Assigning Steal Aggressiveness One Player Topic

Posted by movet22 on 6/23/2010 8:28:00 PM (view original):
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.
The power problems weren't nearly as bad as the SB problems are. If team stats were normal but you had some guys hitting 120 homers a season and most others hitting 5 or fewer in order to achieve that team number, that would have been one thing. As it was, homer totals were too high up but I don't think anyone was achieving numbers that were just ludicrous-- I know there were occasionally guys in the 70's and maybe 80 or so but frankly (especially during the roid era) it wouldn't have been out of the question to see a once-in-a-lifetime type of player achieve that.
6/23/2010 9:14 PM
Posted by pstrnutbag44 on 6/23/2010 8:04:00 PM (view original):
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.
If your only solution is "OOTP does it", you're grasping for straws.  WifS said they cannot do it because of server issues.  Do you or do you not know this to be a falsehood?

Yes or no, that's all you need to say.
6/23/2010 9:32 PM
Posted by prezuiwf on 6/23/2010 9:14:00 PM (view original):
Posted by movet22 on 6/23/2010 8:28:00 PM (view original):
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.
The power problems weren't nearly as bad as the SB problems are. If team stats were normal but you had some guys hitting 120 homers a season and most others hitting 5 or fewer in order to achieve that team number, that would have been one thing. As it was, homer totals were too high up but I don't think anyone was achieving numbers that were just ludicrous-- I know there were occasionally guys in the 70's and maybe 80 or so but frankly (especially during the roid era) it wouldn't have been out of the question to see a once-in-a-lifetime type of player achieve that.
Sez you. 
6/23/2010 9:32 PM
Posted by sculley on 6/23/2010 7:29:00 PM (view original):
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.
Everyone plays with the same game engine as me.   Build your team based on that engine not on what you wish would magically happen.  Seems rather simple.
6/23/2010 9:33 PM
From one dev chat. Im sure the server response was used more recently.

There are some great things in HBD that are more strategy-based compared to SIMBASEBALL.It also seems to me that SIMB has superior in-game coaching features like individual player settings for SB, PH, and bunting. HBD has "team" settings for these so it has to choose between having a superior bunter who's also hitting .300 sacrifice or not.We also haven't been able to PH in HBD. Why can't some of the individual settings used in SIMB be used in HBD? (Rails - Hall of Famer - 11:45 AM)

We introduced pinch-hitting for position players a couple weeks ago, so you should have started seeing more of this in HBD. We wanted to remove the need for additional, player-specific settings such as PH/PR/SB and instead write intelligent enough logic to incorporate the managerial settings. It makes sense, in my mind, that a manager with an aggressive stolen base philosphy knows to run Dave Roberts as much as he can, but still not run Mike Piazza. That said, we still get occasional feedback regarding this. We want to stick with our current design, but we want to improve the logic so the need for individual settings is truly not needed. We ask that when you have a boxscore and see a guy you think should never be attempting to steal get thrown out, please submit the boxscore for review. That way, we can continue to tweak this logic.

6/23/2010 10:10 PM

are there any discussions toward further micromanaging games? for example, giving a player a "green light" to steal rather than depending on a general "agressive" coaching option. (davedesmond - Pro - 3:28 PM)

Since there are over 1 million player's currently in HBD we can't allow for individual settings on players. When you do set an option like "Aggressive" for base stealing it does take into account the individual ratings of the player involved when the game event is triggered. If the ratings of the player do not favor the situation he will not try to steal a base.

6/23/2010 10:11 PM



is there anything planned in the future that will allow you to choose which players have the green light on stealing and which do not as opposed to a team setting?
(a3morey - All-Star - 1:38 PM)

Since there are so many players in HBD we can't include individual player settings.

 

Is there a chance that we'll be able to set individual players stolen base tendencies rather than just the teams? (zinpa - Hall of Famer - 2:14 PM)

Given the current limitations of technology there is no way we can implement such a feature. We did the math and if we did allow this it would be well over a billion records. Please, if you see anywhere where this isn't inline with what you would expect, feel free to send a support ticket for us to review. We are always looking for ways to improve the engine.

 

Will there be any update to the base running logic? I would like to have the ability to set each player individually. (milwaukee_al - All-Star - 1:41 PM)

Improving basestealing logic is in the plans. There's a large chunk of guys running a little more than they should be. Adding individual settings will not happen, however.

 

Any future plans to be able to have baserunning and basestealing aggressivness be set to the individual players rather than the team as a whole. (Primetime17 - Hall of Famer - 12:27 PM)

No. This topic has been touched upon quite a bit. When it comes down to it, owners/managers should want their higher rated players running more than their lower rated players. The manager setting for each should work in conjunction with that basic fact. There shouldn't be a need for individual settings if it's working properly. And we've already touched on the fact we plan on addressing some SBA rates very soon. We are always working to provide as much control as possible without overload. This fits into the category we think can be done without additional categories per player.

 

Will there ever be individual base running aggressiveness settings? Seems silly that my "manager" would tell my well below average speed players to try and steal 25 times in a season just because I want my 99/99 guy to steal as much as possible. -Thedream42 (thedream42 - Pro - 2:48 PM)

No, due to data constraints and size limitations this will never happen in HBD. We will be looking at some very specific SB data so what you are describing should drastically be reduced.

 

Can we please have a way to individually set player base stealing and baserunning agressiveness? There are some players you want to be very agressive and others that shouldn't leave the base without a bus pass. (kschoenberg - Veteran - 3:09 PM)

This is never going to happen, there are way too many players to have individual settings for each of them.

6/23/2010 10:19 PM
Posted by MikeT23 on 6/23/2010 7:01:00 PM (view original):
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?
Huh?

this is hypothetical btw, i did not build a team that didn't suit the engine and ask for the engine to be changed, i'm only talking about the unexpected difficulties this SB engine causes

All I'm saying is that if you want to shift from a non-running team to a running one (which I want to do in "Summer of '49") you have to overhaul your lineup if you hope to be able to steal alot of bases at at least an 75-80% clip (anything below this rate and you're hurting your team offensively)

This is not a quick process, especially if you have long term contracts or young stars who happen to not be able to run well. 

So let's say I have 4 average baserunners, 1 speedster, and 3 slugs on the basepaths who are my starters.  I have to set my steal setting to 2 or 3.  My speedster is wasted.  HBD is a game about asset management and I have an asset that is not fully utilized.  If I want to acquire more speedsters so I can get a lineup stock full of them and can open it up on the basepaths I need to pay market value for them, a value that includes their baserunning ability.

This same thing applies to taking over a franchise or one in a new world.  A team switching parks or offensive philosophies is not an uncommon thing
6/23/2010 11:04 PM
Posted by MikeT23 on 6/23/2010 9:33:00 PM (view original):
Posted by sculley on 6/23/2010 7:29:00 PM (view original):
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.
Everyone plays with the same game engine as me.   Build your team based on that engine not on what you wish would magically happen.  Seems rather simple.
Straw Man.

No one is building their team based on what they wish would magically happen.


6/23/2010 11:06 PM

Sure sounds like they are.

6/24/2010 6:42 AM
Posted by MikeT23 on 6/24/2010 6:42:00 AM (view original):

Sure sounds like they are.

Again, possible comprehension problem. I don't think anyone said that here. Could be wrong though....
6/24/2010 9:31 AM
I would like to see the numbers for people who are having trouble with this.  I don't have a lot of HBD under my belt, but my general impression has been that the team settings mostly work, with my poor runners playing station to station and my burners making plenty of steal attempts.

For instance, in one recently completed season, with steals set to aggressive, my everyday players attempted steals in line with ability (with one exception):

C     SPD 8; Baserunning 45 -- 1/0 SB/CS
1B    35/50 --  0/0
2B     43/71 --  1/4
3B     48/59  --  0/1
SS     21/56  --  0/3
LF     66/56  --  7/10
CF     94/76  --  67/6
RF     98/72  --  47/14 (limited ABs)

I wish my LFer had not attempted 17 SBs, but his ratings are high enough that I can see the engine running him occasionally, especially with an aggressive setting.

Everything else seemed about right to me.  My SS probably wouldn't attempt any stolen bases in real life, but really, of my non-stealers (LFer excluded), I got nine attempts and two stolen bases.  That seems fair given that even guys like Prince Fielder attempt stolen bases once in a while.

Then, of my bench players, the same thing was true.

172 ABs; 100/90 ratings and 24/1 in attempts
194 ABs; 92/80 ratings and 17/2 in attempts
209 ABs; 76/85 ratings and 12/2 in attempts
144 ABs; 88/64 ratings and 3/0 in attempts
204 ABs; 6/71 ratings and 0/0 in attempts
36 ABs; 76/29 ratings and 1/0 in attempts

Are others getting results so different from this? 

Also, might the bench coach's strategy rating influence how often poor base stealers are sent?  My ML bench coach has an 85 rating, so maybe he makes fewer boneheaded decisions regarding who to send.
6/24/2010 10:10 AM
Sorry, I should have included this, but among my everyday players, my burners were successful 85% of the time.  Throw in the 20% success rate on limited steal attempts for everyone else, and my ML regulars were successful 80% of the time.  Add in the numbers from my bench players, who stole at a 92% success rate, and the overall number is 84% for my team.

That seems darned good given the aggressive setting.




6/24/2010 10:19 AM
Oops, my numbers were off.  My two burners were successful 85% of the time, but my ML regulars were only successful 76% of the time (not 80%).  Then add in my bench and the overall number is 81% for the team.

Still pretty good.
6/24/2010 10:25 AM
Posted by pstrnutbag44 on 6/24/2010 9:31:00 AM (view original):
Posted by MikeT23 on 6/24/2010 6:42:00 AM (view original):

Sure sounds like they are.

Again, possible comprehension problem. I don't think anyone said that here. Could be wrong though....
One guy said "I acquire players I can't use to their full potential".    If you know how the system works, and the fact that you can't use players exactly how you want within that system, it certainly sounds like someone is building a team in a certain manner that's contradictory to the engine.

Do you have the server specs yet?
6/24/2010 10:34 AM
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Assigning Steal Aggressiveness One Player Topic

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