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Old 05-02-2011, 01:08 PM   #21
Vinny P.
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Quote:
Originally Posted by LordTC View Post
I don't know if there is a better engine out there.

I just think it's pretty sad when the best possible pitcher you can create, against the worst possible batters can give up 6 hits in a game (he did), including a solo HR shot from a guy with 1/100 eye, 1/100 contact, 1/100 gap and 1/100 power. Basically his best hitting attribute is the worst hitting attribute possible among all HS players, and he's hitting a home run on a player whose worst pitching attribute is the best possible pitching attribute among all hall of fame players (and as far as I know pretty much double anything that actually occurs in the DB).

I think the sim is actually reasonable if you want a very clustered distribution of players. But if you're trying to have a wider difference between stars and average players it's very difficult. I mean I don't think it's possible for a pitcher whos 10* the best pitcher who ever lived at the peak of his career to give up 6 hits to the worst high school team of batters ever, and the HR shot was pretty jarring as well.
Ah, but I think I knwo the problem. The players you created are probably in the same league. If you have MLB, the worst of the worst players who ever played in the majors will still be able to get hits now and then, and even the best of the best pitchers will still give up hits, especially if they are just having a bad day.

I think what you would need to do, is to create a HS-level feeder league, and put all the players to 1/250, and pit them in an exhibition game against an MLB team wth a pitcher with 250/250 across the boards.

Out of curiosity, what, exactly, are you trying to accomplish? Or you just trying to do something "interesting," without really trying to accomplish anything?

I will say, I know my high school baseball team went up against the local professional minor league team. We held our own against them, scoring three runs, and only giving up 5. Of course, we used aluminum bats, and they used wooden ones, but still....
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Old 05-02-2011, 01:46 PM   #22
LordTC
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Measuring maximum variance

I'm trying to measure the maximum variance possible between players, and so far I'm not liking the results. I have a suspicion that there maybe overflow problems causing players to perform very badly.
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Old 05-02-2011, 05:11 PM   #23
fintach
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How many times did you simulate the game, LordTC? Anyone can have a bad day.
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Old 05-02-2011, 08:20 PM   #24
Vinny P.
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How many times did you simulate the game, LordTC? Anyone can have a bad day.
Exactly! You probably need a much larger sample size, by simulating more often.

You would probably need to also keep player development turned off. Someone with a rating of 250 will tend to decrease in fairly rapid, short order until a certain point, and those with a rating of 1 will tend to increase in fairly rapid short order until they reach a certain point.

In other words, I think most of the extreme talent-rated players (especially this engine) tends to gravitate towards the more average players over time.

So yeah. Turn off the player development, and sim the same season several times. Turn off trading, coaches, and so forth as well. And maybe the financial model. You want as small a number of variables as possible.
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