The TrueSim Roster Project: MLB 22

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  • Cycloniac
    Man, myth, legend.
    • May 2009
    • 6505

    #271
    Re: The TrueSim Roster Project: MLB 22

    Originally posted by DetroitStyle
    It seems good. Hard to say, there's no way to track easily in game so it's all about feel. I also play a lot of OOTP and injuries are BRUTAL there lol.
    Using the injury method I previously described, along with the staminas at 3, injuries at 8 and hook at 4, batting averages looked fine, but
    -No pitcher exceeded 200 IP
    -No pitcher had an ERA under 3
    -IP for relievers was higher than I'd like (too many multi inning appearances)

    So, I'll need to test a bit more with the stamina and hook. Bumping injuries down to 5 to see what happens. For hitters, games played is managed with the durability attribute, so even if there are fewer injuries, they'll still need to miss games depending on durability rating.

    For pitchers, I liked that pitcher injuries actually mattered, but the effect was too extreme with injuries at 8.
    THE TrueSim PROJECTS



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    • DetroitStyle
      Meow
      • May 2011
      • 1047

      #272
      Re: The TrueSim Roster Project: MLB 22

      Originally posted by Cycloniac
      Using the injury method I previously described, along with the staminas at 3, injuries at 8 and hook at 4, batting averages looked fine, but
      -No pitcher exceeded 200 IP
      -No pitcher had an ERA under 3
      -IP for relievers was higher than I'd like (too many multi inning appearances)

      So, I'll need to test a bit more with the stamina and hook. Bumping injuries down to 5 to see what happens. For hitters, games played is managed with the durability attribute, so even if there are fewer injuries, they'll still need to miss games depending on durability rating.

      For pitchers, I liked that pitcher injuries actually mattered, but the effect was too extreme with injuries at 8.
      In three sims at S3 H4 I had:
      • 9 over 200 IP
      • 5 over 200 IP
      • 2 over 200 IP


      So it's probably possible to have 0 over 200 in a one off sim but shouldn't be the norm.

      ERA is definitely a problem that cant be resolved unless you jack up stamina to 10 but then you get only 1 or 2 players batting over .300. I know it can be fixed because the default rosters have a good averages, good era, but awful strikeout numbers.

      Ratings may need to be adjusted but I have no idea what you change to get lower ERAs. It's not simple like K's where you just have to bump K/9 across the board.

      Comment

      • Cycloniac
        Man, myth, legend.
        • May 2009
        • 6505

        #273
        Re: The TrueSim Roster Project: MLB 22

        Originally posted by DetroitStyle
        In three sims at S3 H4 I had:
        • 9 over 200 IP
        • 5 over 200 IP
        • 2 over 200 IP


        So it's probably possible to have 0 over 200 in a one off sim but shouldn't be the norm.

        ERA is definitely a problem that cant be resolved unless you jack up stamina to 10 but then you get only 1 or 2 players batting over .300. I know it can be fixed because the default rosters have a good averages, good era, but awful strikeout numbers.

        Ratings may need to be adjusted but I have no idea what you change to get lower ERAs. It's not simple like K's where you just have to bump K/9 across the board.
        I'm sure I would have had more over 200 IP if I had let the CPU manage injuries.

        I used starter stamina at 6 last year and saw good ERA numbers (good top end and reasonable mid/low end), but the top end of batting averages wasn't what I want (good low/mid end though).

        In terms of attributes and ERA, I'm pretty sure clutch would be the attribute to adjust for pitchers.
        THE TrueSim PROJECTS



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        • DetroitStyle
          Meow
          • May 2011
          • 1047

          #274
          Re: The TrueSim Roster Project: MLB 22

          Originally posted by Cycloniac
          I'm sure I would have had more over 200 IP if I had let the CPU manage injuries.

          I used starter stamina at 6 last year and saw good ERA numbers (good top end and reasonable mid/low end), but the top end of batting averages wasn't what I want (good low/mid end though).

          In terms of attributes and ERA, I'm pretty sure clutch would be the attribute to adjust for pitchers.
          Raising Stamina also raises CGs and SHOs. Which at some point you have to pick a stat you don't care about being way off. That's just an issue with the sim engine.

          But you could raise Stamina to maybe 8 with hook at 4 and just globally raise L/R Contact for batters by 5-10% and that should bring the stats back in line.

          Here's a LINK to my full spreadsheet of slider testing. Maybe you'll find it useful.

          The red/green areas are Real Life averages. Red is way off real life averages while green is close or close enough.
          Last edited by DetroitStyle; 06-30-2022, 11:08 AM.

          Comment

          • kamackeris76
            MVP
            • Oct 2012
            • 1669

            #275
            Re: The TrueSim Roster Project: MLB 22

            Using 30 team control and have my team trades as manual yet the ai is making trades for me... What am I doing wrong?

            Sent from my Pixel 5 using Tapatalk

            Comment

            • Cycloniac
              Man, myth, legend.
              • May 2009
              • 6505

              #276
              Re: The TrueSim Roster Project: MLB 22

              Originally posted by kamackeris76
              Using 30 team control and have my team trades as manual yet the ai is making trades for me... What am I doing wrong?

              Sent from my Pixel 5 using Tapatalk
              Make sure your team has the correct profile assigned to it
              THE TrueSim PROJECTS



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              • kamackeris76
                MVP
                • Oct 2012
                • 1669

                #277
                Re: The TrueSim Roster Project: MLB 22

                Originally posted by Cycloniac
                Make sure your team has the correct profile assigned to it
                I have... I keep checking, 2 separate profiles 1 all auto for 29 teams, another for my blue jays set to manual trades

                Sent from my Pixel 5 using Tapatalk

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                • Cycloniac
                  Man, myth, legend.
                  • May 2009
                  • 6505

                  #278
                  Re: The TrueSim Roster Project: MLB 22

                  Originally posted by DetroitStyle
                  Raising Stamina also raises CGs and SHOs. Which at some point you have to pick a stat you don't care about being way off. That's just an issue with the sim engine.

                  But you could raise Stamina to maybe 8 with hook at 4 and just globally raise L/R Contact for batters by 5-10% and that should bring the stats back in line.

                  Here's a LINK to my full spreadsheet of slider testing. Maybe you'll find it useful.

                  The red/green areas are Real Life averages. Red is way off real life averages while green is close or close enough.
                  This is really useful

                  What about IP for relievers? Any luck testing in that area?
                  THE TrueSim PROJECTS



                  Comment

                  • DetroitStyle
                    Meow
                    • May 2011
                    • 1047

                    #279
                    Re: The TrueSim Roster Project: MLB 22

                    Originally posted by Cycloniac
                    This is really useful

                    What about IP for relievers? Any luck testing in that area?
                    Yes, but I don't have any numbers i tracked. It doesn't appear like Stamina or Hook affect relievers at all. IP seem the same. That might the global issue with cpu reliever usage being messed up. You also see wild swings in Saves that don't appear tied to any slider - just randomness. Some sims I see 60 saves while others I see no one over 50.

                    Comment

                    • theoriginal561
                      Rookie
                      • May 2011
                      • 338

                      #280
                      Re: The TrueSim Roster Project: MLB 22

                      Originally posted by The Kid 24
                      Anyone in here just control one team and let CPU make roster moves, injuries, etc?

                      Im curious how smart CPU is… Like do they DFA guys that suck and call up dudes who are killing it in minors? Make moves when guys are injured and need to go on IL? And things like that.

                      Personally, Ive controlled all 30 teams but idk if I want to do that anymore.


                      Sent from my iPhone using Operation Sports
                      I do, they make God awful moves. Especially with fantasy draft rosters. DFA b and A potential players and releasing them outright.

                      Regular roster, with a tapered trade slider, going from 0 to 10 as you near the deadline, I've seen really good trades and little bone head deals.

                      Comment

                      • Cycloniac
                        Man, myth, legend.
                        • May 2009
                        • 6505

                        #281
                        Re: The TrueSim Roster Project: MLB 22

                        Originally posted by Cycloniac
                        Had my first franchise game last night! Simmed up to the present and won 6-5 vs Oakland in 10 innings.

                        This year, I've decided to manage the CPU's injuries to see if I can have injuries matter for pitchers a bit more. By default, there are too many minor injuries for pitchers, so:
                        -if the injury is for a day or two, I keep them active
                        -if the injury is for a few days, 15 day IL
                        -if the injury is for 1-2 weeks, 15 day IL
                        -if the injury is for 2-3 weeks, 15 day IL
                        -if the injury is for 1-2 months, 15 day IL
                        -if the injury is for 2-3 months, 60 day IL
                        -if the injury is for 3+ months, 60 day IL

                        I've liked what I've seen so far, makes teams use more of there relievers and starters between injuries and promotions/demotions due to performance
                        I do believe I'll continue to do this, but contrary to my previous point, I do reccommend managing the CPU's bullpens.

                        I am seeing two options that work:
                        1. Lite: make sure no team has pitchers in the LRP slots

                        2. Full:
                        Originally posted by IrishSalsa
                        Bigdawg1690 shared his bullpen setup with us in our slider thread. It lets the AI use MRP guys in the middle innings instead of always their LRP. You have to do 30 man control and set lineups to manual. Otherwise, they will reset the spots. We have tested this and the AI will bring in their MRP guys in tied or close games in the 5th or 6th innings.

                        They will even bring in their good RP when they are losing in a close game. They do a good job putting guys in who have full stamina over a guy who isn't full.

                        * Put your 3 lowest rated RP pitchers that have less than 40 stamina in the 3 LRP spots.

                        * Take out all the pitchers in the SU1 and SU2 spots.

                        * Put your closer in the closer spot like normal.

                        * Put your highest rated RP’s in the MRP spots.


                        This is a 13 pitcher setup. I have tried 12 before and it's good until you get into a season and most of the bullpen is tired from lots of games and extra inning games etc. My opinion, you really NEED 8 guys in the bullpen long term. Also the extra bench player never gets ABs anyway. Becomes a wasted roster spot in the MLB. Before the 3 batter rule I was switching controller over and manually managing their BP in games.
                        (via the bullpen thread)

                        I think I'll be going with 2 because I like being able to control who the high leverage relievers are, but either should work. You'll need to set CPU lineups/rotations to manual for this to work.
                        THE TrueSim PROJECTS



                        Comment

                        • Rmiok222
                          MVP
                          • Nov 2015
                          • 3129

                          #282
                          Re: The TrueSim Roster Project: MLB 22

                          I noticed on your OP it says you can either use classic or pinpoint pitching, which do you use cy? Never really dabbled into pinpoint..I figure it would be very different than classic but maybe not


                          Sent from my iPhone using Operation Sports

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                          • Cycloniac
                            Man, myth, legend.
                            • May 2009
                            • 6505

                            #283
                            Re: The TrueSim Roster Project: MLB 22

                            Originally posted by Rmiok222
                            I noticed on your OP it says you can either use classic or pinpoint pitching, which do you use cy? Never really dabbled into pinpoint..I figure it would be very different than classic but maybe not


                            Sent from my iPhone using Operation Sports
                            I'm actually a Manage Mode guy, but I reccommend classic pitching because it allows the player attributes to shine.

                            Some people want more control over outcomes, so for that, Pinpoint seems to be the way to go.
                            THE TrueSim PROJECTS



                            Comment

                            • cel10e
                              Rookie
                              • Apr 2022
                              • 42

                              #284
                              Re: The TrueSim Roster Project: MLB 22

                              This might be a dumb question... In full manage mode do you use gameplay or sim sliders? I assume quick manage would use sim.

                              Comment

                              • Cycloniac
                                Man, myth, legend.
                                • May 2009
                                • 6505

                                #285
                                Re: The TrueSim Roster Project: MLB 22

                                Originally posted by Cycloniac
                                I do believe I'll continue to do this, but contrary to my previous point, I do reccommend managing the CPU's bullpens.

                                I am seeing two options that work:
                                1. Lite: make sure no team has pitchers in the LRP slots

                                2. Full:

                                (via the bullpen thread)

                                I think I'll be going with 2 because I like being able to control who the high leverage relievers are, but either should work. You'll need to set CPU lineups/rotations to manual for this to work.
                                Here's a full season sim I just ran as the Yankees where I show how I would manage the bullpen using method 2. I used single team control but a CPU style profile for the Yankees to show how I would manage the CPU teams.
                                Twitch is the world's leading video platform and community for gamers.


                                I don't actually want to manage the CPU's lineups, so I set to manual, as well as roster moves to manual, so I'll call up whoever I feel deserves it but hit auto utilize/auto lineups when the option presents itself.

                                With this bullpen setup, you can see the highest IP was around 70 innings. You'll notice somewhere in the video, I believe some point md-season, that Tampa's Rasmussen had like 130 IP in the LRP spot, which is why this is necessary.

                                By year's end, you can see pretty good standings league-wide. I used injuries at 6, reliever stamina at 3 and starter stamina at 5. There were 6 guys at .300 or higher according to the leaderboards.
                                -League batting average was .251
                                Best: .264
                                Worst: .236

                                If you want a few more above .300, you could bump starter stamina down a notch. There were more who exceeded .300, but didn't have enough PAs to qualify for the league leaderboard. Here's my adjusted leaderboard, official league leader in bold (200 AB minimum):
                                1. Hunter Dozier, KC: .323, 359 ABs
                                2. Matt Duffy, LAA: .320, 303 ABs
                                3. Nick Madrigal, CHC: .316, 212 ABs
                                4. Starling Marte, NYM: .315, 447 ABs
                                5. Fernando Tatis Jr., SDP: .313, 578 ABs
                                6. D.J. LeMaheieu, NYY: .312, 600 ABs
                                7. Mookie Betts, LAD: .309, 537 ABs
                                8. Bryce Harper, PHI: .307, 563 ABs
                                9. Austin Nola, SDP: .305, 285 ABs
                                10. David Peralta, ARZ: .306, 579 ABs
                                11. Mark Canha, NYM: .300, 534 ABs
                                Last edited by Cycloniac; 07-01-2022, 01:18 PM.
                                THE TrueSim PROJECTS



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