Assigning Steal Aggressiveness One Player Topic

is anyone aware of a way to assign steal aggressiveness to just one guy, and not my whole team?
6/22/2010 7:31 PM
Cant be done. And WIS has stated that it will never be available. It will blow up the servers.
6/22/2010 7:35 PM
OK, thanks for that.
6/22/2010 7:44 PM
That is kinda dumb, there are a few guys on my team that I want to have the green light and a few guys that should never run.
6/23/2010 10:06 AM

I think they said it was because with the way the game engine runs it would result in unrealistic steal totals for certain players and not enough times caught stealing for the team overall. To me that sounds like "There's a big problem with the game engine but we'd rather make the game less realistic than fix it," but there you go.

6/23/2010 10:15 AM
If you set it on average or aggressive, you'll get the results you want  with the exception of the occassional turtle getting caught.

My Coop team isn't particularly adept as stealing bases with one exception.   On "average" for 157 games, he's 35/3.  Next in line is 29/9.   Third on the attempts list is 1/2.   We're 68/20 on the year.   Obviously, only 2 players have gotten caught more than twice.
6/23/2010 10:20 AM
Posted by prezuiwf on 6/23/2010 10:15:00 AM (view original):

I think they said it was because with the way the game engine runs it would result in unrealistic steal totals for certain players and not enough times caught stealing for the team overall. To me that sounds like "There's a big problem with the game engine but we'd rather make the game less realistic than fix it," but there you go.

No, it has to do with the huge # of players in the system, and the resulting resources that it would take for individual run aggressiveness settings.
6/23/2010 10:30 AM
I thought they had hired some government programmers in error, and got results matching the talent.
6/23/2010 12:18 PM
Posted by dmurphy104 on 6/23/2010 10:30:00 AM (view original):
Posted by prezuiwf on 6/23/2010 10:15:00 AM (view original):

I think they said it was because with the way the game engine runs it would result in unrealistic steal totals for certain players and not enough times caught stealing for the team overall. To me that sounds like "There's a big problem with the game engine but we'd rather make the game less realistic than fix it," but there you go.

No, it has to do with the huge # of players in the system, and the resulting resources that it would take for individual run aggressiveness settings.
I have got to call BS on this (huge # of players in the system). I assume it may be a game engine problem. OOTP does this with their online leagues and it works just fine.
6/23/2010 1:37 PM
This is not OOTP.   And, quite honestly, the system works just fine in HBD. 
6/23/2010 1:52 PM
The only time this really poses any issue is that if you go with an average or higher setting, guys with high speed and mediocre base running are going to run and get caught quite a bit. Other wise, it seems to be fine as the speed merchants can rack up the steals and the turtles rarely go.
6/23/2010 1:57 PM
Posted by pstrnutbag44 on 6/23/2010 1:37:00 PM (view original):
Posted by dmurphy104 on 6/23/2010 10:30:00 AM (view original):
Posted by prezuiwf on 6/23/2010 10:15:00 AM (view original):

I think they said it was because with the way the game engine runs it would result in unrealistic steal totals for certain players and not enough times caught stealing for the team overall. To me that sounds like "There's a big problem with the game engine but we'd rather make the game less realistic than fix it," but there you go.

No, it has to do with the huge # of players in the system, and the resulting resources that it would take for individual run aggressiveness settings.
I have got to call BS on this (huge # of players in the system). I assume it may be a game engine problem. OOTP does this with their online leagues and it works just fine.
Agreed, considering there are so many other individual settings you can set for players. Target & max pitch counts, bullpen call settings, pinch hit settings, pinch run settings, defensive replacement settings, auto-rest, inning available, etc. etc. That said, the system seems to run acceptably as is, it could just be a whole lot better.
6/23/2010 1:58 PM
A setting of Average will allow your better runners to steal and keep the bad baserunners from making stupid attempts.
6/23/2010 2:26 PM
Posted by MikeT23 on 6/23/2010 1:52:00 PM (view original):
This is not OOTP.   And, quite honestly, the system works just fine in HBD. 
Of course its not OOTP. No need to be contrary just to be contrary. I am aware of what the game this is. I am also aware that it IS entirely possible, without being a strain on the servers. Which is the point. Try and keep up. Also, I'm not so sure that the SB engine does work "just fine". I have some guys with absurd SB/CS stats (ex: Pat Damon with 478/15 in the bigs and 455/23 in the minors). Granted, I'm sure some of that is due to sub-par catchers, but that's still absurd. To go 140/4 last season was just unrealistic.
6/23/2010 3:19 PM
No, you're not.  How much do you really know about the inner workings of WifS?   Please give me the make/specs of WifS' servers.  
6/23/2010 3:23 PM
1|2|3...10 Next ▸
Assigning Steal Aggressiveness One Player Topic

Search Criteria

Terms of Use Customer Support Privacy Statement

© 1999-2026 WhatIfSports.com, Inc. All rights reserved. WhatIfSports is a trademark of WhatIfSports.com, Inc. SimLeague, SimMatchup and iSimNow are trademarks or registered trademarks of Electronic Arts, Inc. Used under license. The names of actual companies and products mentioned herein may be the trademarks of their respective owners.