Tips for Editing Rosters (for realistic sim stats)

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • CubbyFan23
    Rookie
    • Feb 2007
    • 57

    #1

    Tips for Editing Rosters (for realistic sim stats)

    Granted I'm not sure how this will effect gameplay, but I'm actually increasing both the hitters and pitchers in different areas to achieve some actually realistic stats. I've already started a season with base rosters, and the game is so much fun that it doesn't bother me a ton that the stats are way off, but I figured I'd give it a shot since teams aren't very full and see if I can come up with some good numbers. Plus, it's driving me sort of nuts seeing 3-4 guys per team hitting under .200, and team averages around .205-.220. Ugh.

    I'll post some more ideas/tips in here as I go along, but here's what I've found so far:

    - Most importantly, a lot of relievers have "C" rated stamina. This is not good in sim games, because the computer uses them as starters. I saw the Yankees for instance use Luis Vizcaino and Scott Proctor as starting pitchers (and they were pretty decent). Obviously, this has very little chance of happening in real life. Although even Proctor started some games a while back, he was not anything close to average. I recommend anyone you absolutely do not want in a rotation, give a D or less. I gave E's to most relievers.
    - Pitchers walk WAY too many guys. I'm increasing control to B's and A's for almost everyone, C's if a guy is just ho-hum, and a D at the least if a guy is AWFUL with control (Zambrano's, Cabrera, etc.). If you go any lower than this, the guy is going to be flat out TOO awful to be a good pitcher at all. It's tough for even C pitchers to excel unless they have absolutely wicked stuff.
    - There's a few pitchers that K too many guys (by a lot). I haven't looked at this yet.
    - Hitting is WAY down for averages. I've gone with pretty much C or higher for contact for everyone except in a few EXTREMELY rare circumstances (Alberto Castillo, a few other really really really awful hitters). I think if you put anything under a 10 for contact, the guy won't hit over .200. From what I've seen, roughly the scale is:

    10: .220
    11: .240
    12: .250
    13: .270
    14: .290
    15: .320+

    Obviously these change if you give a guy great speed or power, but that's a rough estimate. So in many cases, you can give a guy a C thinking you'll have an average (.250 or so) hitter, and he'll hit .220 on the regular. Doesn't make sense, but oh well.

    Hope this helps for anyone wanting to tweak their rosters a bit. I've played a few games out with these, and haven't noticed anything crazy like 18-15 scores or 1-0 games, so I'm not sure how much offsetting all of these will effect gameplay. Obviously, that's the most important factor in the fun part of this game, so I don't want to knock it off by much at all.
  • skinz
    Rookie
    • Apr 2004
    • 308

    #2
    Re: Tips for Editing Rosters (for realistic sim stats)

    Hahahaha!!!

    I was going to post a thread just like this one....I also have been experimenting on stats simulation.

    But there are things that will destroy the process that you laid out....(trust me I had to delete my files because of it)

    1) Increasing batters contact will destroy the averages of players and the stats will go completely off course. Batters will begin to bat .400+ until September and the RBI numbers will skyrocket to 200+.

    2) For too much Ks.......only a couple of pitchers have this issue from many simulations I did and they are consistent on every playthrough:

    -Sabathia
    -Halladay
    -Santana
    -Smoltz
    -Harden
    -F. Hernandez
    -Sometimes Matsuzaka
    -Sometimes Pedro Martinez
    -Sometime Orlando Hernandez

    These are the only pitchers that have 300+ Ks and I would recommend to edit their stats....if you mess with any the other pitchers too much the stats will go out of control.


    3) Special abilities Play a HUGE role in stats...don't rely only on the grade stats. I recommend removing the special ability of Dr. K from ALL PITCHERS. Some of the above pitchers have that ability and I think its one of the problem with the high Ks.

    Also, there are other players that are missing important abilities (E.g. A-rod don't have power hitter ability but have contact ability and only have Trajectory 3) this messes up A-rod power numbers a lot. A-rod will get about 25-30 Hrs in a simulation with his default stats.

    4) Walks is a problem (Bannister walked 233 in a simulation) and the culprit here is too much games are played by the relievers and starters. Relievers play 100+ games and starters sometimes play 50+ games which is crazy. I still have not manage to see what works here.

    I'm still working on solutions.....

    Comment

    • CubbyFan23
      Rookie
      • Feb 2007
      • 57

      #3
      Re: Tips for Editing Rosters (for realistic sim stats)

      I haven't seen that problem with averages at all yet, I've done a test sim of the AL only with those increased numbers, and our team averages are right around .260 which is where they should be. High batting average was Vernon Wells at .363, and they all seemed about right. No one even close to .400.

      I didn't even think of special abilities, I'll have to check some of those out and see how they effect things, I was wondering why ARod was always underperforming!

      But yeah, the solution to pitchers is to increase control to those levels and to increase contact to those levels. I did a test sim and found control/ERA numbers to be right on (or pretty close) for pitchers and batting averages to be at least, better, although still a tad low. I'm not complaining though.

      Comment

      • CubbyFan23
        Rookie
        • Feb 2007
        • 57

        #4
        Re: Tips for Editing Rosters (for realistic sim stats)

        I've gotten stats right around where they should be, so this does work if anyone wants to take the time to do it. I have been sick the last few days and had some time to just sit around and do nothing.

        Also, to solve the problem with starters not getting enough innings, you usually need your SPs to have at LEAST 200 rating in stamina to go a normal amount. Otherwise, you'll be getting only 150-160 IN over a full season of 35 or so starts.

        Here's an example of the AL East, I edited all the starters to have 190+ rating in stamina, and we had the Yankees with Pettitte (229), Wang (206), Pavano (196), Mussina (184), and Clemens (170) with the high reliever as Farnsworth (103) and then no one else above 80 innings out of the pen. It seems every team carries a long reliever if you do this that will get around 100-110 innings, but the other relievers then all fall into place.

        Just a heads up for fellow OCD editors out there.
        Last edited by CubbyFan23; 11-07-2007, 01:50 AM.

        Comment

        • skinz
          Rookie
          • Apr 2004
          • 308

          #5
          Re: Tips for Editing Rosters (for realistic sim stats)

          Hey Cubby, is this working for ALL teams............

          It looks like you just fixed the AL and not entire league

          Comment

          Working...