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#21 | |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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#22 |
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All Star Starter
Join Date: Feb 2015
Posts: 1,003
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I didn’t mean for this to turn into an argument. I basically wanted to know if there is a clutch factor in the playoffs. The smart, long term players of the game chimed in and have answered my question. There is no clutch factor. That’s all I needed to know. For immersion sake I’m gonna pretend there is. Makes for good story lines.
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#23 | |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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#24 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,142
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I think there are people who unfortunately engage in wishful thinking and/or fantasy when it comes to how OOTP operates. In fact I find it hilarious that people treat predictive stats in OOTP (such as FIP for example) the way they would in real life. It’s a complete waste of time since all stat output in the game is simply determined by ratings. It’s really no more or less complicated than that. Yes perhaps players are going against other players with better ratings in the postseason, but even then, certain things have to happen because of modifiers. So I’m a way statistical output is pre-determined as long as there aren’t talent changes. This doesn’t mean players won’t experience ups and downs, but over the long haul with ample sample size, the stats output will be a direct reflection of ratings. (Again..provided they don’t change) I know some people around here think they are taking some kind of analytical deep dive when they sift through all of the ridiculous numbers when the only numbers that really matter are the ratings…pure and simple. It’s also not too difficult to know those numbers even with scouting on, so those are the only numbers you need to ever really focus on. The way the OOTP engine works I believe mostly to be a case of Occam’s Razor. Last edited by PSUColonel; 11-16-2023 at 12:45 AM. |
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#25 | |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,764
Infractions: 0/1 (1)
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League totals Matter more than ratings. The game is driven by league totals with the help of the modifiers to adjust based on ratings. IE drop a player with 250 power rating onto a league with 2023 HR totals and they will hit differently then if there were dropped into a league with deadball HR league totals. Messing with league taken levels has less effect than messing with totals and the modifiers |
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#26 | |
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All Star Starter
Join Date: Feb 2021
Posts: 1,448
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If I want to know if a 6-sided die is balanced, I'm not going to ask a high school maths student to measure each of the sides and provide me with a mathematical analysis of the balance of the die if I can just roll it 500 times instead and see the results. |
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#27 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,082
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I'll stick with FIP since it was your example.... Isn't a player with higher ratings(skills) more likely to produce better stats? Aren't those raw stats run through formulas to show us the "new" predictive saber stats? How do they not correlate? Shouldn't a P with very high ratings be more likely to produce a better FIP by the way the ratings interact and chance? Meaning high ratings are predictive of stat output? The stat output that gives us FIP? Compared to real life OOTP is smoke and mirrors, ie code designed to give the illusion of a real baseball game being played. There are no physics involved but I don't think that means the smoke and mirrors numbers actually mean nothing. They still interact with the ratings and intricacies of the engine to produce numbers that have meaning. Otherwise what is the point? You yourself say "stats output will be a direct reflection of ratings. (Again..provided they don’t change)". And how is that different from real life? A P could be a league leader in FIP and in the prime of his career. If his skills(ratings in OOTP) haven't diminished then one can predict his performance. If his skills (ratings in OOTP) drop (velocity, movement, control) then his FIP will become less useful as a predictor. I see that as common sense whether IRL or OOTP. A pitcher loses 2 or 3 mph on his fastball and it starts to get hit harder in real life and his FIP goes up. In OOTP dice rolls are less likely to go that pitcher's way and his FIP goes up. Smoke and mirrors at work. Seems to me in both real life and OOTP one can look at skill sets along with stat output to predict performance. In real life as well as OOTP these predictions are based on skills not changing. You actually say this yourself in regard to OOTP, "(Again..provided they don’t change). |
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#28 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,082
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I did take your second reply (read those replies differently) as doubling down on "everyone" and that is when I replied. My bad in misinterpreting you words/intentions there. Thank you for clarifying. |
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#29 | |
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Minors (Single A)
Join Date: Jan 2023
Posts: 56
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https://youtu.be/b2qimyrNK7M |
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#30 | |
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All Star Starter
Join Date: Feb 2021
Posts: 1,448
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#31 | |
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All Star Reserve
Join Date: Oct 2015
Posts: 616
Infractions: 0/1 (1)
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For example, if exit velocity is determined by a value distribution based on the outcome of the play, then it is basically flavor text. Conversely, if it is produced by a similar distribution centered instead on the relevant player attribute rating, it can be used as an “truer” insight into that rating than offered by the traditional stats (by, for example offering evidence that the player is hitting into good or bad luck). BABIP, in particular among more traditional stats, is a similar case for both batters and pitchers. |
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#32 | |
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All Star Starter
Join Date: Feb 2021
Posts: 1,448
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#33 | |
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Hall Of Famer
Join Date: May 2006
Posts: 3,644
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As the OOTP manual has stated for years: League totals "are simply a basis for calculation, which ensures the ratios of these events remain accurate compared to real life." |
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#34 | |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,764
Infractions: 0/1 (1)
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Meaning 250 power rating is just a number until you add the league totals and modifiers. With one set of totals and modifiers a player can hit 70+, another and he only hits 30. |
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#35 | |
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Hall Of Famer
Join Date: May 2006
Posts: 3,644
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Now, we can certainly agree that the ratings, league totals, and modifiers are all working together. But I certainly wouldn't say that the league totals matter more than player ratings. It's that kind of idea that sometimes drives people away from OOTP because they come to believe that player ratings don't really matter, and outcomes are actually being generated and forced by the league totals. That's not what's happening. I just wanted to make it clear what's really going on, because there has been a lot of mystery, confusion, and misunderstanding about this over the years. I didn't even know how it worked for a long time, until I read the right manual section and got some clarification from the development team. |
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#36 | |
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All Star Reserve
Join Date: Oct 2015
Posts: 616
Infractions: 0/1 (1)
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#37 | |
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All Star Reserve
Join Date: Oct 2015
Posts: 616
Infractions: 0/1 (1)
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#38 | |
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Hall Of Famer
Join Date: Oct 2014
Location: Seattle
Posts: 2,266
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#39 |
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All Star Reserve
Join Date: Mar 2020
Posts: 661
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#40 | |
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Hall Of Famer
Join Date: May 2006
Posts: 3,644
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Quote:
Markus never wanted OOTP to do that, so that's why he set up the league totals system, to help ensure that leaguewide statistical output is accurate and that players with the best capabilities to generate specific types of results will tend to be the league leaders, without penalizing them or trying to prevent them from generating more of those results once their individual totals get to certain levels. I think it works well, because it allows true ratings-based statistical probabilities to play out in a fair and legitimate way. It also provides some really fun and interest what-if results on occasion, where players can individually overachieve or underachieve based on their legitimate ratings and the same fundamental ratings-based probability calculations the sim has been using all season. To me, the OOTP approach is more organic and "real" than artificially trying to force "realism." |
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