Individual Player Settings Topic

Can we get advanced settings for managerial settings? This way I don't have my catcher with the same baserunning tendencies of my center fielder and my first baseman doesn't have the same hit and run tendencies if he is prone to hitting fly balls.
5/7/2015 9:04 PM
been discussed ad nauseum for 5+ years.
5/7/2015 9:14 PM
So what if the fast guys attempt more steals than in real life. There's no reason my 54/44 speed/baserunning guy should have 7 attempts (5 caught) in 44 games. If a player with that kind of baserunning ability was nailed 5 times in 7 attempts, he'd be shut down for most of the rest of the season. He had 20 attempts last season. There's just no reason for that. At the same time, there's no reason why my 97/74 player should only have 22 attempts (58 times on base) in the same time span as a lead off hitter.
5/8/2015 10:38 AM
Success rate.  Individual success rate in HBD is skewed.    Team success rate closely mirrors HBD.   How is that achieved?    By countering your 19/3 guy who steals almost half the time he gets on with a 2/5 guy who makes a few attempts per season.

As M/A said, it's been discussed ad nauseum for years.    Individual settings would need to be accompanied with a complete SB engine overhaul.   And, with the overhaul, that 19/3 guy would be 15/7.     
5/8/2015 10:46 AM
Sandberg - You're right. It's a pretty big flaw in the game.  Same argument could be make that players will have different power ratings, but when the season is played everyone will his about 15 HR, so the team total HRs will be close to MLB.

Anyone who knows anything about programming knows WIS waaaay over stated the magnitude of the issue.  There's no way the entire engine would have to be rewritten for HBD SBs outcomes and strategies to more closely match MLB. But last time they addressed it, that was their claim.

Yes, they'd have to re-do SB logic.  Maybe they'd need individual SB Attempt Rankings we could set, or maybe not. Seems they could make it better be bringing the guys who steal 50+ bases and are safe 95% of the time back to the pack, and stopping guys who go 5 for 20 from running that many times without having to add an individual setting.

They way it works now, you have to commit to being a SB team or not.  You can have one very good base stealer, and if you've got 2-3 other starts who have high speed and low baser running, they will get thrown out so often you it's not worth having your one good SB guy run very often.  Completely unrealistic.  But that's what we've got.


5/8/2015 5:28 PM
Just for reference, Billy Hamilton has attempted 15 stolen bases and been caught once in 29 times on base (Jose Altuve and George Springer also have 10+ SB and 2 and 1 CS respectively). Those guys do exist in real life and they attempt way more stolen bases while a guy like Joey Votto may attempt 10 all year but they're mostly in high success situations.

An argument that the team closely mirrors real life while individuals don't is a bad argument. It screws with how a lineup is set. If my 100/70 guy is leading off but he's only likely to steal 70% of the time his real-life counterpart would because my 3-5 hitters who are slow and shouldn't be stealing on good catchers are going 30% more often than they would in real life, it skews the sims in ways that go against how the game actually should be played out.

5/8/2015 7:52 PM
Except it doesn't.

MLB teams don't have two guys at 56/4 and no one else with more than 1 attempt.    That's what would happen in HBD.   Very unrealistic. 
5/8/2015 8:10 PM
Mike doesn't seem to see it would be possible to change the SB algorithm so that there are other option besides (A) how it works now or (B) 1-2 players per team stealing 50-100 bases and being thrown out 1-5% of the time and nobody else ever attempting to steal a base.

I've haven't looked at much data, but I suspect part of the reason SB percentage is so high among the best base stealers is because many (most?) GMs tend to value hitting over throwing at C, like they value hitting over D at SS/2B/CF.  There are probably more weak armed Cs playing than WIS projected when they calculated SB rates.

It's very rare in MLB for someone to go 20/35 in stolen bases over a season.  It happens, but not often.  I think teams with a lot of guys thrown out stealing tend to be teams that hit & run a lot.

I don't think it would be that out of line for a team with a few very good base stealers that never calls a hit and run to have those few players run frequently and be very successful while everyone else stayed put until the bat hit the ball or the count reached 3-2 with fewer than 2 outs and they guy on first has speed to score from first on a double (even if he doesn't know how to get a jump to steal bases.)
5/9/2015 3:36 PM
Sure they could change the program. 

But, as I mentioned in any of the other 30 threads on this topic, the 56/4 guys would be 43/17 and owners might lower his steal settings.    What people want is the 56/4 guys stealing all the time while no one else gets caught.    That's not realistic. 
5/9/2015 3:52 PM
Real life - go check Baseball Reference right now - teams steal successfully between 65% and 75%.  Cincinnati is a huge outlier right now, because their success has been driven mostly by one guy, and the others are all 1 and 1 or 2 and 0.

But for the most part, every team that has guys going 7 and 1, 6 and 2, also have guys at 2 and 4 or 3 and 5.

The sim is currently accomplishing these numbers on a team-by-team basis.  And that has to be the end goal of the sim, to mirror what our real life expectations of baseball are. 


5/9/2015 4:32 PM
Posted by MikeT23 on 5/9/2015 3:52:00 PM (view original):
Sure they could change the program. 

But, as I mentioned in any of the other 30 threads on this topic, the 56/4 guys would be 43/17 and owners might lower his steal settings.    What people want is the 56/4 guys stealing all the time while no one else gets caught.    That's not realistic. 
Agreed.
5/10/2015 5:21 PM
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