In-game attirbutes Vs. Accurate sim stat attributes

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  • yyhy
    Rookie
    • Mar 2009
    • 202

    #1

    In-game attirbutes Vs. Accurate sim stat attributes

    I'm planning on playing every game of my team's franchise, and I know that pretty much all rosters have been tweaked so that statistics come out realistically in simulated seasons, but how do they relate to in-game play? I'm about a month into my season, and am just wondering if there's some sort of curve I need to use?
  • whoisJSR
    Rookie
    • Apr 2013
    • 20

    #2
    Re: In-game attirbutes Vs. Accurate sim stat attributes

    Do you mean, the ratings of the players, or the stats they accrue during a season? I know the game does make it more likely to hit with a batter who's on a hot streak, for example. I think that the ratings are all just that; if you're a skilled player, you'll hit better and pitch better than the game's rating will allow you.
    Case in point: my Matt Kemp in my season (and I don't sim any games) has 19 HR at this point, and I play my season in sync with real life, where he only has as many HR as the Dodgers' pitching staff lol. I imagine, however, if I were to simulate the season he'd average around 10 or so.

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    • HighCmpPct
      Denny 3K
      • Oct 2011
      • 3596

      #3
      Re: In-game attirbutes Vs. Accurate sim stat attributes

      Originally posted by whoisJSR
      Do you mean, the ratings of the players, or the stats they accrue during a season? I know the game does make it more likely to hit with a batter who's on a hot streak, for example. I think that the ratings are all just that; if you're a skilled player, you'll hit better and pitch better than the game's rating will allow you.
      Case in point: my Matt Kemp in my season (and I don't sim any games) has 19 HR at this point, and I play my season in sync with real life, where he only has as many HR as the Dodgers' pitching staff lol. I imagine, however, if I were to simulate the season he'd average around 10 or so.
      Surely you don't mean Kemp would average 10 HRs for the season? And as far as being able to outplay the ratings, it really depends on which sliders and hitting/pitching mechanics you are using.

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      • lhslancers
        Banned
        • Nov 2011
        • 3589

        #4
        Re: In-game attirbutes Vs. Accurate sim stat attributes

        I like Timing Hitting to fairly replicate season stats.

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        • yyhy
          Rookie
          • Mar 2009
          • 202

          #5
          Re: In-game attirbutes Vs. Accurate sim stat attributes

          I know that putting a players contact at 50 will on average result in a batting average of .250 for the season. But will having a hitters contact at 50 give you, as the controller the type of player whose in-game (while you're controlling the players) performance will replicate the same kind of result? How much do sliders contribute? So is Knight's rating scale only for an average skill level? Or is it only for simulations? I'm playing on HOF, using TNK's sliders, and I'm dominating both offensively and defensively. Leading the league in nearly all categories as a team. So do I offset my skill level by raising the sliders so that it's even? If so, what's the point of playing? lol I guess I'm just thinking out loud, at this point. Maybe this is why roster makers are more simmers than players. Not that they don't like to play, it's just that we seem to strive for realism, but then when we play above realism it almost feels like we're cheating the system, somehow :P

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