted by BirdWatcher View Post
Understood. And I'm saying that I have not noticed this and it feels like more likely a perception issue than a reality issue. But, hey, I could be wrong. I was merely providing the feedback OP was requesting as someone who plays out all my games.
I didn't really start paying that close of attention to it or keeping track until probably after about 10 games of it happening. I was only 40 games into my season when it really became a glaring issue. I have really tried to be diligent with players on my defense and As I said with people like Trevor Story, Brendan Rodgers, Nolan Arenado, Garrett Hampson there is no way I should have as many failed double plays. Maybe it was just a run of bad luc, maybe it was just faster base runners I don't know. Just seemed fishy that even with faster base runners n my team I rarely break up double plays while AI breaks op about 80% of mine.
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Old 09-01-2020, 03:20 PM   #25
Questdog
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Quote:
Originally Posted by fredbeene View Post
Learning this really blows the game for me.
I thought everything contributed to each play as it would in real life, even if miniscule
weather
fatigue
attitude
range pitch type
etc
etc

It seems the game just tries to hit expected average
You are mistaking things...
The game does take into account a host of misicule variables to determines outcomes.
It does NOT try to match the season's stats to any predetermined totals, but sets its modifiers to BEFOREHAND to numbers that it thinks will enable the stats to come out the totals desired.
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Old 09-01-2020, 04:26 PM   #26
Brad K
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Quote:
Originally Posted by fredbeene View Post
Learning this really blows the game for me.
I thought everything contributed to each play as it would in real life, even if miniscule
weather
fatigue
attitude
range pitch type
etc
etc

It seems the game just tries to hit expected average
I should have been specific that the randomness I mentioned is applied to the probabilities.
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Old 09-01-2020, 04:27 PM   #27
Brad K
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Quote:
Originally Posted by fredbeene View Post
Learning this really blows the game for me.
I thought everything contributed to each play as it would in real life, even if miniscule
weather
fatigue
attitude
range pitch type
etc
etc

It seems the game just tries to hit expected average
Gee, Fred, you don't believe anything else I post. Why pick now to start?
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Old 09-02-2020, 09:33 AM   #28
Bobbyraz49
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I rarely attempt to steal. It seems when I do, a lot of pitch-outs are called and my guy is out by a mile.
I don't send a guy with a steal rate of 50 !
Most of my steals come from a hit and run where the batter swings and misses.
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Old 09-02-2020, 05:41 PM   #29
Art Deco
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Originally Posted by Bobbyraz49 View Post
I rarely attempt to steal. It seems when I do, a lot of pitch-outs are called and my guy is out by a mile.
I don't send a guy with a steal rate of 50 !
Most of my steals come from a hit and run where the batter swings and misses.

I had this happen to me as well, playing at-bat by at-bat rather than pitch-by-pitch. So what I do now is if I have a guy I want to run I make sure to have the batter take a pitch and get the count to 1-0 or 2-1 where I know the AI won't call a pitchout.
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Old 09-03-2020, 12:52 AM   #30
mytreds
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Quote:
Originally Posted by Bobbyraz49 View Post
I rarely attempt to steal. It seems when I do, a lot of pitch-outs are called and my guy is out by a mile.
I don't send a guy with a steal rate of 50 !
Most of my steals come from a hit and run where the batter swings and misses.
I’m finding my players won’t even steal. 90% of the time they refuse to steal when I give the sign. I can only advance them via hit and run.
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Old 09-03-2020, 10:04 AM   #31
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Quote:
Originally Posted by Art Deco View Post
I had this happen to me as well, playing at-bat by at-bat rather than pitch-by-pitch. So what I do now is if I have a guy I want to run I make sure to have the batter take a pitch and get the count to 1-0 or 2-1 where I know the AI won't call a pitchout.
I've employed the same tactics. I still get pegged here and there, but at least I'm getting the chance. When they call a pitchout and my runner is thrown out by 25 feet - that really sucks.
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Old 09-03-2020, 10:23 AM   #32
CBeisbol
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People should collect data when they think there is a problem
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