First off thanks guys for taking the time. I was hoping you would be able make sure that Great American Ballpark’s backstop has the REDS logo. No logo has ever been added to the game since the addition of a logo in 2009. I would very much appreciate this. I love the game and appreciate all the work and efforts to allow us to assist you guys in giving us all a better game.
I think this guy Really, Really, really wants that Reds logo behind home plate. Ive seen it on a few seperate different threads. If it happens its because of you bro!!!
Hey Knight you've been compiling suggestions for a while now right? Don't know if I should repost my absurdly long list again lol
Not really.
I do have a list of things that guys have been asking about, but I wouldn't call it comprehensive, so it wouldn't hurt to throw them in here if it's not too much hassle.
(sorry about that)
M.K.
Knight165
__________________ All gave some. Some gave all. 343
I know its been mentioned multiple times, but I am now officially fed up with the progression system in this game. Please make progression independent from a player's overall rating, or better yet, get rid of the overall bar completely. 39 year old Ichiro should not be progressing just because his overall is lower than his potential, nor should Felix Hernandez be regressing in his prime because his overall is higher than his potential (and deservedly so). Here are my suggestions for making player progression more true to life:
1. Get rid of the overall bar IMO the overall bar is fairly useless since it varies by position and the CPU already takes individual ratings into account when deciding lineups and rotations. The two things that overall affects the most is progression and free agency, and it shouldn't be necessary for either.
2. Incorporate skill and progression curves based on age There is statistical evidence that shows that baseball players usually reach their physical peak around the age of 26-27, maintain their ability for 4-5 years, then slowly decline until their mid-30's, where they experience a moderate to sharp decline. This article describes the process in greater detail.
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Fast players -The criteria I used were hitters with 25 or more stolen bases and at least eight triples (103 total players including Hanley Ramirez, Jose Reyes and Carl Crawford).
Young players with old-player skills (high K, BB and HR) - These players exhibit power at an early age with high number of walks and strikeouts. The criteria I used were hitters who are 25 years old or younger with more than 20 HRs, a K/PA greater than 15% and a BB/PA greater than 5% (73 total players including Joey Votto, Evan Longoria, Troy Tulowitzki).
Players with no plate discipline - Walk rate less 5% and K% greater than 20% from those with more than 200 plate appearances (148 players including Carlos Gonzalez, Jeff Francoeur, Ryan Doumit).
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1. Fast and young-old players have a higher peak than the rest of the population.
2. Young-old players peak at age 25, which is one year earlier than the general population.
3. Fast players age extremely well from their peaks at 26 to 31, then they lose on average fewer then five runs over five seasons. Young-old players lose more than 10 runs in the same time span.
4. Players with no plate discipline age similarly to the overall population.
There are also separate curves for plate discipline over at Fangraphs:
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Overall, hitters generally decrease their swing rates during their careers. Younger players almost immediately increase their selectivity. In particular, hitters decrease their number of swings at pitches outside the zone. This aligns with the general idea that hitters become more selective the longer they are in the league. But the selectivity doesn’t increase forever. At about age 33, we begin to see a slight uptick in Swing%. Hitters seem to be swinging more at pitches both in and out of the zone.
Also, the older the hitter, the closer the trend in swing rate and Z-Swing% becomes. That’s largely due to the fact that pitchers appear to throw more pitches in the zone to aging hitters. There is effectively a “mini curve” for Zone% from ages 21 to 28, which happens to align with a hitter’s peak years. After 28, the percent of pitches in the zone increases by 1% through age 34—and almost 3% if they last until age 39. There are probably two things going on here, and it’s hard to parse out. On the one hand, as hitters decline, pitchers might realize they can get away with attacking the zone more often. In fact, we see a negative correlation between wOBA in year one and Zone% in year two (-.39). On the other hand, hitters become more disciplined and offer less frequently at pitches outside the strike zone during the same period—at least until age 33. So part of the effect may simply be that pitchers are forced to come into the zone more often against aging hitters because they are less likely to chase bad pitches.
Here's an article over at Fangraphs explaining pitching aging curves:
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Some initial thoughts:
— Velocity is a young man’s game. Rather than a parabolic curve of some sort, pitchers generally lose velocity from the beginning. Through age 28, they appear to stay within .5 mph of their peak velocity; but starting at age 29 they have lost about 1 mph with the loss accelerating every year thereafter.
— The loss of velocity is important because we see that pitchers’ abilities to record strikeouts follow a curve similar to the speed of their fastballs. However, the slope of the decline is not as dramatic as the velocity decline. This is perhaps do to a couple factors. First, pitchers are likely to further develop secondary and tertiary pitches as they mature. Many of the best arms in the minors can dominate using mostly their plus-fastball and little in the way of plus- or above-average off-speed stuff. But surviving in the majors requires more than just a plus-fastball — which many pitchers quickly realize. Either they develop additional weapons, or they move on. Second, and somewhat related, pitchers might develop a fastball with additional movement — like a sinker or a cutter — to compensate for the velocity decline. This also could lead to a less steep decline in K/9 and SWG_Strike rate than a pitcher’s velocity decline alone might predict.
3. Have potential only affect baseball skills Baseball skills are contact, vision, discipline, arm accuracy, blocking, baserunning, and the /9 ratings and command for pitchers. Physical abilities (raw power, speed, arm strength, velocity) should remain static for the most part (more on that next), then slowly regress with age. Potential would determine the likeliness/frequency of the player gaining points, coaching would determine the number of points gained.
4. Specialized exp based training and actual growth (height, weight) during the offseason We always hear scouts talking about pitchers having "an ideal pitching frame" or hitters who eventually have to move off a position because they became "big for the position", I would love to have the ability to train physical abilities (and additional baseball skills) in the offseason using exp gained during the year similar to RTTS. The system would be give and take, so if I have a player weight train during the offseason his power would increase but some of his other skills would decrease as well. See Kyle Seager and Michael Saunders last offseason, Justin Smoak this offseason.
I would love to see my teenage prospects physically mature and gain/lose the skills to match. Incorporate storylines (or DNA, attitude, etc.) to give my prospects life and I honestly would never play another game.
Spoiler
As long as retirements are tied to the draft we'll continue to see star players retiring early. If SCEA really wants to limit the number of A/B players in the game and keep the same system, then please change the progression system so players have a chance to become busts. A realistic progression system and age curve would solve so many problems:
1. An increase in high potential players would not break the game since the majority of them will never reach their full potential.
2. Older players will actually decline and their stats will show it, and we won't be scratching our head when A overall players retire at age 35 because there won't be any, since draft players will replace:
a. players with career ending injuries.
b. players with a combination of bad attributes and bad stats.
c. old players who are set to become free agents and had bad statistical years.
Of course, a lot of this could be irrelevant depending on the changes to franchise mode this year... Guess we'll just have to wait and see
-Trade Finder? Or at least a counter offer from other teams?
-Player Finder?
Since all major leaguers will be wearing the new helmets this year, 13 is probably going to force us to use it in RTTS and Franchise.
-For the sake of classic rosters and options, did they keep the cool flo and old helmets in the editor?
-What from the new CBA made it into the game? Such as draft compensation rules, 7 day DL, etc.
-Will retirees enter the HOF right after they retire, or will they still be forced to wait 5 years?
-Who is on the Cardinals coaching staff in this game? Which of the following will not be in the game?
22 Mike Matheny Manager
47 John Mabry Hitting Coach
36 Derek Lilliquist Pitching Coach
37 Chris Maloney First Base Coach
11 Jose Oquendo Third Base Coach
28 Mike Aldrete Bench Coach
I would imagine everybody except Aldrete, unless they added bench coaches this year. All of these guys were under contract and staffed last year. Mabry was promoted from assistant hitting coach.
1. Lock positions to handedness - When scrolling through secondary positions, lefties are automatically changed to righties when scrolling over the right hand only positions. Change it so only 1B and OF positions are the only available secondaries for lefties
2. Allow us to freely choose secondary positions, or at least include common combos like 2B/3B/SS, LF/RF, UT, etc.
3. Low stirrups
4. Ability to select glove style
5. Bring back the old style of cornrows
6. I'd love to be able to edit skeletal structure, doubt its possible though
7. Ability to select sunglasses while batting
8. Ability to import player files from 12
9. Option for longer wristbands and wrist tape
10. Restructure the curved style hat, it currently looks like the hat the kid had in The Sandlot
11. IMO the medium neck size should have more depth similar to the large neck size so the back of the head isn't so pronounced. Kind of hard to explain, but the back of the neck should seamlessly connect to the back of the head without having to edit the back head shape. Same applies to the small neck option, basically neck size should only determine neck width
12. More realistic looking generated players, the presets look very cartoonish
-with 30 team control can we ensure that we don't have to manually sim games to get the scores from other "CPU" controlled games? (Prior to playing our game)