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Old 06-24-2006, 09:20 AM   #1
Markmeister
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Ping Markus - Player Creation Modifiers: Running Speed

Markus (or anyone else that knows):

First off - I like the game so far. It has its glitches, but that is to be expected with a complete rewrite. But I can see the game's potential if the glitches get straightened out.

When starting a fictional league in 1901, the total stolen bases for the league are way too high in the first couple seasons. They seem to get better after a couple of seasons have been played though. Adjusting the stolen bases to 'very rarely' seems to help, but I am not yet sure if the individual totals will end up to my liking yet.

I think the correction to the problem lies in the running speed modifier.

Couple of quick questions regarding the player creation modifier for running speed:

1) The imported number for 1901 of 3.017 - How was this caclulated?
Also, did this number take into consideration that caught stealing numbers weren't recorded during the early years of the MLB?

2) Does running speed affect any other stats?
I believe that in earlier versions, speed also had some affect on doubles and triples.

Thanks
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Old 06-24-2006, 09:31 AM   #2
StyxNCa
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Quote:
Originally Posted by Markmeister
Markus (or anyone else that knows):

First off - I like the game so far. It has its glitches, but that is to be expected with a complete rewrite. But I can see the game's potential if the glitches get straightened out.

When starting a fictional league in 1901, the total stolen bases for the league are way too high in the first couple seasons. They seem to get better after a couple of seasons have been played though. Adjusting the stolen bases to 'very rarely' seems to help, but I am not yet sure if the individual totals will end up to my liking yet.

I think the correction to the problem lies in the running speed modifier.

Couple of quick questions regarding the player creation modifier for running speed:

1) The imported number for 1901 of 3.017 - How was this caclulated?
Also, did this number take into consideration that caught stealing numbers weren't recorded during the early years of the MLB?

2) Does running speed affect any other stats?
I believe that in earlier versions, speed also had some affect on doubles and triples.

Thanks
When messing with the speed rating I did notice on the line under the batting ratings that the number of triples and doubles would change as I changed the running speed, so I guess it still has some bearing on the extra base hits.
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Old 06-24-2006, 10:06 AM   #3
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This is a problem in all years. 1970-2000 fictional default results in an average of 500 stolen bases per team. Takes three years of adjusting the player creation mods by yourself to get it to a reasonable number.

I reported as a bug in the technical forum because something is way off in the default settings for SB and that's even when it shows at 1.0.
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Old 06-24-2006, 02:21 PM   #4
Garlon
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I put together the player-creation modifiers. Speed is the ratio extra base hits (doubles and triples) that turn into triples. So when you see 3.017 as the speed modifier in 1901, that essentialy means that triples from 1901-1915 were occuring 3x as often as they do today in terms of extra base hits...the default modifiers of 1.000 are based on modern day baseball. I used 15-year spans to calculate the modifiers for the creation moidifiers for each season since I figured that is a pretty reasonable career length expectancy for a player.
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Old 06-24-2006, 04:17 PM   #5
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Garlon,

That calculation may be what is causing the problem. I believe speed is also used in the stolen base formulas.

I ran a simple test - 16 league team for 1901. Stolen bases were set to normal, I adjusted the configuration file so that stolen base success is 80.

There were 7,264 stolen bases vs. 2,851 in real life.

I created a new league - used the same player creation modifiers, but changed the player speed modifier from 3.017 to 1.307 (my math formula that I used to come up with the new number is probably not correct, but the results are what is important).

Test #2 - 3,192 stolen bases vs. 2,851. Definitely closer.

Triples were definately affected also. 1,133 (Test 1) vs. 741 (Test 2) vs. 1,238 in real life.

The next number that probably needs to be tried is the stolen base success. 1914 is the first year there are caught stealing numbers (National League); runners were caught stealing 45.45% of the time. In my test sims, only 31.15% and 36.52% of the runners were thrown out.

I am getting ready to leave in a while, but I will try some additional scenarios later tonight and see what happens.
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Last edited by Markmeister; 06-24-2006 at 04:21 PM.
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Old 06-24-2006, 05:05 PM   #6
StyxNCa
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Quote:
Originally Posted by Markmeister
Garlon,

That calculation may be what is causing the problem. I believe speed is also used in the stolen base formulas.

I ran a simple test - 16 league team for 1901. Stolen bases were set to normal, I adjusted the configuration file so that stolen base success is 80.

There were 7,264 stolen bases vs. 2,851 in real life.

I created a new league - used the same player creation modifiers, but changed the player speed modifier from 3.017 to 1.307 (my math formula that I used to come up with the new number is probably not correct, but the results are what is important).

Test #2 - 3,192 stolen bases vs. 2,851. Definitely closer.

Triples were definately affected also. 1,133 (Test 1) vs. 741 (Test 2) vs. 1,238 in real life.

The next number that probably needs to be tried is the stolen base success. 1914 is the first year there are caught stealing numbers (National League); runners were caught stealing 45.45% of the time. In my test sims, only 31.15% and 36.52% of the runners were thrown out.

I am getting ready to leave in a while, but I will try some additional scenarios later tonight and see what happens.
Seems to me too many different things are tied into the one speed rating. I think things like stolen bases should depend on ratings separate from those involving things like triples. I don't know why they got away from the seperate triple rating they had in version 5 and earlier but I wish they would bring it back. It just seems in order to get fairly realistic stats in one category, you have to lose realistic results in another, rob Peter to pay Paul, more or less.

Last edited by StyxNCa; 06-24-2006 at 06:15 PM.
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Old 06-24-2006, 05:43 PM   #7
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Likely culprits are the Stealing Bases and Baserunning Instincts ratings. There are no player-creation modifiers modifiers for these so perhaps far too many players are receiving high ratings in these categories by default when they are created. I will mention this to Markus. Perhaps more modifier categories could be added or the defaults adjusted.
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Old 06-24-2006, 09:49 PM   #8
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More modifiers for base running abilities would be great.

I will play around with the numbers some more and see what I can come up with. Anything I come up with will possibly become moot with the next patch, but it also gives me a better insight into what modifying the original settings will change the game.
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