Assigning Steal Aggressiveness One Player Topic

LOL. Yeah. Simply put, someone, somewhere, figured out a way for it to work. Therefore, it is within the realm of posssibility. EIther you're trying to read into something that's not there, or you have difficulties with comprehension (which would explain why folks need to keep it short for ya').  
6/23/2010 6:07 PM
Yes, someone, somewhere figured out how to make it work.  WifS has not.   Is it a server problem?  If they say so, it may be.  Unless, of course, you've got some specs on WifS' servers that you'd like to share to prove it isn't.
6/23/2010 6:51 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. 
So I run my teams and can't tell my 100/100 guy he has the green light without having my 20/20 catcher get caught stealing a few times a year?

That doesn't sound "just fine"

Who doesn't wish we had individual steal settings (if implemented properly, keeping the overall SB% at around 67%)?

6/23/2010 6:55 PM
And yes I realize that if they gave us individual steal settings they would have to overhaul the success % on steals for the faster guys and my 100/100 guy wouldn't be successful 97% of the time anymore.


6/23/2010 6:56 PM
Are you disputing that team SB/CS% are off?    Because, last time I checked, they were pretty close to MLB numbers.    I think all of us know that the 100/100 guy would steal 200 bases and get caught twice with very aggressive settings.  So then WifS would overhaul the SB engine and we'd get the power fiasco all over again.  

Do we really want that?
6/23/2010 6:58 PM
Ok, I guess my post was answered.   Except for the "Do we really want another engine overhaul that will be changed halfway thru a season?"
6/23/2010 6:59 PM
I have 2 teams in extreme pitchers parks and would love to run more but I can't until my team as a whole gets faster, which isn't something that is done overnight.

As it is now I acquire a speedster but can't bump my steal settings up and make use of him because as a whole my team is getting caught at too high a rate.

That seems like an issue, owners have to tailor their steal settings to their team speed as a whole and it can take a couple seasons to acquire the right guys to be more aggressive on the basepaths.

Any speedsters I acquire in the interim aren't utilized to their fullest.

The system is not perfect and can be improved.
6/23/2010 6:59 PM
You built your team with full knowledge of how the system works, right?

So now it should be changed because it's not set up the way you'd like for your specific team?
6/23/2010 7:01 PM
From a computer programming perspective individual steal aggressiveness wouldn't overload anything. It would be almost identical in code and resources as individual player rest settings. With that being said, the stolen base system would need a complete overhaul if they were ever to implement that. The current system keeps team stats somewhat level with ML averages, despite having guys swiping more bags than ricky henderson. Little bit unrealistic? Sure, but it works and there's certainly more pressing issues.
6/23/2010 7:03 PM
Hey, maybe the Giants should petition MLB to have 6-4-3 double plays count as a run!  We'd totally be kicking *** this year!
6/23/2010 7:03 PM
Posted by MikeT23 on 6/23/2010 10:20:00 AM (view original):
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.
Here you go.   Nobody is stealing besides the players who should.
6/23/2010 7:04 PM
Posted by MikeT23 on 6/23/2010 6:58:00 PM (view original):
Are you disputing that team SB/CS% are off?    Because, last time I checked, they were pretty close to MLB numbers.    I think all of us know that the 100/100 guy would steal 200 bases and get caught twice with very aggressive settings.  So then WifS would overhaul the SB engine and we'd get the power fiasco all over again.  

Do we really want that?
The stolen base rates overall are very close to MLB, as you said.  However, the distribution is completely warped.  You have a group of players with obscenely high success rates (>95%) and then a group of players with terrible success rates (<50%).  In MLB the distribution is much tighter, with much fewer players at the high end of this range.  When Rickey Henderson stole 130 bases he was still caught 42 times.  Tim Raines was the most successful basestealer in history from a percentage standpoint and he was only successful 85% of the time.  Having players go 140/144 for the season is just stupid, and could probably be fixed with a small adjustment.
6/23/2010 7:23 PM
Posted by MikeT23 on 6/23/2010 7:04:00 PM (view original):
Posted by MikeT23 on 6/23/2010 10:20:00 AM (view original):
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.
Here you go.   Nobody is stealing besides the players who should.
I mean the fact that it's working for your team doesn't mean anything at all, if there's other teams it's not working well for.
6/23/2010 7:29 PM
Posted by MikeT23 on 6/23/2010 6:51:00 PM (view original):
Yes, someone, somewhere figured out how to make it work.  WifS has not.   Is it a server problem?  If they say so, it may be.  Unless, of course, you've got some specs on WifS' servers that you'd like to share to prove it isn't.
If your only fallback in this "discussion" is grasping for straws like that (really? Server specs?), then it's clear you haven't got much to stand on. I think this may be one of the issues you are just wrong on. It's ok to accept that. Nobody will think any lees of you. The SB engine is NOT fine, and it seems obvious to most users.
6/23/2010 8:04 PM
Look, if they fix it, then great! another mid season radical update that most will complain about while others nod in silence. But don't forget what you are asking for, because this will most certainly be like the power outage that happened a few months back where the numbers for ONE stat are fixed overnight, mid season. And if they don't fix it? oh well, I think the game runs just fine, and if you have THAT big of a problem with it, then find something else to do.
6/23/2010 8:28 PM
◂ Prev 1|2|3|4...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.