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MLB The Show 16 News Post


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Game: MLB The Show 16Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4Votes for game: 23 - View All
MLB The Show 16 Videos
Member Comments
# 341 tessl @ 03/04/16 10:39 PM
Quote:
Originally Posted by BrianU
Now that we have expanded stat tracking I have a loony idea. What if there was an option to hide the ratings altogether? I'd love to have that option so I had to scout players based on their statistics. We have all the info we need.. with progression tied to ratings it makes perfect sense. Viewing ratings just takes you out of the immersion but it's hard to avoid it since they are plastered everywhere in franchise and gameplay.

Imagine you are ready to pinch hit for the ptichers but instead of scrolling your bench for the highest contact vs lefty guy, you get information about your bench players AVG vs lefty career, AVG vs lefty season, last month AVG vs lefty. So you still need to know your guys. The highest BA vs lefty isn't necessarily the best guy to pick, perhaps he just happens to be hitting it hot this month or this season but really another guy on the bench is better at the moment. I want to be required to have a feel for my players not looking at some arbitrary ratings that give you the perfect choice 100% of the time. That doesn't feel like managing a baseball team.

Think of how much harder and realistic trading would become! Now when you trade you don't look at overalls or contact or power, you look at their statistics of how they are actually performing.. This leads to increased emergent, dynamic results. I am going to try some house rules this year of not looking at player ratings at any point and just statistics but as I said it is hard when they are everywhere and an option to hide them would be much appreciated.

Getting rid of perfect information truly makes it a Baseball experience and not a Videogame experience.. This would also include hiding the Potential rating of course another option I'd love! I don't want to know a guy has A potential I want to dig for that myself, there is no reason we need to have access to that in the draft or anywhere. Keep it all under the hood, I want to manage a baseball team not a bunch of numbers. As I saw someone else say they feel like robots not players. The morale was a big step forward with improving that and I feel this would be equally as big.

This is my ultimate request for franchise in every game. I know it would be a niche option and I doubt many people would ever use it but to me it would be the greatest single change for immersion. I bring it up because we now have full stat tracking. Just give an option when starting franchise to show or hide ratings defaulted to show. I know this is more of a hardcore feature that only the real knuckle heads like me would use I just think it would be a gamechanger. Hope the devs catch wind of this radical idea and see what they think, I think they said they are already planning for MLB 17 in a few weeks.
I understand what you are saying but IRL scouts look at a lot more than stats. They have radar guns and stop watches, they look at a player's physique and athleticism, things which the show simply cannot replicate.

A switch to turn it on and off would be fine but that has gone wrong in the past. I'm thinking of carry over saves forcing you into GM mode unless you are using 30 team control.
 
# 342 BrianU @ 03/04/16 11:03 PM
Quote:
Originally Posted by WaitTilNextYear
I would be opposed to scouting-based attributes or not having ratings for a couple of reasons.

For one, the scouting such that it is in this game right now for the draft is one of the weaker and less-fully fleshed out features in the franchise mode. The scouts don't have much (any?) personality other than a handful of numbers that aren't really well defined. Aside from this, scouting all of the players in the league on a regular basis would be such a tall task for 4 area scouts that you'd need a great expansion in the number of scouts...and you'd want more differentiation/personality in your scouts if they suddenly became much more critical to the player rating mechanic. I wouldn't want my entire knowledge of the MLB, or even a sizable chunk, to hinge on the limited scouting system that is currently in place. Now, if the scouting aspect were to get a lot of love and improve in the future, then I could see the draw to adding in a scouting component to ratings. Ditto for coaching, because the coaches are way too basic as just a source the same attribute boosts/nerfs no matter what player we're talking about.

Secondly, there is already "fog of war" in the current system. I believe you want something a little less cut and dried than looking at a rating number to make all roster decisions? But, even with "100% knowledge" of the ratings, some players will inevitably underperform and some will overperform. You will "like to hit" more with some players than others and some of this already feels quite unrelated to just the raw ratings. For example, sometimes I feel (placebo? perhaps) that I bat better with certain batting stance types than others due to having a larger/smaller strike zone and how the AI pitching attacks that specific player. So things like this, which are not based on ratings, can help drive my decisions on playing time and who gets key at bats. I also think you get a nice variety of outcomes in played and simmed games and it never really feels like because player X has contact rating of Y, player X must hit .260 or whatever.

And on some level, if you feel that just scrolling through for the highest CON vLHP is too boring, wouldn't scrolling for the highest Batting Average vLHP feel much the same? Wouldn't the process still be basically reduced to looking at a single number whether that's a rating or a stat? Wouldn't you still be "managing a bunch of numbers" one way or the other?

I realize that you guys are both advocating for an option to have this and I agree that having an option to hide ratings would be perfectly fine, but I'd only want it as an option and not the only way of doing things. And this POV is coming from a guy (or one of a handful of guys) who (1) enjoys playing a "stats only" set up in OOTP and (2) who's probably done more simming and testing the stats and ratings on recent MLBTS titles than anyone not working for SDS right now.
Judging a players via rating vs via statistics is very different. Rating makes your decision on who to pinch hit with or reliever to bring in an absolute 100% correct choice. The highest rated player. It makes the decision for you and you can't ever be wrong. But if you are viewing their stats that's very different.

One guy could have a higher contactvL rating (the only thing that matters and the right choice) but perhaps another guy has a higher avgvL the season or last month because he is warm, but a lower contactvL at that moment. It let's you make the 'wrong' choice when currently that's impossible to do. Limited information is realistic.


And there is 0% chance they would ever remove the ratings from franchise mode because it would cause a riot. I don't see the logic in arguing for giving people less ways to play more options are always good.

Sent from my LGLS660 using Tapatalk
 
# 343 WaitTilNextYear @ 03/04/16 11:22 PM
Quote:
Originally Posted by BrianU
Judging a players via rating vs via statistics is very different. Rating makes your decision on who to pinch hit with or reliever to bring in an absolute 100% correct choice. The highest rated player. It makes the decision for you and you can't ever be wrong. But if you are viewing their stats that's very different.

One guy could have a higher contactvL rating (the only thing that matters and the right choice) but perhaps another guy has a higher avgvL the season or last month because he is warm, but a lower contactvL at that moment. It let's you make the 'wrong' choice when currently that's impossible to do. Limited information is realistic.


And there is 0% chance they would ever remove the ratings from franchise mode because it would cause a riot. I don't see the logic in arguing for giving people less ways to play more options are always good.

Sent from my LGLS660 using Tapatalk
Ratings don't give you a 100% accurate choice though. There is variability in what might happen. Same deal as with deciding based on stats--you are making an educated guess, not perfect choice. A 99 CON guy could very well go strike out and thwart your 100% certain plan. A 40 CON guy could very well hit a walk off homer.
 
# 344 TheWarmWind @ 03/04/16 11:28 PM
I know it's off topic but it seems to be the hot issue in this thread right now.

I just want to say that if they made a switch in game that could turn off ratings and instead have all of your players scouted on the 20/80 scale with no overall and potential inaccuracies based on the quality of your scouts (or coaches), I would totally play that way.

I'm not saying it's a priority for me to put in the game though, I have other things higher on my list (no need to get into that here). Just saying if it was there I would definitely use it. I only use ratings as a guideline and to help with trades anyways, so a mode like this would just add to the authenticity.

It'd be even cooler if they showed stats like sprint times, avg bat speed, avg pitch velocities etc. But again, not a priority of mine.
 
# 345 BrianU @ 03/05/16 12:12 AM
Quote:
Originally Posted by WaitTilNextYear
Ratings don't give you a 100% accurate choice though. There is variability in what might happen. Same deal as with deciding based on stats--you are making an educated guess, not perfect choice. A 99 CON guy could very well go strike out and thwart your 100% certain plan. A 40 CON guy could very well hit a walk off homer.
If you were playing for a million dollars and you had bases loaded with the pitcher up in a 3 run game, would you ever under any circumstance pinch hit with a 96 power guy over a 97 power guy all else equal? You would pick the 97 because it gives you the best chance. That is an absolute there is nothing required but looking at a number.

Now in that same situation if you saw your player A had 40 HR and player B had 35 HR who would you choose? Well that's much different because perhaps player A had more ABs, perhaps player B had a poor start to his season and has picked it up lately. To me choosing player and only knowing/viewing their statistics is infinitely more authentic. I know it is a radical idea I just wish developers and everyone saw how great it could be. Take us away from judging numbers and instead judge players.

There is variability in the at-bat but there is no variability in the decision making process of who to use to pinch hit. The contact/power ratings are their current rating. If it showed their beginning of season ratings which can change month to month it would be better because it requires you to know how your player has been playing recently but to me the best is fully judging off statistics. Showing the current ratings of every player for every situation just makes it more videogame and less baseball. I have no problem if anyone likes the current way I just am arguing for another option.

Imagine having Big Papi on 2nd base with 2 outs bottom 9 down 1 run to the Yankees. On your bench it doesn't show you each players Speed rating it just shows their steals and triples and whatever else. With the current system you absolutely pick the highest Speed rated player to pinch run but in a statistic based system it requires you to understand the players much more.
 
# 346 BrianU @ 03/05/16 12:16 AM
Quote:
Originally Posted by TheWarmWind
I know it's off topic but it seems to be the hot issue in this thread right now.

I just want to say that if they made a switch in game that could turn off ratings and instead have all of your players scouted on the 20/80 scale with no overall and potential inaccuracies based on the quality of your scouts (or coaches), I would totally play that way.

I'm not saying it's a priority for me to put in the game though, I have other things higher on my list (no need to get into that here). Just saying if it was there I would definitely use it. I only use ratings as a guideline and to help with trades anyways, so a mode like this would just add to the authenticity.

It'd be even cooler if they showed stats like sprint times, avg bat speed, avg pitch velocities etc. But again, not a priority of mine.
For full disclosure I never use scouting or do my own draft in franchise modes because I just feel is too easy to have an advantage over CPU teams. So the bigger point for me would be hiding ratings in franchise menus and in gameplay. I don't think it would really take much resources from other areas but I don't know for sure. Seems worth it because it would be innovative and forward thinking, no other sports game has given that option that I know of (besides OOTP) and baseball is the perfect sport for it.. It just makes perfect sense to me now that we have real stat tracking. Sorry for sidetracking any discussions this year just has me hyped up for franchise.
 
# 347 dran1984 @ 03/05/16 12:19 AM
Quote:
Originally Posted by kbusch22
That's definitely a good one for one-season play. I tend to play one game a series unless it's a huge series, so I get through multiple years. The only problem with my workaround is that there are only so many guys you can have on waivers at any time, I think it's 7 or so. So then after that you have to wait for them to come off of waivers to change the roster more.

An idea just popped into my head, but when you have manual injuries on aren't you able to delete injuries/take players off of the DL at any time? Hypothetically you could manually injure a bunch of star players that you don't need to see early in spring and put them on the 60 day DL to free up spots. Haven't tried doing that one but maybe it would work. It's fudging the roster rules but I don't really care as long as everything is back to normal with the real roster by Opening Day.
Yea, I think I have seen a few people before that have said they use the DL work around.
 
# 348 nomo17k @ 03/05/16 12:22 AM
Quote:
Originally Posted by BrianU
Judging a players via rating vs via statistics is very different. Rating makes your decision on who to pinch hit with or reliever to bring in an absolute 100% correct choice. The highest rated player. It makes the decision for you and you can't ever be wrong. But if you are viewing their stats that's very different.

One guy could have a higher contactvL rating (the only thing that matters and the right choice) but perhaps another guy has a higher avgvL the season or last month because he is warm, but a lower contactvL at that moment. It let's you make the 'wrong' choice when currently that's impossible to do. Limited information is realistic.


And there is 0% chance they would ever remove the ratings from franchise mode because it would cause a riot. I don't see the logic in arguing for giving people less ways to play more options are always good.

Sent from my LGLS660 using Tapatalk

This is one of the major reasons why I have not really been able to get into a franchise type of mode in a game that exposes the true drivers of in-game performance. When true attributes of players are not obscured in any way, then the game is actually tipping what *truly* your best option is (in choosing players, for example), and our best strategy would always be what the in-game ratings tell us, and, probability wise, there really isn't any other options that make more sense.

In that sense, we are being deprived of what would be rather fun opportunities to "evaluate" our players, based on whatever criteria *we* think to be the best. In real life, that guessing game itself is an enjoyable game itself.

If we really truly knew what OVR (or more precisely, their individual attirubtes) all these minor leaguers have in real-life, there would be nothing to enjoy in creating top-prospect rankings, etc. But that's what the game is basically doing, when it exposes their true attribute values.
 
# 349 WaitTilNextYear @ 03/05/16 12:48 AM
Quote:
Originally Posted by BrianU
For full disclosure I never use scouting or do my own draft in franchise modes because I just feel is too easy to have an advantage over CPU teams. So the bigger point for me would be hiding ratings in franchise menus and in gameplay. I don't think it would really take much resources from other areas but I don't know for sure. Seems worth it because it would be innovative and forward thinking, no other sports game has given that option that I know of (besides OOTP) and baseball is the perfect sport for it.. It just makes perfect sense to me now that we have real stat tracking. Sorry for sidetracking any discussions this year just has me hyped up for franchise.
Quote:
Originally Posted by nomo17k
This is one of the major reasons why I have not really been able to get into a franchise type of mode in a game that exposes the true drivers of in-game performance. When true attributes of players are not obscured in any way, then the game is actually tipping what *truly* your best option is (in choosing players, for example), and our best strategy would always be what the in-game ratings tell us, and, probability wise, there really isn't any other options that make more sense.

In that sense, we are being deprived of what would be rather fun opportunities to "evaluate" our players, based on whatever criteria *we* think to be the best. In real life, that guessing game itself is an enjoyable game itself.

If we really truly knew what OVR (or more precisely, their individual attirubtes) all these minor leaguers have in real-life, there would be nothing to enjoy in creating top-prospect rankings, etc. But that's what the game is basically doing, when it exposes their true attribute values.
The problem I have with this argument and line of thinking is that an attribute rating of 73 (pick any number from 0-100 really) can result in a range of outcomes and the alternatives to ratings are not as concealing as some might think. This isn't a simple algebra problem where plugging in X rating gives you Y stat in a predictable fashion with no 'fog of war'. One can see with simming seasons that a player has a pretty wide range of outcomes despite having the same set of ratings entering into each sim. People are overly downplaying the variability built into the ratings --> results process. As for played games, I'd imagine that your user inputs and global settings are at least as important as the ratings of the players you use.

And if we are looking at historical stats or at a scouting report that is basically saying the same thing as ratings (all of them answer the basic question: how good is this player?), how is that different really? If you have a choice between 40 HR guy and 35 HR guy and you need a homer, you pick the 40 HR guy much like you'd choose a 95 POW guy over a 90 POW guy. In both cases, the weighted dice roll is in your favor. In both cases, you are basing your decision on a number. In both cases, your decision still might not work out. And if you're making decisions on who to play based on scouting, you simply go with the guy with the most glowing report from your scout. No matter the system, there is not a way for the game (remember it's a game and we can't have real life uncertainty in there sorry to say) to completely hide its dealings from us. We'd either see the advantageous choice/player in numerical ratings (like we do now), or we'd see this same thing in stats--pick the guy with the better stats--(like what BrianU is proposing), or we'd see it in the language in scouting reports (as others have proposed), or we'd see it in some combination of the three.

I don't think anyone's really made it clear exactly how a ratings-less system fundamentally changes what you are doing when managing a team. Your data is just different, but it's still interpretable data that serves the same purpose. You can't really have a true mystery unless inputs and outputs are completely unrelated. People have made the case that ratings are tacky or that they prefer looking at different sets of numbers, but they haven't made a credible case that going from ratings to the vast 'other' in order to evaluate players is actually apples vs oranges, imo.
 
# 350 nomo17k @ 03/05/16 01:12 AM
Quote:
Originally Posted by WaitTilNextYear
The problem I have with this argument and line of thinking is that an attribute rating of 73 (pick any number from 0-100 really) can result in a range of outcomes and the alternatives to ratings are not as concealing as some might think. This isn't a simple algebra problem where plugging in X rating gives you Y stat in a predictable fashion with no 'fog of war'. One can see with simming seasons that a player has a pretty wide range of outcomes despite having the same set of ratings entering into each sim. People are overly downplaying the variability built into the ratings --> results process. As for played games, I'd imagine that your user inputs and global settings are at least as important as the ratings of the players you use.

And if we are looking at historical stats or at a scouting report that is basically saying the same thing as ratings (all of them answer the basic question: how good is this player?), how is that different really? If you have a choice between 40 HR guy and 35 HR guy and you need a homer, you pick the 40 HR guy much like you'd choose a 95 POW guy over a 90 POW guy. In both cases, the weighted dice roll is in your favor. In both cases, you are basing your decision on a number. In both cases, your decision still might not work out. And if you're making decisions on who to play based on scouting, you simply go with the guy with the most glowing report from your scout. No matter the system, there is not a way for the game (remember it's a game and we can't have real life uncertainty in there sorry to say) to completely hide its dealings from us. We'd either see the advantageous choice/player in numerical ratings (like we do now), or we'd see this same thing in stats--pick the guy with the better stats--(like what BrianU is proposing), or we'd see it in the language in scouting reports (as others have proposed), or we'd see it in some combination of the three.

...

The problem is not the variance in results (which everyone seems plenty in the game), but the way *expected* results can be rather accurately derived from in-game attributes, when those are the true drivers of the simulation engine (which they are in The Show). Inferring ability to perform in future from past performance (stats, memory, etc.) or by subjective impression (e.g., scouting) is entirely different from looking directly at the true ability.

For statisticians, those are basically the differences between sample mean (something like scouting), population mean (perhaps stats like WAR), vs "true" population mean (attributes).

Basically scouting and advanced stats like WAR are trying very hard, from different perspectives, to estimate what that "true" talent level is for a player. The game, on the other hand, is actually giving us THE truth.

And a whole a lot of people enjoy doing scouting and calculating WARs. No need to do so in a game that provides the truth upfront.
 
# 351 BrianU @ 03/05/16 01:34 AM
I gave examples of how picking between a 40 HR guy and a 45 HR guy is not the same as picking between 75 Power and 74 Power. The result variance has zero to do with this. You literally get a bigger PCI and a better chance with the higher rated guy. That's absolute, it is wrong and illogical to pick the lower Power guy all else equal if you need a home run. I don't see the argument. I'm done replying because I already made my point successfully about why the 40 HR guy might be a better choice. His current Power vs L rating (The only thing that matters) could be higher than the 45 HR guy. Because he may have less ABs, gotten 30 of his HRs more recently by coming into the game hot leading to a higher Current Power rating while the 45 HR guy started the season hot and has been cooling off leading to a lower Current Power rating.

You would not pick the player with the better avg or HR or steals because those numbers do not directly correlate to performance they are just guidelines. Whereas current rating that we see now directly relates. The baserunner on second is my perfect example. There is absolutely never a scenario when picking a 66 speed guy over a 67 speed guy makes sense. There is no variance in getting from 2nd base to home on a hit to the outfield. The 67 speed player gives you the best chance. Now if you don't have access to their Speed rating you have to decide based on what you know from playing with them and from their statistics. You are ignoring the difference between being able to see the players Current Ratings and their statistics. Statistics have a lag in them if you will, and are not absolutes like Current Ratings are. Two players batting .270 are not equal. Say you are playing in June, Player A got 30 of his hits in April while slumping the past 4 weeks while Player B started the season slow but got 30 of his hits in the last 4 weeks. Who do you go with when you need a walk off hit? Well even that information is not enough because you don't know what Contact ratings they started the season with. on top of the fact that ratings are dynamic month to month. So who has the higher Current Contact rating? You stop judging players on ratings and start judging them on what you know about them. And that is when you are one step closer to baseball nirvana.

There is so much more to think about when you aren't looking at a watered down numeric rating that makes the call for you. Static gameplay is boring and stale. The future is in emergent, dynamic gameplay. That is why traits are so big in other sports games. I think baseball is harder to bring traits into the gameplay but hiding the ratings to me is the answer. I love small ball, the minor decisions a manager has to make each game to steer his team toward victory. Shift or no shift, defensive sub or not, pinch hitter/pinch runner, play the infield in, etc.. I want to feel the weight of the decision for myself. Displaying ratings robs you of that experience. Maybe it's something you have to try before buying into I just don't see in my mind how this wouldn't be a positive thing. I'm not sure what you are arguing against because you would never have to play this way, but if you woke up one day and thought "You know what my whole life I've been playing videogame baseball instead of sim baseball today I want to do things different" You could turn on your sparkling PS4 and do just that.

Not only does statistics based decisions make the game more realistic, but it also promotes the spirit of the game. When you are choosing a pinch hitter you get to do it the same way as a real life manager, through your knowledge of that player and your experiences with him. Your 'feel' for the player. You will become more attached to your players on your team and it will guide your decisions. Instead of currently where when you build a team you looking at their ratings and trade accordingly to bolster your team, you would have a total different experience to team building. GMs don't look at overalls.

I'm not wishing to be critical towards the devs in any way because the truth is no sports game has done this. Before The Show 16 it wouldn't have even been possible or enjoyable, but now that they implemented career stats and stat based progression it seems like a natural fit. And baseball is the perfect sport for this to do it with. It is actually possible for the first time in The Show to not have to look at the player's Ratings because we have all the information we need at our fingertips inside the game. I'd be honored to have this idea stolen from me for the future generations of The Show players to get to live my dream of total immersion. The only thing missing is sunflower seeds. Maybe Playstation VR will add a taste sensor add-on and I can die a happy man?
 
# 352 TattooedEvil @ 03/05/16 02:51 AM
Quote:
Originally Posted by BrianU
If you were playing for a million dollars and you had bases loaded with the pitcher up in a 3 run game, would you ever under any circumstance pinch hit with a 96 power guy over a 97 power guy all else equal? You would pick the 97 because it gives you the best chance. That is an absolute there is nothing required but looking at a number.

sorry but this is so false. Who's to say u hit better with the 97 power guy? There's literally some 60 contact guys that i'll hit .320 and 88 contact guys where i cant break .250. I've also only broke 40 HRs with one player (Brandon Belt) and had 90+ power guys where i cant hit 25+....theres just some guys u cant hit with so why would i want to hit with the 95con 90power guy when i hit better with a certain 70/55 guy? its all in who u hit well with.
 
# 353 nomo17k @ 03/05/16 04:07 AM
Quote:
Originally Posted by TattooedEvil
sorry but this is so false. Who's to say u hit better with the 97 power guy? There's literally some 60 contact guys that i'll hit .320 and 88 contact guys where i cant break .250. I've also only broke 40 HRs with one player (Brandon Belt) and had 90+ power guys where i cant hit 25+....theres just some guys u cant hit with so why would i want to hit with the 95con 90power guy when i hit better with a certain 70/55 guy? its all in who u hit well with.
BrianU's point on Power attribute stands under all-else-being-equal conditions...

If you are controlling the in-game player, there may be certain factors (even weird things like batting stance, how comfortable/pressed you feel with players you feel attachment to) that affect how well you hit with the guy, but that's basically on you, and you are being the factor. When the player is controlled by CPU, it mostly becomes about attributes.

This is even more so when games are simmed (where some of the attributes that provide more varied characters to players don't factor in, like individual pitch attributes).
 
# 354 BeatArmy @ 03/05/16 04:08 AM
Just caught the archive and I have to ask: is performance progression broken again already?

A guy losing 10 pts of ability in a single year while being mid-20s (in a single category but still...) seems already a little imbalanced. Same with gaining 10pts in a category.

Remember when we were scolded for wanting to edit potential and were told that it would mess up the game in future years by causing unbalanced rosters? How is this different and how ironic is it that we now require editable potential just to keep it reasonably playable?
 
# 355 geisterhome @ 03/05/16 06:17 AM
First I was kind of laughing about the children playing card games like dd and ut but now it seems like those modes are killing the old fashioned way of sports games I like...

Sent from my GEM-702L using Tapatalk
 
# 356 Unlucky 13 @ 03/05/16 08:02 AM
Quote:
Originally Posted by nomo17k
BrianU's point on Power attribute stands under all-else-being-equal conditions...

If you are controlling the in-game player, there may be certain factors (even weird things like batting stance, how comfortable/pressed you feel with players you feel attachment to) that affect how well you hit with the guy, but that's basically on you, and you are being the factor. When the player is controlled by CPU, it mostly becomes about attributes.

This is even more so when games are simmed (where some of the attributes that provide more varied characters to players don't factor in, like individual pitch attributes).
I was going to make a very similar point. There have been plenty of times when I'm playing the game where player A may be rated lower than player B, but I consistantly hit better with player A. I'm pretty sure that batting stance effects it, as you said, and I think that for me, some of the player's atributes probably have a larger effect than others do, so the OVR isn't always the true indicator.

I've had franchises where a 75-80 OVR player ends up being the superstar MVP of my team and not the 90+ OVR guys. Another factor that I'm not sure I've discussed here before is my belief that in some cases, the CPU will pitch higher rated batters differently than lower rated ones. The lower rated batter ends up getting better pitches to hit, and ends up having the better season.
 
# 357 NAFBUC @ 03/05/16 08:06 AM
Quote:
Originally Posted by Dolenz
It's interesting that you call the two most played modes, according to the developers, "side modes".
you know.......money on the side.....
 
# 358 Threeebs @ 03/05/16 09:27 AM
Quote:
Originally Posted by Lovesports
How can this not make sense? You're viewing these ratings as a driving force behind the player's ability instead of viewing it as a scouting tool. As for your example, you're right, he doesn't become better after hitting .332 but he does get "viewed" as better by his peers, coaches, fans, and scouts. I never said player performance should be the only determining factor but it's about time it became more influential.
Here are reasons for why player performance needs to be the primary factor.
1. Player A hits .332 with 40 homers and is currently rated as a 60 overall. In reality, the following year he is now viewed as a minimum 80 overall by scouts, coaches etc. What you are saying is that if he's not an A or B potential he should be a no more than a 63-65 overall the following year. This throws off player contracts, their FA worthiness, and their overall importance to the game. If I win The MVP award with a 60 overall player and next year his ratings don't reflect that, then he signs for barely over the league minimum and hits 8th in some crap team's lineup because he's still viewed as a 60 overall player.
Totally understand where Knight is coming from. If we weren't talking console video game logic I'd agree with him but the fact is we are talking just that and statistics are the absolute best way to translate ratings.

People are looking for too much complexity within the game. We don't get to see training or coaching or nutrition or even politics. Statistics is all we got and like I said before this game is all about projections, like it or not...
 
# 359 Lovesports @ 03/05/16 09:55 AM
Quote:
Originally Posted by BeatArmy
Just caught the archive and I have to ask: is performance progression broken again already?

A guy losing 10 pts of ability in a single year while being mid-20s (in a single category but still...) seems already a little imbalanced. Same with gaining 10pts in a category.

Remember when we were scolded for wanting to edit potential and were told that it would mess up the game in future years by causing unbalanced rosters? How is this different and how ironic is it that we now require editable potential just to keep it reasonably playable?
It's not broken. Looks like it's finally fixed. How does a guy going up 10 points in contact vs L throw off future balance? What's more unrealistic in my opinion is a 40+ homer guy can't get signed as a free agent because he's a 60 overall and a D potential yet he just posted MVP type numbers. I'm all for performance progression and will stand by it till the end.
 
# 360 BlueJays09 @ 03/05/16 09:57 AM
I sometimes choose stats to determine who I use, sometimes ratings. For example: Spring Training is about half way through for me. I have played every game. I signed Pedro Alvarez hoping he would backup 1B/3B/DH, but during ST so far he is batting .147 with 0 HR. His contact/power vs. RHP is 57/84 I think. Dominguez who is around 51/54 contact/power is hitting .380 with 5 HR including a 2-HR game last game out. He is wayyyy out performing Pedro. It is looking like Dominguez or Smoak who is hitting .250 with 3HR might take a bench role and Pedro is heading to AAA until I need him. Thats just an example where a lesser rated player is doing better for me so I will likely be awarding him with a bench role.
 


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