The steal sliders don't seem to affect simulations, but tweaking the steal ratings does.
For years now I've wondered why so many players have terribly low Steal ratings. There are only a small handful of players in the 80-99 range, but a huge amount of players in the 0-20 range. Stealing isn't that difficult of a skill. Just because a player is slow doesn't mean he'd have trouble reading the pitcher and getting a good jump. It's hard to know this since it doesn't happen, but, one could imagine the bottom half of the league in speed would steal at at least a 50% clip if they picked good pitchers and pitches to run on. They just don't steal much because that wouldn't be a good enough rate.
But with all of these low Steal players, you have to think they collectively are at or below 50% steals, which is what might be bringing the overall steal % down.
I've had success in testing with raising the steal ratings. I'm going to try a system where, regardless of speed, I match a player's expected SB% with his steal rating. So the absolute worst "stealers" should go from a 0 steal rating to maybe 45-50. Mediocre "stealers" will get a 50-60 rating, and players who are at least average will be in the 70s.
I'll try this with a few teams and see what happens. If it works, it might be a good thing to pitch to the Devs for future years, something they could globally edit. Not sure if any of the roster people have played with Steal rating before, but it's fun to mess around with.
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