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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#41 |
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Hall Of Famer
Join Date: Aug 2003
Posts: 10,512
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Thanks for all the kind words upstream.
This is a great game, and Markus works hard to make things work right, but there are easily 50-100 things that a sensible sabermetric guy will find issues with. Now--realize I'm at least a couple patches out of date with my knowledge, so Markus may well have closed holes I think are still open. However, several of the bigger issues can probably only be closed with fairly serious redesigns--and some of those redesigns would probably put historical simming in jeopardy since data is scarce in those times. |
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#42 | |
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Join Date: Jun 2006
Location: All alone
Posts: 12,603
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RonCo, here's a public personal plea: please come back and help fix things.
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Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support. |
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#43 |
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Join Date: Apr 2007
Location: Toronto
Posts: 9,162
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Sorry, it is, at least insofar as it doesn't influence game results:
http://www.ootpdevelopments.com/boar...feature-3.html (see Tony's posts in that thread) I've speculated elsewhere that velo might affect development - that's the only way in which it might not be cosmetic - but to my knowledge no one has looked into that. That said, velocity is correlated with Stuff when players are created: players who are generated with high Stuff or Stuff Potential will have higher velocities, on average. Still, it's the Stuff that matters, not the velo: create two identical guys, but give one of them 101+ velo and the other <75 velo and they'll perform the same. Pitchers do get a velo boost when they get a talent boost, and a velo hit when they get a talent hit, but that's what I'd call 'cosmetic'. |
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#44 |
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Hall Of Famer
Join Date: Aug 2003
Posts: 10,512
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Velocity is definitely cosmetic when it comes to results. Er ... or it definitely was cosmetic, anyway.
![]() It's one of the most obvious sabermetric issues in the game. Last edited by RonCo; 01-11-2009 at 12:59 PM. |
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#45 | |
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Join Date: May 2004
Posts: 10,675
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Hmm. 2 years ago in beta, I could have sworn there was a conversation about strikeout rate being 70% stuff, 5% velocity, 15% control, etc. I don't think it has a very large effect on the game, but ISTR there being one.
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#46 |
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Join Date: Aug 2003
Posts: 10,512
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We discussed several things, but as I remember Markus chose not to go that way. The better/most simple way would be to make Stuff = K-Rate, then make stuff into a composite (like Contact is today). Example: Stuff = .55 * Vel + .35 * Mov + .1 * Con
Regardless, even if it's 5% velocity, it's way, way too small to be correct. |
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#47 |
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Hall Of Famer
Join Date: Aug 2003
Posts: 10,512
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This would make logical sense (I think) to all the pure baseball folks to--rather than the stat-heads--because the generic definition of stuff to a baseball person is a mish-mash of velocity, movement, and control (or command, which I think is best thought of in context of the game as a fine-tuning of control ... which doesn't exist in game unless something has changed since I last looked).
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