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Originally Posted by JoeJoeJoeJoeJoeJoe |
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Wow, you guys are awesome. I went with a fantasy draft, and chose Seattle as my team. Apparantly I drafted better than I realized because I was going for hitting, and I am #3 in hitting, #1 in pitching and overall #2. Guess I slid a few pitchers in there!
Just out of curiousity, why the pajama pants on so many people? This is only a trend in baseball maybe 10 years or so, if that. There were about 100 years of stirrups or high socks, so I was surprised that the vast majority of these guys were pajamas.
Personally, I think it is one of the dumbest looking trends ever to happen to a uniform in any sport. It looks dumb, and uncomfortable...stirrups, now that is baseball.
The rosters are great. We won our first game 3-1 against Oakland, though it was 1-0 into the eighth for them. They only had 2 hits, both in the 6th and got the run. I got one in the 8th, and then 2 on the road in the 9th. Good game, but was a 1-hitter/no-hitter up until the 6th. I thought maybe there was no hitting, but it ended up with 6 hits for me and only the 2 for them.
Should be fun, and thanks so much for all of your effort here guys (RM, Slugbugg, GoCubsGo, and any others)!
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Huh, sorry about all the pajama pants. At least for the players I made, you're absolutely right. I alternated between high socks, long pants and baggy pants. I had to wear stirrups one year for the VW baseball team back home and I hated them. I thought they looked awful. So I didn't even touch the low socks or stirrups for these rosters.
To each his own, I suppose. On the plus side, it will only take a few minutes to go in and change all of the pants options for any of the teams in your division. Or you could change the options for each team before you play a game against them.
There are bound to be other things that might need some polish. I haven't replied, but sluggbugg was running some test sims to check stats. He said only 20 or so hitters had averages over .300. I was concerned that the pitching might be overpowering and also that some of the hitters in the "above average" category could get some bumps to things such as contact. I'll try to write a thorough explanation of the process on the first page of this thread, but I don't have time at the moment. TripleThreat's spreadsheets were converted from an OOTP roster. It was a great way to quickly generate hundreds of players that tended toward an average but also had a variety of different skills. One thing I've noticed though is that players close to average are very close to their SCEA counterparts. For example, a number 5 starting pitcher whose ratings are close to league average, compares very well to a number 5 starter on an SCEA spreadsheet. The rotation aces, or number 1 starters, on the other hand, needed a fair amount of tweaking. If I screwed up anything, it's that I didn't track the overall numbers of number 1 starting pitchers or elite relief pitchers, so that our fictional league may have ended up a bit top heavy.
That's something that will be borne out by simulating some seasons. I'm considering this a "Beta" roster. I'm not going to have much time, but I'm going to try a more systematic method compared to the final edits I made, which happened in a mad dash to increase CF speed ratings, exaggerate some of the splits (this could probably happen more), increase some of the corner OF speed ratings (there could also be a handful of corner OF's that get a bump in order to account for guys like Crawford and Pierre), and I did a handful of other things I can't remember off the top of my head. I have a host of other things I'd like to check into. If I understand correctly, simulated stats are based on ratings only. I don't believe that sliders change season stats for simulated games. So what I've had in mind is to tweak our fictional roster to be closer to an SCEA roster. I think the pitchers for our roster are very close. If anything, only the number of elite pitchers might have to get cut down just a bit. That includes the second closer listed on every team. I wanted to have some up and coming closing prospects, but I think we got too many. And since the only ratings that progress for pitchers (I'm pretty sure this is correct) are h/9 and stamina, even when scaling the pitchers back for progression they still had high overall ratings. I'm not sure I ever came up with a satisfactory solution for that.
So, if anything needs a bit more polish, it's the hitters. I started a spreadsheet of an SCEA roster that includes all players with any MLB experience. I might stop with 15 teams, since that's enough to generate some averages. My hope is that I can break down the SCEA roster by position and role (for example, position = 1b, role = starter; or, position = 1b, role = veteran pinch hitter) and break down the fictional roster along the same lines and compare ratings that way. We're talking about pulling ratings 0 to 10 points in any direction, but when you have 900 players are whatever we ended up with, those ratings have a huge impact on things such as season stats.
Anyways, I just wanted to offer a sense for some of the things I'm seeing. If you want to tweak some ratings at all, those are some ideas to begin with. Maybe I'll finish some of these tweaks in the next month or so and try to post another version of the roster.
Thanks everyone!
RM