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For those "obsessing" over CG sim stats

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  • dowie
    MVP
    • Feb 2005
    • 1995

    #16
    Re: For those "obsessing" over CG sim stats

    Originally posted by tdogg097
    These sliders do fix the complete game problem but it creates a problem with the bullpen. I had 8 pitchers with more than 104 relief appearances which is the MLB record. The league leader last year had 77. A RP led the league with 212 IP on 104 appearances.
    That doesn't surprise me. There is only so much we can do with the sim engine.
    Either RP appearances are high, or IP/CG's are high.....really hard to have both.

    Assuming you use 30 team control, here are some options:

    Be sure you have no high stamina guys in long relief slot.

    Another thing you can do is swap out RP's who have a ton of appearances and move then to set up slot #2 for a couple weeks at a time throughout the season. The cou rarely uses that bullpen slot.

    Another option is to increase injury sliders so RP's miss time throughout the season

    Another option is to go in and manually send pitchers down (who have a ton of appearances) to the minors to reduce their MLB appearances.

    None of these are ideal, i get it.....but they are options if you care more about CG's and IP being in line with MLB average #'s than # of appearances.

    Maybe some others on here have some ideas as well.

    Dowie
    Cardinals Nation - For The Lou
    Always a Tiger - Bless You Boys
    How can you not be romantic about baseball?

    Comment

    • djflock
      Pro
      • Sep 2022
      • 636

      #17
      Re: For those "obsessing" over CG sim stats

      Originally posted by dowie
      That doesn't surprise me. There is only so much we can do with the sim engine.
      Either RP appearances are high, or IP/CG's are high.....really hard to have both.

      Assuming you use 30 team control, here are some options:

      Be sure you have no high stamina guys in long relief slot.

      Another thing you can do is swap out RP's who have a ton of appearances and move then to set up slot #2 for a couple weeks at a time throughout the season. The cou rarely uses that bullpen slot.

      Another option is to increase injury sliders so RP's miss time throughout the season

      Another option is to go in and manually send pitchers down (who have a ton of appearances) to the minors to reduce their MLB appearances.

      None of these are ideal, i get it.....but they are options if you care more about CG's and IP being in line with MLB average #'s than # of appearances.

      Maybe some others on here have some ideas as well.

      Dowie
      Something I will do like halfway through the season is injure the RP's with the most appearances. Shoulder soreness due to overusage lol

      Ive found the best way, but very tedious, to manage CG's is to just sim game by game for the day. If you get a Complete game, just back out of franchise and start over.

      Comment

      • reyes the roof
        Hall Of Fame
        • Mar 2009
        • 11504

        #18
        Re: For those "obsessing" over CG sim stats

        Originally posted by dowie
        That doesn't surprise me. There is only so much we can do with the sim engine.
        Either RP appearances are high, or IP/CG's are high.....really hard to have both.

        Assuming you use 30 team control, here are some options:

        Be sure you have no high stamina guys in long relief slot.

        Another thing you can do is swap out RP's who have a ton of appearances and move then to set up slot #2 for a couple weeks at a time throughout the season. The cou rarely uses that bullpen slot.

        Another option is to increase injury sliders so RP's miss time throughout the season

        Another option is to go in and manually send pitchers down (who have a ton of appearances) to the minors to reduce their MLB appearances.

        None of these are ideal, i get it.....but they are options if you care more about CG's and IP being in line with MLB average #'s than # of appearances.

        Maybe some others on here have some ideas as well.

        Dowie
        Are there any sliders that can be manipulated to have longer at bats while simming? When I play I sim innings 2-5 and when I pick back up in the 6th starter pitch counts are incredibly low, itโ€™s rare they get much higher than 60. I think the short sim at bats are the root of the stat problems

        Comment

        • MiracleMet718
          Pro
          • Apr 2016
          • 1696

          #19
          Re: For those "obsessing" over CG sim stats

          Originally posted by dowie
          That doesn't surprise me. There is only so much we can do with the sim engine.
          Either RP appearances are high, or IP/CG's are high.....really hard to have both.

          Assuming you use 30 team control, here are some options:

          Be sure you have no high stamina guys in long relief slot.

          Another thing you can do is swap out RP's who have a ton of appearances and move then to set up slot #2 for a couple weeks at a time throughout the season. The cou rarely uses that bullpen slot.

          Another option is to increase injury sliders so RP's miss time throughout the season

          Another option is to go in and manually send pitchers down (who have a ton of appearances) to the minors to reduce their MLB appearances.

          None of these are ideal, i get it.....but they are options if you care more about CG's and IP being in line with MLB average #'s than # of appearances.

          Maybe some others on here have some ideas as well.

          Dowie
          I put SP and RP stamina at 0, Manager hook at 7 or 8 and I got way better results. Also I edited the rosters so RPs had a max of 50-55 stamina and moved guys that should be SPs as SPs. I only did this because I was editing K/9 since the stats on the default roster are deflated to match what they want for DD.

          Simmed several times and itโ€™s given me the closest pitching stats on average:

          6-10: No. of Pitchers over 200 innings
          8-15: No of Pitchers over 200 Ks
          <8: No of pitchers with +75 appearances
          4-12: No of pitchers with SOs
          7-16: No of pitchers with CGs

          Comment

          • dowie
            MVP
            • Feb 2005
            • 1995

            #20
            Re: For those &quot;obsessing&quot; over CG sim stats

            Originally posted by desouza7
            I put SP and RP stamina at 0, Manager hook at 7 or 8 and I got way better results. Also I edited the rosters so RPs had a max of 50-55 stamina and moved guys that should be SPs as SPs. I only did this because I was editing K/9 since the stats on the default roster are deflated to match what they want for DD.

            Simmed several times and itโ€™s given me the closest pitching stats on average:

            6-10: No. of Pitchers over 200 innings
            8-15: No of Pitchers over 200 Ks
            <8: No of pitchers with +75 appearances
            4-12: No of pitchers with SOs
            7-16: No of pitchers with CGs
            Solid #'s right there. I too edit RP staminas (none over 60), SP staminas (none under 60) and CP's (none over 30).

            Dowie
            Cardinals Nation - For The Lou
            Always a Tiger - Bless You Boys
            How can you not be romantic about baseball?

            Comment

            • DarthRambo
              MVP
              • Mar 2008
              • 6583

              #21
              Re: For those &quot;obsessing&quot; over CG sim stats

              Originally posted by reyes the roof
              Are there any sliders that can be manipulated to have longer at bats while simming? When I play I sim innings 2-5 and when I pick back up in the 6th starter pitch counts are incredibly low, itโ€™s rare they get much higher than 60. I think the short sim at bats are the root of the stat problems
              Unfortunately not. What you describe is definitely a problem when quick managing. Which is basically what is happening when you do a regular sim. It's why SP stamina has to be extremely low or else they'll have a CG with easily under 100 pitches. Also in quick manage there are a lot of runners thrown out at home, but that's a separate issue that's always been there.

              Sent from my SM-G996U using Tapatalk
              https://www.youtube.com/DarthRambo

              Comment

              • Jolly Roger
                Prince of Plakata
                • Sep 2011
                • 872

                #22
                Re: For those &quot;obsessing&quot; over CG sim stats

                I would love it if those of us who really care about the sim stats could band together and present something to the devs. It's something I think they could fix with the right approach.
                • I think there are no foul balls in simmed games, which would be part of the problem with pitch counts.
                • The bullpen logic just isn't suited to modern, 8-man bullpens. There are lots of ways to attack this, we'd just need to get the devs attention on it and I think some solutions could be worked out.
                • Yes, the steals are off. With the new rules, we might see the league start getting back to steal numbers that are close to what we see in Franchise. But the bigger issue is the steal percentage. Way too low. I think the average is like 65% in game. It's over 80% this year. Part of the problem is steal attributes are way too low. Lots of guys in the 0 to 25 range.
                • If we had a global attribute editor, that would be huge. We could do things like increase the steal attribute league-wide, increase K/9, decrease vision, etc. We could do all sorts of things with this.

                As a more general aside, they've got to add the new pickoff rule. Like it or not, it's part of the game now. This is by far the larger cause for more steals than the bigger bases. Guys can really get big leads and take off with confidence now. I'd love to see this in the game; I hate how often the CPU throws over, would be nice to see them capped just like in real life.

                Comment

                • bkrich83
                  Old Guy
                  • Jul 2002
                  • 71551

                  #23
                  Re: For those &quot;obsessing&quot; over CG sim stats

                  Originally posted by Jolly Roger
                  I would love it if those of us who really care about the sim stats could band together and present something to the devs. It's something I think they could fix with the right approach.
                  Completely agree. I think there are two hurdles here.

                  1. I think dialing in sim stats especially in a game like this is more difficult than we think it is. Even dedicated stats driven games like Diamond Mind, ActionPC or OOTP struggle with this somewhat.

                  2. More importantly I just don't think it's a priority with them. We've seen wonky bullpen usage for how many years now? To me this portion of the game remains untouched since as long as I can remember and it's pretty frustrating. If we saw something close to even a little bit of progress to show they were working on it, I'd be cool with that, but nothing seems to have been done to improve this.

                  I'd take improved sim stats and better bullpen usage over the new scouting features they introduced this year in franchise any day of the week.
                  Tracking my NCAA Coach Career

                  Comment

                  • MiracleMet718
                    Pro
                    • Apr 2016
                    • 1696

                    #24
                    Re: For those &quot;obsessing&quot; over CG sim stats

                    Originally posted by bkrich83
                    Completely agree. I think there are two hurdles here.

                    1. I think dialing in sim stats especially in a game like this is more difficult than we think it is. Even dedicated stats driven games like Diamond Mind, ActionPC or OOTP struggle with this somewhat.

                    2. More importantly I just don't think it's a priority with them. We've seen wonky bullpen usage for how many years now? To me this portion of the game remains untouched since as long as I can remember and it's pretty frustrating. If we saw something close to even a little bit of progress to show they were working on it, I'd be cool with that, but nothing seems to have been done to improve this.

                    I'd take improved sim stats and better bullpen usage over the new scouting features they introduced this year in franchise any day of the week.
                    I think itโ€™s definitely a priority, itโ€™s just its so many years of old Franchise code that they have to rewrite it all in steps in order for it to be implemented correctly along with the other changes. I feel like the Salary/Player metric was phase one, this yearโ€™s draft updates is phase two, and Iโ€™m hoping realistic stats/trades is phase three.

                    The one thing I wish they would fix is having completely separate rosters for DD and Offline, or at least a different scale. Iโ€™ve gone through and updated all of the K/9 for pitchers and gotten way more accurate K numbers since the top guys are rated high 90s rather than in the mid to low 80s (which I assume is to make the DD non-live cards more effective online). Would be nice to just have that out of the box rather than have to edit it.

                    Comment

                    • bkrich83
                      Old Guy
                      • Jul 2002
                      • 71551

                      #25
                      Re: For those &quot;obsessing&quot; over CG sim stats

                      Originally posted by desouza7
                      I think itโ€™s definitely a priority, itโ€™s just its so many years of old Franchise code that they have to rewrite it all in steps in order for it to be implemented correctly along with the other changes. I feel like the Salary/Player metric was phase one, this yearโ€™s draft updates is phase two, and Iโ€™m hoping realistic stats/trades is phase three.

                      The one thing I wish they would fix is having completely separate rosters for DD and Offline, or at least a different scale. Iโ€™ve gone through and updated all of the K/9 for pitchers and gotten way more accurate K numbers since the top guys are rated high 90s rather than in the mid to low 80s (which I assume is to make the DD non-live cards more effective online). Would be nice to just have that out of the box rather than have to edit it.
                      I obviously have no insight in to the inner workings of the dev team or what their priority list looks like, but to me it seems logical if it was a priority we'd have seen some progress much sooner than we are looking at. I get there's a ton of legacy code there, but it's hard for me to believe that the legacy code is so rigidly written they can't make some subtle tweaks to make at least some improvements.
                      Tracking my NCAA Coach Career

                      Comment

                      • tdogg097
                        Pro
                        • Jun 2012
                        • 796

                        #26
                        Re: For those &quot;obsessing&quot; over CG sim stats

                        I've done a few sims with different sliders and I still end up with so many relievers with 80+ appearances. It has been talked about already but the bullpen logic is so flawed. Setup #2 slot seems to be the most problematic. That slot gets 20-30 appearances a year. The average MLB bullpen last year had 534 appearances. 8 relievers for 534 appearances means each reliever needs to appear in roughly 67 appearances to have an "balanced" bullpen. With SU-2 only getting 20-30 appearances that slack has to be picked up somewhere and it is usually the long reliever.

                        Comment

                        • dowie
                          MVP
                          • Feb 2005
                          • 1995

                          #27
                          Re: For those &quot;obsessing&quot; over CG sim stats

                          Originally posted by tdogg097
                          I've done a few sims with different sliders and I still end up with so many relievers with 80+ appearances. It has been talked about already but the bullpen logic is so flawed. Setup #2 slot seems to be the most problematic. That slot gets 20-30 appearances a year. The average MLB bullpen last year had 534 appearances. 8 relievers for 534 appearances means each reliever needs to appear in roughly 67 appearances to have an "balanced" bullpen. With SU-2 only getting 20-30 appearances that slack has to be picked up somewhere and it is usually the long reliever.
                          Unfortunately, I think so many of us have tried to tackle this problem.

                          It can't be fixed.

                          There are manual workarounds, but no matter what, some area will be flawed (CG's, IP, # Games etc.)

                          My advice, figure out what stats matter the most to you, fix/manipulate what you can and just don't worry about it.

                          Dowie
                          Cardinals Nation - For The Lou
                          Always a Tiger - Bless You Boys
                          How can you not be romantic about baseball?

                          Comment

                          • DarthRambo
                            MVP
                            • Mar 2008
                            • 6583

                            #28
                            Re: For those &quot;obsessing&quot; over CG sim stats

                            Originally posted by tdogg097
                            I've done a few sims with different sliders and I still end up with so many relievers with 80+ appearances. It has been talked about already but the bullpen logic is so flawed. Setup #2 slot seems to be the most problematic. That slot gets 20-30 appearances a year. The average MLB bullpen last year had 534 appearances. 8 relievers for 534 appearances means each reliever needs to appear in roughly 67 appearances to have an "balanced" bullpen. With SU-2 only getting 20-30 appearances that slack has to be picked up somewhere and it is usually the long reliever.
                            To combat this, we leave SU-2 slot open for the cpu. Only so much you can do, but this is a big one that's a must.

                            Sent from my SM-G996U using Tapatalk
                            https://www.youtube.com/DarthRambo

                            Comment

                            • Jolly Roger
                              Prince of Plakata
                              • Sep 2011
                              • 872

                              #29
                              Re: For those &quot;obsessing&quot; over CG sim stats

                              Possibly one of the reasons they don't prioritize Franchise is they're not getting much feedback that anyone cares, what with the popularity of DD.

                              Me, for example, I couldn't tell you anything about flaws in DD because I never play it.

                              I thought I heard where they brought on somebody who used to post here to help with Franchise. So that gives me hope that they might be willing to put their attention on something like bullpen logic and other sim stats if they knew there's a desire for it.

                              Comment

                              • The Kid 24
                                It's Show Time!
                                • Jan 2007
                                • 14758

                                #30
                                Re: For those &quot;obsessing&quot; over CG sim stats

                                Originally posted by Jolly Roger
                                Possibly one of the reasons they don't prioritize Franchise is they're not getting much feedback that anyone cares, what with the popularity of DD.

                                Me, for example, I couldn't tell you anything about flaws in DD because I never play it.

                                I thought I heard where they brought on somebody who used to post here to help with Franchise. So that gives me hope that they might be willing to put their attention on something like bullpen logic and other sim stats if they knew there's a desire for it.
                                Yes correct, SDS hired Tabarnes from here... And recently hired Ridin... So hopefully going forward Franchise will be taken care of.

                                Someone did mention that Franchise team is aware of AI bullpen management issues... Cant remember who said that tho.
                                Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin Badgers

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