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Old 05-10-2004, 02:03 PM   #1
eneubaue
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Editing Player Ratings

Has anyone had a chance to edit player ratings? I would like some guidance on how to edit players so that they reflect their talent at the appropriate level (A, AA, AAA, major leagues) by the computer AI.

The reason I ask this is that depending on the rating for a particular category, the minor league stats that are generated for some players when simulating a season can be quite extreme. I had a player in A-ball accumulate 160 BB in about 120 games. This was due to his Eye rating tallent being extremely high (95 rating/100 talent). I would like to edit this player's eye rating down to a level that is high for player's at A-ball (say 40 rating/100 talent), but I'm not sure what is a "high" rating for A ball. Likewise for the other categories for players at each level (except the majors).

Any guidance or suggetions would be most appreciated.
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Old 05-10-2004, 08:30 PM   #2
Dud_Selig
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Hmm! This is kind of a difficult question to answer because of the way the AI handles player development. Sometimes the AI will attempt to rush a player through its minor league system, while at other times, the AI will allow a player who's ready for the next level to languish. It seems to vary from individual to individual. There's no universal answer or set formula that I feel qualified to provide you.

Generally speaking, however, any rating from 1-25 is appropriate for Class A, 25-35 is appropriate for AA, and 35-above is apropos for AAA. Keep in mind that it’s the player’s combined talent ratings that are what usually determines whether he’s ready for the next level, or at what level they should be placed at in the first place.

Example: If a hitter has 29 rating (usually good enough for AA) in "Contact Hitting", but only 4 rating in "Homerun Power", and a 10 in "Eye/Patience", he should probably be at A-ball, despite the fact that he has a "29" rating in one category.

Again, there’s really no universal formula that determines what level a player should be placed at. If you’re going to edit the players yourself, the best way is to simply try different number combinations and carefully monitor the player’s progress at each level.
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Old 05-10-2004, 09:06 PM   #3
Malleus Dei
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Pay attention to the Dudster.
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Old 05-10-2004, 09:12 PM   #4
Dud_Selig
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Quote:
Originally posted by Malleus Dei
Pay attention to the Dudster.
Hey, thanks for the vote of confidence Malleus! Something tells me that this guy will be asleep by the third sentence regardless.
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Old 05-10-2004, 11:04 PM   #5
Eugene Church
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I can only speak for OOTP5...just finished a league and am getting ready to import it into OOTP6. Haven't played it yet.

In OOTP5 and previous versions 3 and 4, the minors league stats were not very realistic...in V4, the strikeout ratio were usually high...1.5 to 2 stikeouts per inning for 90% of the pitchers...this is much better in V5...it has realistic figures...but Hits Against is totally unrealistic...most pitchers (at least 80%) in AAA give up 1-1.5 hits per innings...seems a little better in AA and A.

I have noticed that when you have two position players at the same position, they don't always share the total at bats for the season...they both seem to be fulltime starters and each will have 450 AB's. I would think they would share the AB's. There is no way for 2 players to total 900 at bats at one position in a season. It seems that this affects catchers the most.

Many times I see a pitchers with a 3.50 ERA and they will give up 180 hits in 150 innings. This doesn't seem very realistic.

I posted a thread that became quite lengthy with much discussion about the strikeouts ratio in OOTP4 and it seems that Markus addressed it in OOTP5.

Maybe this will happen with all of the minor league stats in the future.

I tried to adjust the ratings in A, AA and AAA one time to make them resemble the ratings in the majors...and this did not work out well. The stats were totally out of line...players were hitting .500 or more.

In my current fictional league, in the minors I just use whatever ratings the game assigns and this has worked better, but the game still is flawed in the minors as far as stats being realistic.
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Old 05-11-2004, 02:19 PM   #6
eneubaue
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Dud_Selig and Eugene Church - Thanks for the reply (Malleus Dei, too).

Dud - I realize that a player may be rushed through the system or held back based on various circumstances (lack of players at a given level or an abundance of players at a given level to give to examples). However, the computer AI does use some sort logic in initialy placing players at a particular level (A, AA, AAA, and major leagues). I assumed it's based on some combination of a players current ratings.

I was just wondering what the "cut-off" ratings would be for each category. In other words, if you increase a player's rating in contact, then run the computer AI on all teams, does that player remain at the same level or is he placed at a higher level? What combination of changes to a pitcher's Stuff, Control, and Movement ratings will force the computer AI to change the initial starting level for that player?

To give you examples, in version 5 one could increase a player's batting average rating and that player could be initially placed at a different level by the computer AI. For pitchers, I believe it was some combination of average, homeruns, and base on balls (which affected a player's ERA rating) that would affect whether the player was placed at AAA or AA by the computer AI.

The reason the above is important is because when I initially imported my version 5 league into version 6, I had too many players placed in A ball. In my version 5 league, I had a nice distribution of players at each minor league level (AAA, AA, and A).
I'm just trying to figure out how best to adjust the players in my version 5 league so that the distribution remains largely the same whenever I import them into version 6. Or barring that, be able to modify the ratings for the players in version 6 so that the computer AI will place them in the appropriate level when I run the "Run Computer AI on All teams" function for initial placement of players.

The batter ratings in version 6 are similar to those in version 5, so I'm not too concerned with making the proper adjustments (either in my version 5 league or after I import). It's the pitcher ratings that have me somewhat stymied.

I played around with the version editor last night and it appear that the computer AI will place a pitcher at A ball if he has a combined Stuff, Control, and Movement rating of around 105 points (35 for each category). From initiall impresions, it appears that the Stuff category is most important in determining whether a player moves to the next level (although not entirely, as it is some combination of the ratings that influences the computer AI).

To give a couple of examples - I edited a pitcher's ratings to read 30, 30, 30 (Stuff, Control, and Movement). The computer AI placed the pitcher in A ball. I changed the ratings to 50, 30, 30, and the computer AI placed the player in AAA. I then changed the ratings again - 30, 30, 50 - and the computer AI placed the player at AA.

Anyway, I'll keep playing arond with the editor to find an acceptable combination of ratings for players. I think ideally I would need to modify the ratings in such a way so that there is not much variance between different ratings categories (keep the ratings relatively smooth - 35, 35, 35 - rather than small in two categories and large in another - 10, 10, 50).

Eugene - my initiall impressions of the minor league stats in version 6 are more in line with what they should be based on a player's ratings. Unfortunately, if you have a player in version 5 that had a high rating in a category (that was much higher than any other player at a partuclar level - especially A ball), then in version 6 that player's stats for that cateogry will be exteme. Like my example above with a player walking 160 times in 120 games due to his having a 95 Eye rating (10 in version 5).

However, I can't say for certain. It would be interesting to hear whether the rookie players generated in version 6 have some exteme ratings in various categories. Has anyone encountered any A ball players with eye ratings in the 90's? Or are they much lower? I'm guessing the later, but I can't say.
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Old 05-11-2004, 07:11 PM   #7
ozias
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eneubaue

Hi, not to dissuade you in any way, but maybe the player with the 95 eye rating is one of those once in a lifetime type of players that knows how to draw a lot of walks per season, ie. Rickey Henderson.

The other thing, he is only in A ball. Bump him up to AA or AAA and see how many walks he then has, maybe it will go lower.

How many hits does your player have compared to his walks, his BA and OBP. If he only has a lot of walks and not much of anything else then I would think he needs more time in A ball, but if he is hitting over .300 with 160 walks I would move him up to AA or even AAA.
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