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04-11-2024, 12:25 PM | #21 | |
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if so then there remains a peculiarity in that the animation occasionally shows a runner starting, although rarely, and more often for the opposition than for my team.
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04-11-2024, 12:27 PM | #22 |
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You missed the point. If it's a feature then caps and floors would be a feature.
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04-11-2024, 12:33 PM | #23 | |
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Nope, it is in fact a feature and one that's borne out by the data: ballplayers tend to be significantly more prone to streaks, good and bad, than real life. You trying to add in additional things that "should" be in there because of what your fee-fees think about streakiness does not change this.
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04-11-2024, 12:48 PM | #24 | |
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04-11-2024, 01:13 PM | #25 | |||||
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04-11-2024, 01:43 PM | #26 | |
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Ballplayers are more prone to streaks than regular statistical distribution would have you expect. This isn't hard, although your track record is pretty consistent with you not getting it.
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04-11-2024, 02:41 PM | #27 |
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Allegations are all you have that I don't get it.
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04-11-2024, 04:36 PM | #28 |
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For streaks, they're basically just giving players a slight boost to their performance, in the same ways that coaching, morale, fatigue, rust, etc... interact. The problem with applying floors and caps to player performance is that to actually keep things in line, you would need some brutally high adjustments. If 2001 Bonds is at 25 HR at the All-Star break, if we had a floor in you'd know that he'd have to hit at a crazy rate to reach the floor. Or if that's not enough, if we said "okay, he needs 50 HR in 500 AB and he's at 40 in 490" then all of a sudden your "floor" algorithm has him hitting 10 straight HR with no way to change that. That seems incredibly wrong.
As for LTMs, that's part of the game. With the heavy ratings changes this year, the goal is to make sure that LTM don't really need to come in to play other than just some fine tuning around the edges. In new fictional games, the actual league outputs are balanced enough that you don't need to use auto-calc to have stable results. I mean, if you create a historical game with 0 in all the adjust/weaken, and you play out every game manually ensuring that everyone's usage is 100% historical, your results will likely be very close to accurate. But most players don't want to do that, and so once the AI starts in, LTM is just one way to balance that. We do always strive to improve the historical usage. |
04-11-2024, 09:23 PM | #29 | |
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Concerning floors and ceilings it appears I've not been clear on what I mean by that. What I mean is I don't want players hitting substantially better than their best talent year with all the breaks going their way or substantially worse than their worst year when they just didn't have it and all the breaks went against them. The example I usually use is when Tony Armas hit 325 then 179 in consecutive years on 3 year recalc not weighted. I'm not worried about things like your example with Bonds hitting 40 HRs instead of 50. That's a reasonable variation.
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04-11-2024, 09:28 PM | #30 | |
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04-13-2024, 08:27 PM | #31 | ||||
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My original comments 1, 6, and 10 are, after discussion, settled issues. Despite this being an active thread (638 views as of this writing) no one has disputed the conclusions of my counter response in post 25 on my original comments 2 and 3. I believe given the number of views the thread has received these can be considered settled issues since two days have passed and those who would be expected to oppose have been active on the board but not in this thread.
Given that five comments are settled in favor of the original statements, I'm moving on to a couple more. Quote:
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You have stated that real stats are neutralized, contradicting the manual. The devs are silent. This is something for them to clarify. The question has been asked many times. Why should the answer be for me (or anyone else) to test this? This isn't some obscure function. This is the basis of the game where the game itself provides conflicting information (a recommendation to use neutralized while defaulting to real.) Something like this being central to the game must be resolved by a statement from the devs, not my me or someone else conducting a test to prove you or them wrong. Quote:
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04-14-2024, 08:40 AM | #32 |
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The game uses the modifiers to account for every variable that is selected when you set up the game so that league output tracks correctly to a given season.
There are literally millions of ways to set up a historical league. While the modifiers account for these other options it does not mean those things have no effect. The modifiers are not cancelling the effect of the options. The game will always need the modifiers. You act like the modifiers are some sort of cheat code. They are just modifying the dice rolls in an appropriate way for a given season and set of options. They are generated dynamically each time you play and they provide accurate results. Try Diamond Mind Baseball or some other game and compare their league results across all of those parameters and you will see that those other games are not even close to accurate. |
04-14-2024, 10:30 AM | #33 | |||
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If you go back to v6.5 and before, yes the game first determined hits and outs and then filled in the pbp. This is pre DIPS, when things like pitchers being rated for how many doubles they gave up was a part of the game . After DIPS came in the game determined K/BB/Ball in Play. If in play it then determined location and defense to determine if it was fielded and then if an out was recorded, or an error occurred as the play unfolded. (Side note: when OOTP went to DIPS many users (not you) predicted it would be the end of OOTP ) The game, after the total rewrite following v6.5, does more than produce hits or outs. After the game determines the ball is in play (not a BB, K, HBP), the engine does determine where the ball is hit and takes into account the fielders ability and positioning (shift left/right, DP, IF in, corners in, etc.) within the engine to determine the "out/hit" result you are talking about. The outcome of SS taking the out at 1b, without the runner being in motion, can be a play that is determined by real life data and the video shows the play in that way. The ball from a physics standpoint did not roll slowly, but the game simulates, in that one instance that it did, and creates a video that represents that play. Sure we may find fault with how the play is shown as the 3d continues to be a WIP (whether one likes it or not). Point being ball location and defender's ability lead to the FC at 1b. The game did not determine "out" and then make up the play after. Then there are the balls hit to SS/2b/3b etc. at "normal" speed that would result in a DP if the runner was not in motion. The same runners I've seen in motion playing out over 600 games in v24 (and actually all games post v6.5), where the SS had to take the out at 1b. Look at it this way.. The game gives both teams the option to set the IF at DP depth. This results in more DP's, but at the expense of more balls getting through since the ss and 2b cheat in a bit from normal depth. The counter to this move from the offensive side is to send the runner in motion. The H&R you want removed from the game since the AI (according to you) doesn't use it. However the AI clearly does. This is shown when the SS only has a play at 1b, or the runner from first is close enough to break up the DP. So back to my setting of the AI controls baserunning and me seeing DP's being broken up (when I did not send the runner) , or there only being a play at 1b shows the AI will send runners to combat the DP. Not just for it's team, but also when it has control of baserunning for the human user. Quote:
I'd argue the runner is seen in motion, but in an incomplete (for lack of a better word) way? I play out all games and when there is not a play at 2b the runner is clearly closer to the bag then what I see on a DP. If the out is only made at 2b the runner is clearly closer and breaking up the play with his slide. In both cases the runner had to be in motion. He may not be leaving 1B in a "visually realistic way", but he is closer to 2b when the play is made. IE if as the SS throws towards 1b, I look towards 2b, I'll see the runner is close. Same for the ss only getting the out at 2b as the runner will be sliding. There are lot's of peculiarities in the animations. I look at that one as an attempted steal where the runner didn't get the jump. Could be the AI manager has a tendency to steal more than you do? IDK.
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04-14-2024, 10:40 AM | #34 | |||
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I like Matt saying Quote:
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04-15-2024, 03:56 PM | #35 | ||||||
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Your first paragraph admits LTMs over ride strategy settings. My example is not of the millions of ways to set up a historical league but rather that with everything historical, lineups, retire, etc, the ratings cannot produce historical output without thrice tested and adjusted LTMs. And also that when things aren't set exactly historical that LTMs over ride those settings instead of allowing plausibly alternate output. Quote:
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04-16-2024, 02:21 AM | #36 |
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There are 43 parameters that the modifiers are modeling. Those are not going anywhere if you want the game to produce accurate results in any given season.
We have actually added MORE modifiers for OOTP25 than we had in OOTP24. |
04-16-2024, 07:42 AM | #37 |
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LTMs are your friend.
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04-16-2024, 10:05 AM | #38 |
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They work in tandem with the millions of combinations of settings you can use when setting up your league. They are not overriding anything.
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04-16-2024, 11:30 AM | #39 | ||||||
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Would you like to hear the first conspiracy theory if LTM's were to disappear? They are still there, just hidden under the hood, with autocalc also being run under the hood. "The users will never figure it out. We are just too damn smart!" followed by an "evil laugh". Quote:
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With regard to the 3d I can only say, if you play out a game and have never seen a gb to ss and thought "DP" only to see the runner from first is already to close to 2b for a play to be made you must not be watching. This happens not just for the AI team, but also for my team, with baserunning set to AI, meaning the AI started that runner, not me. My original point of coming into the thread was to show the AI does use H&R, for both AI teams and human teams (something you claimed it does not do) with AI controlled baserunning. Your answer, as I read it, seemed to at least give credence to my explanation. However you said something about the pbp doesn't say "the runner goes". My reply is above in an earlier post, but the general thought is the pbp doesn't go into detail for many things. If you remove a P because he gave up a pair of flyballs to the track because it's a sign he's losing it, I don't know what to say. It's not something I'd ever do, but feel free to manage how you manage. Quote:
At the end of the day v26 will not be a data update only. The masses would revolt even more than they do now, even if/when there is a big under the hood update. As they also do if there is a big update we can see. According to many, no matter what they do, the only thing a new version brings is a "roster update".
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04-17-2024, 09:16 PM | #40 |
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Correct... because with everything historical the game cannot produce historical output without them. But they're not a friend to anyone playing historical what if or random debut because they hammer those saves into historical output despite the talent. Make the ratings produce correct output and LTMs aren't needed.
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