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Perfect Team 26 Perfect Team 26 - The online revolution! Battle tens of thousands of PT managers from all over the world and become a legend |
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#21 | |
Hall Of Famer
Join Date: Apr 2010
Posts: 2,364
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Your last point gripes me too... get a new player and he stinks up the dugout; sometimes for a few game months, sometimes the entire season. Again, no rhyme or reason why. I hate to admit it but I'm really unhappy about PT right now. I moved back to the classic game and I'm having a ball.
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#22 |
Banned
Join Date: May 2021
Posts: 279
Infractions: 0/2 (4)
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Just wait until OOTP builds a more advanced AI engine. Hopefully the difference between Google Earth 15 years ago, and now.
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#23 |
Minors (Rookie Ball)
Join Date: Jun 2025
Posts: 24
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![]() Guess which Sheff is mine? Yep, -0.7 WAR Sheff. The very bottom. I'm telling you, there either has to be some hidden rating that affects their performance, or I just have horrible luck. As the repeatedly bad performances build up, I can't help but think it's a hidden attribute. Or it's my "strategy" which I doubt would put all of my players into the bottom 3rd in performance. My Yount is in the bottom 25% in pretty much all categories of the 21 Younts in my league. My Halladay is in the 4th worst Halladay of 24 teams who are using him as a regular starter. My Carew, who only plays in about half my games, has the 2nd worst WAR and BABIP of about 26 "ACTIVE" Carews in my league. My Honus Wagner is in the bottom third of Wagers. I've even given up and brought in Luke Appling because, eff it, why bother playing players who aren't performing? The only thing keeping me from being the 2003 Tigers in the league is that I'm finally getting good performances out of Sale and Whitey this season. And to put some perspective to this, I'm in the easiest division in the league in terms of opposing team win % and RDIFF. I think I might sell off every good player on my team at this point and just open packs for a day, at least I'll get some enjoyment out of it. Last edited by usa_hank; 07-11-2025 at 05:42 PM. |
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#24 | |
Minors (Double A)
Join Date: Mar 2022
Location: Over yonder
Posts: 145
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Quote:
I'm still doing some weekly drafts but losing interest in those, too. I realize that this is the epitome of a "pay to win" game, but I was thinking that some bit of "skill" might be involved. I've spent a couple months trying to discover some hidden truths but have come up empty, alas! I'm inclined to believe at this point that each card has some hidden value that is not visible to the player & an aggregation of these (like sum of all your "played" cards in a game) is how the winner & scores are determined. Only then does it utilize these ratings that we *can* see to generate the stats. It fits in well with LeeD's theory ... just that what cards are "second-rate" is determined by some hidden value, and being "Massively Skilled" at handpicking your cards based on eras and their displayed stats, well ... not gonna do you a whole lot of good, because that newly introduced 101 card is *supposed* to be better than your 100 card so it comes with the higher internal value that determines actual winner and score margins, even if over some billion game sample size it generates lesser stats than the 100 card. It improves all the other cards you're using because it generates more wins and better run differentials for you! Last edited by zevus; 07-12-2025 at 05:50 AM. |
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#25 | |
Minors (Rookie Ball)
Join Date: Jun 2025
Posts: 24
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Why can't the devs respond to threads like this? I don't understand. Stating there's a hidden attribute or that the aggregate of all players on your team affects individual performance is not exposing some secret sauce that can show other people how to make this game. It's disappointing to have so many people complaining about this and zero response from the devs.
Maybe it's a good time for us all to update our reviews on Steam. Or better yet, time for some competition...this has become like Madden. Why make something better if there's nothing else close? Just keep the same formula and rake in oodles of cash from the robots who buy it every single year. Quote:
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#26 |
All Star Reserve
Join Date: Nov 2012
Location: Pittsburgh
Posts: 923
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Guys with big Eye ratings
Frequently hit below the Mendoza line. OPS is a much better performance indicator for all hitters in all environments.
This week is a 70's theme week. You know, back when they called a strike a strike and some balls strikes too. Also this was the pre-roids era so the locker room didn't look like a bunch of contestants for Mr. America. Batting is going to be suppressed this week. |
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#27 | |
Minors (Rookie Ball)
Join Date: Jun 2025
Posts: 24
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Again, we're comparing apples to apples. It's not like we're comparing two different players in two different leagues. These are the same players in the same leagues, who are facing the same competition in the same normalized environments. This is as apples to apples as you can get.
I don't think anyone is saying "oh my guy is hitting .213 so I hate him for it!" More like "my guy is hitting .213 and everyone elses is at .265." Their same player has the same eye rating :P Quote:
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#28 |
All Star Starter
Join Date: Feb 2014
Posts: 1,476
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There is not a hidden attribute or any of that crap. Y'all need to learn what variance is in statistical probability. You're just getting crap luck, that's it, that's all. There's not "hidden attributes" or anything nefarious like that.
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OOTP's Official Perfect Team Hype Man / host of TWIPT Saturday Showdown and Perfect League World Series "Find a way to be alone in a baseball stadium at sunrise, when the only sound you hear are about nine birds that got lost, and found themselves in a stadium, and they’re chirping across the grandstand trying to figure out where the f*** they ended up." -Dan Besbris ![]() |
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#29 |
Minors (Rookie Ball)
Join Date: Jun 2025
Posts: 24
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See, there are two types of distribution in which you can generate random numbers: straight, and Gaussian (aka "normal"). You need to learn what generating numbers in Gaussian distribution does, how you can adjust the standard deviation of said number generation, and why it's important and more realistic for a stats-based game.
Just sayin. If there's not a hidden attribute, then they need to fix their engine, because it's far too random to be relevant. Last edited by usa_hank; 07-12-2025 at 03:25 PM. |
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#30 | |
Minors (Rookie Ball)
Join Date: Apr 2012
Posts: 31
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Quote:
Your argument only holds if the game to game variances in outcomes are beyond the realms of reality. I propose that due to the consistency of player cards either sucking or excelling for entire seasons, there is more to it than you think. I am convinced that there IS a season by season modifier to each card that determines it's performance relative to others. When top tier players consistently perform poorly (or subpar players consistently overperform) over a season something is going on besides "bad luck". Unless your definition of "bad luck" is whatever your simulation decides a cards fate pre-season. EDIT: I'd like to clarify. TLDR minus ranting... Month by month performance of cards is usually somewhat consistent over a season. This indicates a seasonal variance being more important than game by game variance in the game engine. EDIT 2: By seasonal variance I mean there is a seasonal modifier to cards probably based on "luck". Last edited by Sinnerman; 07-13-2025 at 12:13 PM. |
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#31 | |
Banned
Join Date: May 2021
Posts: 279
Infractions: 0/2 (4)
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#32 | |
Minors (Rookie Ball)
Join Date: Jun 2025
Posts: 24
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You bring up an interesting point about the seasonal variance modifier. I know they definitely have a "hot" or "cold" modifier. I wonder if they randomize that at the start of the season for every player - so maybe we perceive it as a seasonal variance, but it's just because they start out with a negative modifier, making it hard for them to get back on track. Hence why my Honus Wagner has repeatedly started out like he's Javy Baez from the last 2 seasons.
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#33 | |
Minors (Rookie Ball)
Join Date: Apr 2012
Posts: 31
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I (finally) spent all my live speculation money on a 101 rated outfielder last season and he won MVP. After the first month this season he has negative WAR... "Small sample size" but I've seen this pattern in PT 2020, 2022, 2023, and of course 2026. If he doesn't recover after next month the safe bet is to bench him because the woe usually lasts the season. EDIT: I'd like to add there is another possible reason, in that there is no seasonal modifier and just by constant and extreme bad luck your (for example) Sheffield sucks. But one wonders why week after week he constantly underperforms while other Sheffields consistently perform well. It is possible the game by game variances are so extreme to allow this, however the consistency of good and bad luck per season, per card in PT means this is unlikely. Also, there is definitely chance involved game by game, or week by week. Most obviously performances recognized with "batter of the week" or "pitcher of the month" awards which may be won with cards having otherwise a crap season. Or platoon vs RHP Zack Wheat benched with a 78 OPS whacking 2 HR in a game vs a LHP as a substitute (yes this happened), etc... Last edited by Sinnerman; 07-15-2025 at 03:19 AM. |
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#34 |
Minors (Rookie Ball)
Join Date: Apr 2012
Posts: 31
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Yes, I do like to beat a dead horse. Got my hands on a Joe Cronin variant and the "variance" lords do not approve. My base level Cronin probably overperformed for 7 seasons. What is killing me is my L5 variant Joe Cronin has no defense (notice the ZR). Backup vsR and vsL for the rest of the season. EDIT: fail trying to organize the pictures.
Last edited by Sinnerman; 07-24-2025 at 12:30 AM. Reason: ******ed fail |
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#35 | |
All Star Starter
Join Date: Apr 2013
Location: Louisiana
Posts: 1,597
Infractions: 0/2 (3)
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#36 |
Minors (Double A)
Join Date: Mar 2022
Location: Over yonder
Posts: 145
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My primary issue is that there's no way to tell how any of the settings used are impacting the simulations.
Experimenting for months with the "sliders of strategy" taught me two things: jack and ****. e.g. Tim Raines getting caught stealing at twice the rate in a season where I had the stealing slider tuned at 25% (in "modern settings") vs being much more successful with it tuned at 100% (in "1987 settings") ... or a Whitey Ford that I have set to the max possible "pitch around" leading the league in the least amt of walks per 9. All this *could* be caused by (extreme) variance or it could be that these settings are a sham attempt to convince players that the simulations are more deep than they actually are. There's not even something as rudimentary as information in the game log about when various strategies are being used (infield in, outfield in, shifts, pitch around, etc, etc). Surely the game log could tell me when the infield is in in the 9th inning and then the result of the play. Or maybe not. Sliders of strategy, with zero feedback provided to the player about their usage. LOL. If the game wasn't useful as a way to learn some historical player names, well ... would have quit messing with it months ago. I was thinking maybe at some point I'd care about "Perfect League" -- like if I ever discovered some "strategy" that wasn't just spending the most money. Failed! I'll include a couple of final attachments ... since so many replies here are about variation, I'll include my Luis Gonzalez (from the last PTCS). League MVP in 2042, all-star in 2043 (in low diamond), and now negative WAR in 2044 (in high gold!). Also my 1.08 million perfect points, 3775 clubhouse points and all the player packs I'm not going to bother opening. |
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