Can we stop already with the RISP less-than-2-outs popouts and line outs?

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • bcruise
    Hall Of Fame
    • Mar 2004
    • 23274

    #61
    Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

    Originally posted by Bobhead
    There's a filter for foul balls, and a filter for "contact". Just divide the two.

    I use a spreadsheet like this one to do the math for me:

    https://docs.google.com/spreadsheet/...UE&usp=sharing

    I just plug in all the filter data.
    Whoops...I was using Hittype as a balls in play filter for that other post and didn't notice the fouls were being counted. That's your "Contact" filter I take it - hits, outs, fouls?

    Obviously those percentages from the other post were wrong then, given that I had 16 foul balls...

    Groundball% would be 35%, Linedrive% would be 19%, Foul Ball 34%. A bit closer to the real life averages.

    Comment

    • Bobhead
      Pro
      • Mar 2011
      • 4926

      #62
      Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

      Oh oops, sorry. There isn't a contact filter. But there's a swing filter and a missed filter. Swings - misses = Contact.

      What you said works too though. There might be a 1 or 2 unit difference due to weird stuff like foul tips but it's not a material difference in the long run.

      Comment

      • canes21
        Hall Of Fame
        • Sep 2008
        • 22911

        #63
        Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

        I like what you two are doing with the percentages, but I would imagine sliders will play a huge role in those percentages. Obviously we're all looking for the most realistic set though, so the percentages could be a major guiding tool for all.
        “No one is more hated than he who speaks the truth.”


        ― Plato

        Comment

        • bcruise
          Hall Of Fame
          • Mar 2004
          • 23274

          #64
          Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

          Originally posted by canes21
          I like what you two are doing with the percentages, but I would imagine sliders will play a huge role in those percentages. Obviously we're all looking for the most realistic set though, so the percentages could be a major guiding tool for all.
          Oh absolutely, and so does difficulty and swing interface. My game that I posted above (as well as the majority of my games) are on HOF batting, because I get the most realistic results from it while I'm playing on Zone.

          Comment

          • Bobhead
            Pro
            • Mar 2011
            • 4926

            #65
            Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

            Originally posted by canes21
            I like what you two are doing with the percentages, but I would imagine sliders will play a huge role in those percentages. Obviously we're all looking for the most realistic set though, so the percentages could be a major guiding tool for all.
            Any statement I've made in this thread (and similar statements in other threads) applies to default settings and default sliders. But you're right, sliders play a huge role in these things.

            Comment

            • canes21
              Hall Of Fame
              • Sep 2008
              • 22911

              #66
              Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

              I use timing, err directional, and anything above All-Star seems ridiculous to me. I can get good timing on the higher settings on fastballs down the middle and never get them out of the infield it seems.

              The sliders we use in our "online" franchise(we email it back and forth to maintain all offline features of franchise mode) produce realistic results for us. I hardly see, but maybe 4 popups a game between both teams it feels like. I lineout a good amount. Sometimes when I get power swing happy I lineout for all 3 outs in the inning. And I've reached on a few choppers in the infield.

              So obviously the user and settings will impact this a great amount, but it obviously can and should be used to guide each user to what adjustments need to be made should they track and use the data.
              “No one is more hated than he who speaks the truth.”


              ― Plato

              Comment

              • Jr.
                Playgirl Coverboy
                • Feb 2003
                • 19171

                #67
                Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                This turned into fantastic information. Great stuff guys.
                My favorite teams are better than your favorite teams

                Watch me play video games

                Comment

                • saucerset
                  Rookie
                  • Jul 2010
                  • 482

                  #68
                  Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                  I just finished playing a manager game and I kept a scorecard. With the exception of one inning, every time a batter got on base, the next batters hit into an out. I'm going to keep this up and generate some more data because I found this pretty interesting. It also brought me back to my coaching days to use the dugout view and keep score.
                  (a note - I am not on one side or the other. I'm just sharing stats from my experience.)
                  Attached Files
                  Last edited by saucerset; 06-12-2015, 10:11 AM.

                  Comment

                  • jackbquick
                    Rookie
                    • May 2015
                    • 37

                    #69
                    Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                    I got a couple games in last night. Of the events that I said happened too frequently, there was not a single occurrence of any of them. I attribute this to not swinging the bat very well. Faced Tanner Roark, who owns me with his steady diet of sliders, change-ups, and curve-balls all game.

                    I didn't know how to get a screen shot, but here are the RISP hit-chance numbers.

                    Game 1
                    At-bats: 11
                    Hits: 1
                    Hit chance on outs: 15, 14, 14, 12, 11, 11, 10, 8, 5, 6
                    Hit chance on hits: 12

                    Game 2
                    At-bats: 7
                    Hits: 2
                    Hit chance on outs: 15, 15, 12, 12, 10, 9
                    Hit chance on hits: 15, 11

                    There were no pop-ups or line-drives. Everything was being it on the ground. I didn't think to capture the timing and PCI placement, but in game 1 I do remember two occurrences of good timing with PCI on the ball but not centered and one occurrence of early timing with PCI just above the ball. All three came off the bat hard, but went directly to SS or 3B. There were a lot of dribblers in front of the plate were I was early on change-ups.

                    Comment

                    • Mike Lowe
                      All Star
                      • Dec 2006
                      • 5286

                      #70
                      Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                      Trying to help alieviate some of the stress here, so I hope this helps.

                      It seems a lot of frustration in these threads could be avoided by understanding more of how the clutch rating works, and respecting its impact on the game. While it may not be the most realistic way of handling these situations, it is a brilliant approach in eliminating the notion of just the person holding the controller performing the exact same way for every single player on their team. You'd have an entire team of choke artists or an entire team of David Ortiz.

                      Frankly, I love how SCEA has programmed not only clutch, but things like plate awareness that make each hitter unique, a monumental task in a baseball video game.

                      Comment

                      • jackbquick
                        Rookie
                        • May 2015
                        • 37

                        #71
                        Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                        Originally posted by Mike Lowe
                        Trying to help alieviate some of the stress here, so I hope this helps.

                        It seems a lot of frustration in these threads could be avoided by understanding more of how the clutch rating works, and respecting its impact on the game. While it may not be the most realistic way of handling these situations, it is a brilliant approach in eliminating the notion of just the person holding the controller performing the exact same way for every single player on their team. You'd have an entire team of choke artists or an entire team of David Ortiz.

                        Frankly, I love how SCEA has programmed not only clutch, but things like plate awareness that make each hitter unique, a monumental task in a baseball video game.
                        There shouldn't be any attribute affect on the outcomes of RISP scenarios. From everything I've read, there is very little, if any, statistical evidence that players perform differently in what would be classified as clutch situations.

                        If you are correct, I can't help but wonder what I actually have control of in this game. What's the point in planning if I'm limited in the affect I have on the outcome.

                        Comment

                        • Mike Lowe
                          All Star
                          • Dec 2006
                          • 5286

                          #72
                          Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                          Originally posted by jackbquick
                          There shouldn't be any attribute affect on the outcomes of RISP scenarios. From everything I've read, there is very little, if any, statistical evidence that players perform differently in what would be classified as clutch situations.

                          If you are correct, I can't help but wonder what I actually have control of in this game. What's the point in planning if I'm limited in the affect I have on the outcome.
                          I see both sides. I don't want the Show to play like an Atari baseball game where every hitter is the same, and I'm the only influence. That setup is perfect for RTTS mode, but not franchise.

                          I agree that clutch can be overrated in real life, but it is a small factor that helps create player variety in this game.

                          Could it be done differently from a programming standpoint? Probably. However, my post was simply to help try and shed some light on the situation as to why things like this may be happening.

                          If you can't beat 'em, better find the guys who can!

                          Comment

                          • nomo17k
                            Permanently Banned
                            • Feb 2011
                            • 5735

                            #73
                            Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                            Originally posted by jackbquick
                            There shouldn't be any attribute affect on the outcomes of RISP scenarios. From everything I've read, there is very little, if any, statistical evidence that players perform differently in what would be classified as clutch situations.

                            If you are correct, I can't help but wonder what I actually have control of in this game. What's the point in planning if I'm limited in the affect I have on the outcome.
                            I've looked at how the Clutch rating affects in RISP, and it only changes attributes by a few % (for detail, look at this post: http://www.operationsports.com/forum...4&postcount=99), which is consistent with what the developers have revealed about the attribute before.

                            That translates to about +/- .015 in batting average in extremes (Clutch rating of 25 and 99)... this is moderate or big depending on how you look at it, but overall it's not giving players unrealistic boosts. Unless you can notice a huge difference between a normal .255 hitter and a super-clutch .270 hitter... whatever "anomalies" you see in the game are not likely due to the Clutch attribute.
                            The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                            Comment

                            • hcjjk
                              Banned
                              • Jun 2015
                              • 3

                              #74
                              Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                              Do you never advance the runner? If not then I think thats just baseball.

                              Comment

                              • jackbquick
                                Rookie
                                • May 2015
                                • 37

                                #75
                                Re: Can we stop already with the RISP less-than-2-outs popouts and line outs?

                                Originally posted by nomo17k
                                I've looked at how the Clutch rating affects in RISP, and it only changes attributes by a few % (for detail, look at this post: http://www.operationsports.com/forum...4&postcount=99), which is consistent with what the developers have revealed about the attribute before.

                                That translates to about +/- .015 in batting average in extremes (Clutch rating of 25 and 99)... this is moderate or big depending on how you look at it, but overall it's not giving players unrealistic boosts. Unless you can notice a huge difference between a normal .255 hitter and a super-clutch .270 hitter... whatever "anomalies" you see in the game are not likely due to the Clutch attribute.
                                Thank you for that information. I don't have any issues with small adjustments like that.

                                It is frustrating that this game is shrouded in so much mystery.

                                Comment

                                Working...