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Stats-based sliders for CPU

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Old 03-28-2011, 05:08 AM   #81
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Re: Stats-based sliders for CPU

Informative stuff Nomo. Love the histogram!

The error sliders are causing me headaches. I've gone to fielding errors at 10 for the past 45 games and seen only a slight increase in fielding errors (in those 45 games I have seen 21 fielding errors and 33 throwing errors).

My perception is that raising the fielding error slider has only impacted on outfielders and, more specifically, outfielders misjudging fly balls. Unfortunately I haven't recorded the breakdown of errors by position so I can't be 100% certain of this, but it seems that infielders are still bobbling balls/misplaying grounders too infrequently. Perhaps it is not possible to get this just right without editing infielders fielding ratings, and I'm not doing any more editing (probably).
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Old 03-28-2011, 09:10 AM   #82
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Re: Stats-based sliders for CPU

Quote:
Originally Posted by DaiYoung
Informative stuff Nomo. Love the histogram!

The error sliders are causing me headaches. I've gone to fielding errors at 10 for the past 45 games and seen only a slight increase in fielding errors (in those 45 games I have seen 21 fielding errors and 33 throwing errors).

My perception is that raising the fielding error slider has only impacted on outfielders and, more specifically, outfielders misjudging fly balls. Unfortunately I haven't recorded the breakdown of errors by position so I can't be 100% certain of this, but it seems that infielders are still bobbling balls/misplaying grounders too infrequently. Perhaps it is not possible to get this just right without editing infielders fielding ratings, and I'm not doing any more editing (probably).
I was concerned about the same thing about (poor quality of) outfielder errors, but we don't have separate sliders for in/outfielders so there's no simple way to get that proportion right. Certainly not without editing...

I do see quite a few fielding errors by infielders but it's just not quite enough even at fielding error at 10. So as far as impressions go, we are seeing the same issue.

I think it's not very easy to get accurate stats for something like SB and errors because they are quite dependent on situations; even if we have 100 attempts, only some would occur in similar situations so we are not strictly seeing the effect of slider itself. I think that's why we don't always see agreements in numbers for those stats.

But we need to make a compromise at some point and right now I think FE at 10 and TE at 5 appears the best combo from what people are doing so far.
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Old 03-28-2011, 04:35 PM   #83
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Re: Stats-based sliders for CPU

Quote:
Originally Posted by nomo17k
I was concerned about the same thing about (poor quality of) outfielder errors, but we don't have separate sliders for in/outfielders so there's no simple way to get that proportion right. Certainly not without editing...

I do see quite a few fielding errors by infielders but it's just not quite enough even at fielding error at 10. So as far as impressions go, we are seeing the same issue.

I think it's not very easy to get accurate stats for something like SB and errors because they are quite dependent on situations; even if we have 100 attempts, only some would occur in similar situations so we are not strictly seeing the effect of slider itself. I think that's why we don't always see agreements in numbers for those stats.

But we need to make a compromise at some point and right now I think FE at 10 and TE at 5 appears the best combo from what people are doing so far.
One part of the problem is the way errors are charged on infielders. The animation where the throw to first is almost but not quite on target and the first baseman drops it would probably get scored a fielding error on the 1B more often than not in MLB, but in the game it is always scored as a throwing error. I'd guess that raising the fielding error slider increases the likelihood of 1B fumbles on such plays.

The other animation I've seen a few times is the ground ball that takes a last second big hop and fools the infielder. I've not seen this scored as an error in the game but it's a borderline call that would probably draw an error call some of the time in MLB.

There's probably other plays that I haven't witnessed that also effect the balance between throwing and fielding errors, I think that's why raising the fielding error slider also increases the number of throwing errors. I don't think they are independent sliders.

As you say, FE at 10, TE at 5 is probably the best compromise. At least it produces approximately the correct amount of total errors, albeit with an inaccurate distribution.
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Old 03-28-2011, 04:47 PM   #84
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Re: Stats-based sliders for CPU

Nomo have you noticed anything odd about games played at Yankee Stadium? I need to investigate this further but just as my last game was loading they showed the HR allowed stats for the whole league and the Yankees had given up about 20 more than any other team!

EDIT:
Hmm, probably a case of small sample size/park factor but there have been 50 homers in 13 games at Yankee Stadium in my franchise.

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Old 03-28-2011, 06:45 PM   #85
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Re: Stats-based sliders for CPU

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Originally Posted by DaiYoung
Nomo have you noticed anything odd about games played at Yankee Stadium? I need to investigate this further but just as my last game was loading they showed the HR allowed stats for the whole league and the Yankees had given up about 20 more than any other team!

EDIT:
Hmm, probably a case of small sample size/park factor but there have been 50 homers in 13 games at Yankee Stadium in my franchise.
I have 12 games done at Yankee Stadium and the Yanks have 26 HRs and 27 HRs by the opposing teams.

I did feel there were quite a few powerfests in Bronx but never knew it was *this* much. However, I have had the wind slider at default, so I should see a more exaggerated HR effect, which I actually do here.

The park size (and wind) would definitely affect HRs, but I've never heard that there's some intrinsic park factor tied to each ballpark... Or maybe there are park factors.
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Old 03-28-2011, 06:51 PM   #86
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Re: Stats-based sliders for CPU

Quote:
Originally Posted by DaiYoung
One part of the problem is the way errors are charged on infielders. The animation where the throw to first is almost but not quite on target and the first baseman drops it would probably get scored a fielding error on the 1B more often than not in MLB, but in the game it is always scored as a throwing error. I'd guess that raising the fielding error slider increases the likelihood of 1B fumbles on such plays.

The other animation I've seen a few times is the ground ball that takes a last second big hop and fools the infielder. I've not seen this scored as an error in the game but it's a borderline call that would probably draw an error call some of the time in MLB.
Yes, these I observe as well. IRL the discretion by the scorers does affect the numbers, so this is something I can overlook (i.e., SECA scorers have certain tendencies...).


Quote:
There's probably other plays that I haven't witnessed that also effect the balance between throwing and fielding errors, I think that's why raising the fielding error slider also increases the number of throwing errors. I don't think they are independent sliders.

As you say, FE at 10, TE at 5 is probably the best compromise. At least it produces approximately the correct amount of total errors, albeit with an inaccurate distribution.
I don't know if I see the increase in TE by increasing FE, but given most (probably all) errant throws are charged to the throwers regardless of how bad really the throws were, it's reasonable to think it does.
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Old 03-28-2011, 07:06 PM   #87
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Re: Stats-based sliders for CPU

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Originally Posted by nomo17k
I have 12 games done at Yankee Stadium and the Yanks have 26 HRs and 27 HRs by the opposing teams.

I did feel there were quite a few powerfests in Bronx but never knew it was *this* much. However, I have had the wind slider at default, so I should see a more exaggerated HR effect, which I actually do here.

The park size (and wind) would definitely affect HRs, but I've never heard that there's some intrinsic park factor tied to each ballpark... Or maybe there are park factors.
I'm not sure if they have park factors either. Probably because the dimensions of each ballpark are the same as their real life counterparts, it's not something that needs adding (although maybe there is some altitude adjustment to replicate Coors Field).

Maybe the power surge we are seeing in the Bronx isn't that unlikely. Interesting piece (albeit from 2009) on Yankee Stadium here:

http://sports.espn.go.com/fantasy/ba...ory?id=4297107
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Old 03-28-2011, 07:16 PM   #88
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Re: Stats-based sliders for CPU

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Originally Posted by DaiYoung
I'm not sure if they have park factors either. Probably because the dimensions of each ballpark are the same as their real life counterparts, it's not something that needs adding (although maybe there is some altitude adjustment to replicate Coors Field).

Maybe the power surge we are seeing in the Bronx isn't that unlikely. Interesting piece (albeit from 2009) on Yankee Stadium here:

http://sports.espn.go.com/fantasy/ba...ory?id=4297107

Right, I read a similar story about HR friendliness of the new Yankee Stadium, and how they don't know where it came.

Putting the park dimensions and winds aside, most of the time people talk about HR park factor, it appears to be tied with the "air" conditions, being it humidity or thinness due to altitude, etc. But to make that sort of thing affect the game they need to hard code the physics and I don't know if SCEA has gone that far yet.

And the wind effect isn't actually as simple as something blowing in one direction (which the game implements already). The ballparks with complicated structures can generate unusual air flow, so I'd be surprised (but impressed) if that sort of park factor is already implemented in the game.
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