Franchise Sim Stats... Ouch.

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  • gr18
    MVP
    • Sep 2007
    • 2298

    #16
    Re: Franchise Sim Stats... Ouch.

    Sim stats turn out better when you sim game to game on the calendar one at a time.I know that's tedious for some people but every sports game is this way.

    Pitcher usage is rationed better as well without tweaks to sliders.I don't know about final season stats in regards to batting averages and power numbers because I haven't gotten far in but it doesn't look like team batting averages are out of line yet.

    Comment

    • BodamEscapePlan
      Rookie
      • May 2008
      • 293

      #17
      Re: Franchise Sim Stats... Ouch.

      Originally posted by AUTiger1
      Madden has the same issue with horrible sim stats.
      And honestly, Madden might have the worst sim stats of any sports game ever because it uses playbooks as a sort of baseline for what each team will produce. So, if the Saints playbook produces a 5,000 yard passer with 35+ TDs and less than 10 INTs, have a WR with 120+ catches and God knows how many yards, and a running back rushing for only say... 700 yards -- then that's what you'll get every. single. year. ... and that's essentially with whoever they've got, whether it be an 92 OVR or a 71.
      MLB: CHICAGO WHITE SOX
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      @michaelsbodam | PSN: BodamEscapePlan

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      • gr18
        MVP
        • Sep 2007
        • 2298

        #18
        Re: Franchise Sim Stats... Ouch.

        Originally posted by BodamEscapePlan
        And honestly, Madden might have the worst sim stats of any sports game ever because it uses playbooks as a sort of baseline for what each team will produce. So, if the Saints playbook produces a 5,000 yard passer with 35+ TDs and less than 10 INTs, have a WR with 120+ catches and God knows how many yards, and a running back rushing for only say... 700 yards -- then that's what you'll get every. single. year. ... and that's essentially with whoever they've got, whether it be an 92 OVR or a 71.
        I don't know why they took out assigning generic playbooks in franchise like balanced or spread several years ago yet you can change your scheme.This helped sim stats and balanced run/pass ratios.I know it's tedious for every game but super-simming is the best option if not a great one.

        Comment

        • MiracleMet718
          Pro
          • Apr 2016
          • 1997

          #19
          Re: Franchise Sim Stats... Ouch.

          Originally posted by AUTiger1
          Because I'm bored and have nothing better to do. Number of hitters over .300 in a season.


          • 2022 - 11
          • 2021 - 14
          • 2020 - 23
          • 2019 - 19
          • 2018 - 16
          • 2017 - 25
          • 2016 - 25
          • 2015 - 20
          • 2014 - 17
          • 2013 - 24
          • 2012 - 26
          • 2011 - 26
          • 2010 - 23

          Having 40 plays hit over .300 might be a bit of a stretch but we shouldn't be surprised if 30 guys hit over .300 this year with the shift being banned.
          This is also weird because I’m only seeing 10-15 guys in each league hit over .300 when I sim. Haven’t seen any more than 22-26 total yet, so it seems pretty realistic for most offensive stats.

          The pitching I’ve gotten much better by changing sliders like everyone said, lowering the RP slider to 0, an updating the K/9 for most pitchers. So I’m getting:

          22-26 hitting .300
          5-10 40+ HRs
          8-15 100+ RBIs/Runs
          10-15: 200+ Ks
          5-10: 200+ innings
          12-18: pitchers with at least 1 CG or SO (still high but better)
          Max 3-4 CGs and Shutouts for the league leaders

          Only issue I can’t seem to resolve is the leaders in saves routinely have 50+ and sometimes 60+, so the numbers are inflated by a lot even though they pitch the correct amount of innings. Wondering if it’s because the sim will have a bunch of close games when in RL there are more non-save situations.

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          • Caulfield
            Hall Of Fame
            • Apr 2011
            • 10986

            #20
            Re: Franchise Sim Stats... Ouch.

            Originally posted by desouza7

            Only issue I can’t seem to resolve is the leaders in saves routinely have 50+ and sometimes 60+, so the numbers are inflated by a lot even though they pitch the correct amount of innings. Wondering if it’s because the sim will have a bunch of close games when in RL there are more non-save situations.
            yeah, even in my 100 year into the future sim, only 1 major career record was broken, that franchise tracks happened to be saves in a season and iirc maybe career saves, I'll have to check back into that part.
            OSFM23 - Building Better Baseball - OSFM23

            A Work in Progress

            Comment

            • Caulfield
              Hall Of Fame
              • Apr 2011
              • 10986

              #21
              Re: Franchise Sim Stats... Ouch.

              Originally posted by gr18
              Sim stats turn out better when you sim game to game on the calendar one at a time.I know that's tedious for some people but every sports game is this way...
              any clue what causes this to happen? I simmed a hundred years into the future just to have a league full of players with ready made stats, took 5 hours, can't imagine how long it would take to sim 1 full season 1 game at a time 1X1 for 2430 games lol
              OSFM23 - Building Better Baseball - OSFM23

              A Work in Progress

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              • gr18
                MVP
                • Sep 2007
                • 2298

                #22
                Re: Franchise Sim Stats... Ouch.

                Originally posted by Caulfield
                any clue what causes this to happen? I simmed a hundred years into the future just to have a league full of players with ready made stats, took 5 hours, can't imagine how long it would take to sim 1 full season 1 game at a time 1X1 for 2430 games lol
                Wow...I would've thought it would take a little longer for 100 years.

                I only do it this way because I go day to day,play one game,sim the rest of the day 1×1 look at the boxscores then advance to next day rather than just advancing simming all games at once.

                I'm thinking processing games slower instead of a high rate of speed gives more realistic results in sports games in general. Of course though you have to take into account what your particular goal is.

                Comment

                • Caulfield
                  Hall Of Fame
                  • Apr 2011
                  • 10986

                  #23
                  Re: Franchise Sim Stats... Ouch.

                  Originally posted by gr18
                  Wow...I would've thought it would take a little longer for 100 years.

                  I only do it this way because I go day to day,play one game,sim the rest of the day 1×1 look at the boxscores then advance to next day rather than just advancing simming all games at once.

                  I'm thinking processing games slower instead of a high rate of speed gives more realistic results in sports games in general. Of course though you have to take into account what your particular goal is.
                  yeah, I was able to knock it out in 30 minute chunks last Saturday and Sunday,
                  10 years per 30 minutes.
                  so I didn't actually do it 5 hours straight lol
                  that 5 hours was spread over about a 36 hour period

                  but my goal was speed though I wasn't dissatisfied with the stat numbers I pulled
                  OSFM23 - Building Better Baseball - OSFM23

                  A Work in Progress

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                  • Funkycorm
                    Cleveland Baseball Guru
                    • Nov 2016
                    • 3159

                    #24
                    Re: Franchise Sim Stats... Ouch.

                    Originally posted by AUTiger1
                    Because I'm bored and have nothing better to do. Number of hitters over .300 in a season.


                    • 2022 - 11
                    • 2021 - 14
                    • 2020 - 23
                    • 2019 - 19
                    • 2018 - 16
                    • 2017 - 25
                    • 2016 - 25
                    • 2015 - 20
                    • 2014 - 17
                    • 2013 - 24
                    • 2012 - 26
                    • 2011 - 26
                    • 2010 - 23

                    Having 40 plays hit over .300 might be a bit of a stretch but we shouldn't be surprised if 30 guys hit over .300 this year with the shift being banned.
                    I have simmed 3 seasons so far. I don't look at many stats when I do but I always look at averages.

                    I have 11, 10, 13 for my 3 years of simming over .300. Note that this was the 2023 season as I simmed that for 3 different teams as I test draft class generation and scouting priorities.

                    Just sharing my numbers.
                    Funkycorm

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                    • GAMEBREAKER85
                      Rookie
                      • Jun 2014
                      • 377

                      #25
                      Re: Franchise Sim Stats... Ouch.

                      Looking good this morning...

                      Slider being used to sim:
                      HUM & CPU - ALL HITTING SLIDERS AT 0

                      HUM & CPU - Starter Stam 0; Reliever 1

                      CPU - Manager Hook 10

                      ***I'm reading some of your guys Batting Average .300+ guys being way down compared to what I was getting a couple days ago and I'm not seeing the same unless you alter Hitting Sliders. With the Sliders Above, I'm looking at a screen right now of one season simulated and I have 14 National League guys at .300 and up and 10 American League guys at .300 and up (which are great numbers in my opinion). Without editing sliders I was seeing 30/40+ above .300.

                      With the sliders above Complete Games and Shutouts have become a non-issue. In the latest simulated season in the American League there were only 9 Shutouts for the whole season (McClanahan had 3 by himself and Urquidy had 2); In the National League there were 11 for the whole season and the only one with more than one was Darvish at 2.

                      I cannot get strikeouts up; Very few guys recording more than 200ks. Even when I jacked up Starter Stamina to 10, the K's were still down.

                      Bullpen Usage

                      With sliders above any reliever not in the Long Relief spot is getting realistic Innings per Appearance; I'm getting a lot of guys with more appearances than innings though - I'm going to focus on raising the reliever stamina or messing with the CPU Hook Slider to get that fixed. The Long Relief guys whether they are a starter or a 20 stamina guys are pitching like 3 innings per appearance; it's just flat out broken.

                      The Saves are just going to be high for closers period; unless you put closers in the set up spots your going to get a ton of guys with 40/50+. But that also means your going to have more guys in Long Relief Spots.


                      Power Hitting Stats

                      Home Runs and RBIs are very good when reducing the hitting sliders to 0 or that vicinity. *Pete Alonso is absolute unit on this year's game; he leads the NL about every simmed season for me.
                      Last edited by GAMEBREAKER85; 04-01-2023, 10:31 AM.

                      Comment

                      • blackhawksfan4ever19
                        MVP
                        • May 2017
                        • 1559

                        #26
                        Re: Franchise Sim Stats... Ouch.

                        Originally posted by GAMEBREAKER85
                        Looking good this morning...

                        Slider being used to sim:
                        HUM & CPU - ALL HITTING SLIDERS AT 0

                        HUM & CPU - Starter Stam 0; Reliever 1

                        CPU - Manager Hook 10

                        ***I'm reading some of your guys Batting Average .300+ guys being way down compared to what I was getting a couple days ago and I'm not seeing the same unless you alter Hitting Sliders. With the Sliders Above, I'm looking at a screen right now of one season simulated and I have 14 National League guys at .300 and up and 10 American League guys at .300 and up (which are great numbers in my opinion). Without editing sliders I was seeing 30/40+ above .300.

                        With the sliders above Complete Games and Shutouts have become a non-issue. In the latest simulated season in the American League there were only 9 Shutouts for the whole season (McClanahan had 3 by himself and Urquidy had 2); In the National League there were 11 for the whole season and the only one with more than one was Darvish at 2.

                        I cannot get strikeouts up; Very few guys recording more than 200ks. Even when I jacked up Starter Stamina to 10, the K's were still down.

                        Bullpen Usage

                        With sliders above any reliever not in the Long Relief spot is getting realistic Innings per Appearance; I'm getting a lot of guys with more appearances than innings though - I'm going to focus on raising the reliever stamina or messing with the CPU Hook Slider to get that fixed. The Long Relief guys whether they are a starter or a 20 stamina guys are pitching like 3 innings per appearance; it's just flat out broken.

                        The Saves are just going to be high for closers period; unless you put closers in the set up spots your going to get a ton of guys with 40/50+. But that also means your going to have more guys in Long Relief Spots.


                        Power Hitting Stats

                        Home Runs and RBIs are very good when reducing the hitting sliders to 0 or that vicinity. *Pete Alonso is absolute unit on this year's game; he leads the NL about every simmed season for me.
                        Gamebreaker, when you get satisfied with your slider results would you PLEASE post your slider settings?

                        I really like what you have going so far.
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                        • GAMEBREAKER85
                          Rookie
                          • Jun 2014
                          • 377

                          #27
                          Re: Franchise Sim Stats... Ouch.

                          Definitely will post them.

                          Observations made earlier today: Trying to avoid Placebo-effects...

                          - The most important sliders are Starter Stamina and Computer Hook for getting Complete Games and Shutouts to a minimum. Pretty cut & dry here.

                          - I do think lowering hitting sliders does influence hitting statistics. I'm fine with where statistics are landing now.

                          - I think reliever stamina is irrelevant. I think Long Relief guys are going to make an insane amount of appearances and pitch 2+ innings every time they pitch. I don't think ZERO relief stamina is the way to go for reliever appearances b/c you will see a lot of guys not pitch one inning per appearance. I think if you leave it around 2ish you will see guys closer to 1:1 ratios. Before the new rules when you had specialists this wasn't a big deal but I imagine most of your better guys are pitching a whole inning these days. I think deep down, the appearances and innings aren't what make me nuts, usually they are an appearance to 2 inning ratio which is ok; it's that they factor in the win-loss decisions too much. Which I understand the logic b/c they come in during innings 4-6.

                          - I've simulated a ton of seasons (always just the first season btw); it is cringe-worthy how many guys in the bullpens are making ZERO appearances who have been in the league before the 28 Man Call Up date.

                          - The Second Set-Up Spot has to be where you put the least used or worst bullpen guy for every team. Period.

                          - It doesn't matter if you move your best stamina guy into the 3rd long relief spot; if the computer deems him the best pitcher they will use him to death.

                          - The Pirates Bullpen had two Middle Relievers get this! - One guy made 120 appearances! and another in with like 110.

                          - I'm a 32 team control guy so this doesn't bother me, but I think the only way to get realistic usage is to move guys around the bullpen spots. You get a guy whose leading the MLB in wins in the Long Relief Spot and way up in innings you may want to move him to a MRP 4 spot or a Set Up 2 Slot to give him a "rest"; I had to do this with Jalen Beeks for Tampa a lot in my Franchise on MLB22; him and David Price for the Dodgers would have won Cy Youngs. *This is what I plan to do IF I don't make all pitching staffs maxed out at 12.

                          - Remember this is a pain in the butt but if you save your playing the game sliders and save a sim slider set you can just load the one you need in your franchise instead of setting them every time. This will be a time saver.

                          - I think I'm just going to take an "L" on the strikeouts; I cannot get guys to push above 180-200ks consistently whether they are pitching 5 complete games or 0 a year. I'm not willing to change ratings to correct this; that's too much.

                          - Team Homeruns with 0 in all hitting sliders were about perfect compared it to last year's team numbers. Did not scroll and check the bottom of the league though.

                          - Appearances by bullpen guys are really high, but you have to remember most teams go through a ton of call ups/send downs & injuries during the season; most of my sims are with injuries off. I have done some with them on. If you move guys up and down for teams consistently this should help those numbers.

                          - Also remember when you mess with staminas guys are going to get more tired then normal so when you go into a series they are probably going to be worn down. Late in the season they naturally take longer to recover (noticed this on MLB 22 really like how they threw this in b/c it's very realistic); you may have to manage bullpens for the series you're in so they don't throw the same guys non-stop.
                          Last edited by GAMEBREAKER85; 04-01-2023, 01:15 PM.

                          Comment

                          • MiracleMet718
                            Pro
                            • Apr 2016
                            • 1997

                            #28
                            Re: Franchise Sim Stats... Ouch.

                            Originally posted by GAMEBREAKER85
                            Definitely will post them.

                            Observations made earlier today: Trying to avoid Placebo-effects...

                            - The most important sliders are Starter Stamina and Computer Hook for getting Complete Games and Shutouts to a minimum. Pretty cut & dry here.

                            - I do think lowering hitting sliders does influence hitting statistics.

                            - I think reliever stamina is irrelevant. I think Long Relief guys are going to make an insane amount of appearances and pitch 2+ innings every time they pitch. I don't think ZERO relief stamina is the way to go for reliever appearances b/c you will see a lot of guys not pitch one inning per appearance. I think if you leave it around 2ish you will see guys closer to 1:1 ratios. Before the new rules when you had specialists this wasn't a big deal but I imagine most of your better guys are pitching a whole inning these days.

                            - I've simulated a ton of seasons (always just the first season btw); it is cringe-worthy how many guys in the bullpens are making ZERO appearances who have been in the league before the 28 Man Call Up date.

                            - The Second Set-Up Spot has to be where you put the least used or worst bullpen guy for every team. Period.

                            - It doesn't matter if you move your best stamina guy into the 3rd long relief spot; if the computer deems him the best pitcher they will use him to death.

                            - The Pirates Bullpen had two Middle Relievers get this! - One guy made 120 appearances! and another in with like 110.

                            - I'm a 32 team control guy so this doesn't bother me, but I think the only way to get realistic usage is to move guys around the bullpen spots. You get a guy whose leading the MLB in wins in the Long Relief Spot and way up in innings you may want to move him to a MRP 4 spot or a Set Up 2 Slot to give him a "rest"; I had to do this with Jalen Beeks for Tampa a lot in my Franchise on MLB22; him and David Price for the Dodgers would have won Cy Youngs. *This is what I plan to do IF I don't make all pitching staffs maxed out at 12.

                            - Remember this is a pain in the butt but if you save your playing the game sliders and save a sim slider set you can just load the one you need in your franchise instead of setting them every time. This will be a time saver.

                            - I think I'm just going to take an "L" on the strikeouts; I cannot get guys to push above 180-100ks consistently whether they are pitching 5 complete games or 0 a year. I'm not willing to change ratings to correct this; that's too much.

                            - Team Homeruns with 0 sliders were on point at the top; compared it to last year's numbers. Did not scroll and check the bottom of the league though.

                            - Appearances by bullpen guys are really high, but you have to remember most teams go through a ton of call ups/send downs & injuries during the season; most of my sims are with injuries off. I have done some with them on. If you move guys up and down for teams consistently this should help those numbers.

                            - Also remember when you mess with stamina's guys are going to get more tired then normal so when you go into a series they are probably going to be worn down. Late in the season they naturally take longer to recover (noticed this on MLB 22 really like how they threw this in b/c it's very realistic); you may have to manage bullpens for the series you're in so they don't throw the same guys non-stop.
                            The only way to update strikeouts is to update the actual Pitcher K/9 stats. I think they have them deflated in the default roster to allow top cards in DD to be more useful, so I’ve updated mine to reflect more accurate ratings based on Franchise. Per 200 innings I’ve seen the below with the K/9 rating updated:

                            90-99: 210-250+ Ks
                            80-90: 180-220 Ks
                            70-80: 170-190 Ks
                            60-70: 150-175 Ks
                            50-60: 135-155 Ks
                            <40: 120-140 Ks

                            Obviously there are some outliers, but it’s a much more realistic stat line.

                            I’ve also moved any RPs that should be SPs back to SPs and lower RP max stamina to 50-55 and that seemed to have help the relief appearance issue for the most part. Still some SPs that rack up tons of innings but their appearance seem to be less because they get a bunch of spot starts. But the most RP appearance I’ve seen is around 70-80, but those appear to be outliers (I’ll do more checks later).

                            I’m waiting on the Tatis roster update to actually start my season, but if there are any roster makers out there that are starting before then for franchise, I’d recommend updating those things for more realistic sim stats along with the slider changes. I also flip slider sets back and forth and use the default one for when I play so the pitcher stamina for played games isn’t effected.


                            Also very weird that you have to change the hitting sliders to get less .300 average guys. Just by default I’m seeing at most 25-30 (usually averaging 22-26) and only a handful less when I put the slider to 0.

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                            • Caulfield
                              Hall Of Fame
                              • Apr 2011
                              • 10986

                              #29
                              Re: Franchise Sim Stats... Ouch.

                              I think the biggest issue with the simmed stats that I have stems from the fact I had CPU Roster Control ON so that I could export players. the problem is at least twofold in that, 1) there are no injuries, meaning less opportunities for lesser caliber players,
                              and 2) cpu trading is off
                              OSFM23 - Building Better Baseball - OSFM23

                              A Work in Progress

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                              • AUTiger1
                                MVP
                                • Oct 2008
                                • 2413

                                #30
                                Re: Franchise Sim Stats... Ouch.

                                Originally posted by djflock
                                the data kinda says differently .

                                Similar rules were tested at various levels in the minor leagues and the results were mixed. At some levels there was no change to the league batting average on balls in play, and at some levels it rose by as much as three points.

                                The shift was analyzed with last years data and i think corey seager would gain the most hits due to the shift ban. That number of hits he would gain was less than 10.

                                We'll see how it ends up playing out, but 2017 wasn't that long ago when 25 guys hit .300. It's not a stretch of the imagination to think that 5 more guys could have done it and reach 30.

                                Looking at 2017, here's the next 6 guys after those that finished with .300.


                                26. Yuli Gurriel - .299
                                27. Elvis Andrus - .297
                                28. Zack Cozart - .297
                                29. Paul Goldschmidt - .297
                                30. Kris Bryant - .295
                                31. Corey Seager - .295


                                Now, here's how many more hits each player would have needed to reach .300


                                Gurriel - 1
                                Andrus - 2
                                Cozart - 2
                                Goldschmidt - 2
                                Bryan - 3
                                Seager - 3


                                It's really not a stretch at all to think that we could see 30 guys finish at .300 or better this year.
                                Atlanta Braves
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                                Auburn Tigers
                                Detroit Red Wings
                                Winnipeg Jets

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