After this season I am gonna play the one where the players are based on career stats rather than a season. A, that's what I am used to playing with Diamond Mind, B, it's the old STATS BILL JAMES game which I used to play. and C, there should be a lot less schit with fatigue as there will be no low innings or low PA guys, and D, I assume that Negro Leaguers are available there as they were in the STATS game.
12/10/2022 3:39 PM
Posted by Mwett on 12/10/2022 4:29:00 PM (view original):
Posted by contrarian23 on 12/10/2022 2:52:00 PM (view original):
whine whine whine whine whine whine whine whine whine whine.....
+1

Was starting to wonder if I'd be the first to say anything. Don't get me wrong at first an enthusiastic newb was fine but every hour every game every what's right an a whole lotta every what's wrong ? I'll finish with instead of it's going to be a long 2 months, I'll just bow out now. If I had a page of blahblahwhinewissuxscoresheetisbetter(itis)whineblah for my first 6 seasons 600 losses . . .
What can I say, this fatigue thing is totally wrong. The lack of innings and PA on almost all of these guys are totally manager's decisions, not a matter of them having actual fatigue. So when you play this sim you are not actually managing, you are using players who you are forced to manage based on how they were managed in real life.

Who ever heard of a pitcher throwing 54 pitches and being 100% for the next day? And of other pitchers throwing 18 pitches and not being available at all for the next day. That aspect of this sim is totally unrealistic.

If you want to limit players to their real life appearances, the way to do it is not to limit them day by day. If we draft a guy who only threw 28 innings, and you're gonna limit him to 28 innings, we should have the option to use those 28 innings in any fashion that we want to, which in many cases IS how the player was actually used. Anybody who only threw 28 innings all year was not on the active roster for the entire year. Many of them were only there for a month or two, or even less if they were starting games.

Hopefully all of that crap is eliminated with the career players version of the sim. With those guys you should get to manage them as if you are starting in spring training and deciding who wins what jobs, and you can use anybody as you please. Of course the pitcher fatigue has to be kept track of for the last 5 days at any point, but attaching fatigue on a daily basis because of a low number of appearances for the season is just totally *** backwards.

A lot of guys with low appearance numbers were regular players who sustained a season ending injury in April or May, like Mike Trout in 2021. He should never be fatigued until he at least reaches his season long PA totals.

Just because that's how things work in this sim in no way validates it as the proper way to handle it.


2021 Mike Trout should have a strong chance of a major injury occurring rather than having to get fatigued.




12/10/2022 5:23 PM (edited)
I’m in an open league with this guy, should be interesting.
12/10/2022 5:54 PM
Ever stop to think the fatigue system is there for a reason? How would you prevent owners from using all 28 IPs in four games and then dumping the used up pitcher to the waiver wire and then picking up a new pitcher? Or in your suggestion, picking low ABs players and playing them until chance dictates they get hurt, dump them on the waiver wire and repeat with another low ABs player? At that point the game becomes a giant roulette wheel instead of any meaningful choices or decisions.
12/10/2022 5:58 PM

Who ever heard of a pitcher throwing 54 pitches and being 100% for the next day? And of other pitchers throwing 18 pitches and not being available at all for the next day. That aspect of this sim is totally unrealistic.

If you want to limit players to their real life appearances, the way to do it is not to limit them day by day. If we draft a guy who only threw 28 innings, and you're gonna limit him to 28 innings, we should have the option to use those 28 innings in any fashion that we want to

Wait, the guy throwing 54 pitches should be fatigued the next game, but you should also be able to use the 28 innings however you want? Do you not see these things are completely contradictory?

12/10/2022 6:23 PM
Posted by 06gsp on 12/10/2022 6:23:00 PM (view original):

Who ever heard of a pitcher throwing 54 pitches and being 100% for the next day? And of other pitchers throwing 18 pitches and not being available at all for the next day. That aspect of this sim is totally unrealistic.

If you want to limit players to their real life appearances, the way to do it is not to limit them day by day. If we draft a guy who only threw 28 innings, and you're gonna limit him to 28 innings, we should have the option to use those 28 innings in any fashion that we want to

Wait, the guy throwing 54 pitches should be fatigued the next game, but you should also be able to use the 28 innings however you want? Do you not see these things are completely contradictory?

As I said, fatigue should be kept track of for pitchers for the last 5 games, but other than that you should be able to use the 28 innings up in one month if you want too. Nobody from 1920 on who throws 54 pitches should be able to pitch the next day no matter how many innings he threw for that season.

But a guy who threw 28 innings for the season, if he throws 23 pitches on opening day, he should still be available for a batter or two the next day. What he did for the season should not have any bearing on what he does day to day. Only his last 4-5 days should matter for what he can do on a given day.


12/10/2022 6:37 PM
Posted by 06gsp on 12/10/2022 6:23:00 PM (view original):

Who ever heard of a pitcher throwing 54 pitches and being 100% for the next day? And of other pitchers throwing 18 pitches and not being available at all for the next day. That aspect of this sim is totally unrealistic.

If you want to limit players to their real life appearances, the way to do it is not to limit them day by day. If we draft a guy who only threw 28 innings, and you're gonna limit him to 28 innings, we should have the option to use those 28 innings in any fashion that we want to

Wait, the guy throwing 54 pitches should be fatigued the next game, but you should also be able to use the 28 innings however you want? Do you not see these things are completely contradictory?

As I said, fatigue should be kept track of for pitchers for the last 5 games, but other than that you should be able to use the 28 innings up in one month if you want too. Nobody from 1920 on who throws 54 pitches should be able to pitch the next day no matter how many innings he threw for that season.

But a guy who threw 28 innings for the season, if he throws 23 pitches on opening day, he should still be available for a batter or two the next day. What he did for the season should not have any bearing on what he does day to day. Only his last 4-5 days should matter for what he can do on a given day.


12/10/2022 6:37 PM
Posted by 06gsp on 12/10/2022 6:23:00 PM (view original):

Who ever heard of a pitcher throwing 54 pitches and being 100% for the next day? And of other pitchers throwing 18 pitches and not being available at all for the next day. That aspect of this sim is totally unrealistic.

If you want to limit players to their real life appearances, the way to do it is not to limit them day by day. If we draft a guy who only threw 28 innings, and you're gonna limit him to 28 innings, we should have the option to use those 28 innings in any fashion that we want to

Wait, the guy throwing 54 pitches should be fatigued the next game, but you should also be able to use the 28 innings however you want? Do you not see these things are completely contradictory?

"Whenever you want" mean you should be able to use the 28 innings whenever you want. He can pitch an inning or so 28 times across 162 games, or he can pitch 3 complete games with one of them being 10 innings.
12/10/2022 6:39 PM
Halelujah! We finally won again.

https://www.whatifsports.com/slb/Boxscore.aspx?gid=40441802&pid=1&pbp=0&tf=10

6-4 win, Jim Henderson the win in relief with a save from Bill Harris.

THREE STARS OF THE GAME
1. Cullenbine - 3 hits, 2 runs, HR, RBI
2. McCovey - 2 hits, 2 BB, 2 runs
3. Jim Henderson - 2 scoreless innings for the win


12/10/2022 6:59 PM
Admin is writing code for a replacement to this 1990's software. Forward your suggestions and complaints to them, maybe they'll merit consideration...
12/10/2022 7:04 PM
Posted by Mwett on 12/10/2022 4:29:00 PM (view original):
Posted by contrarian23 on 12/10/2022 2:52:00 PM (view original):
whine whine whine whine whine whine whine whine whine whine.....
+1

Was starting to wonder if I'd be the first to say anything. Don't get me wrong at first an enthusiastic newb was fine but every hour every game every what's right an a whole lotta every what's wrong ? I'll finish with instead of it's going to be a long 2 months, I'll just bow out now. If I had a page of blahblahwhinewissuxscoresheetisbetter(itis)whineblah for my first 6 seasons 600 losses . . .
I've been playing Baseball Sims for like 57 years now. Starting in the mid-60s with a spinner for "All Star Baseball" and then "Sports Illustrated Baseball" with special dice. Then the early 70s Strat-O-Matic with regular dice. Then "Pursue The Pennant' computer game, followed by the change to "Diamond Mind's" computer game. Also the STATS computer game that is now use here for the career players. I think I am qualified to comment on pluses and minuses of various sims.

So far this one has some good points, but also has a few ill conceived things about it. Has nothing to do with me winning or losing. I did very well in my opening 10 game season, but I still had to point out some negatives.

The one thing it has which is a great positive is the posting of one game at a time, 3 times a day. You can actually make adjustments game to game, which is awesome. The old STATS game was not even done on line yet. You would get your results by snail mail a week at a time, with 7 games played each week. So you could only make changes every 7 games.

When I ran my Diamond Mind leagues, I played the game a month at a time, and then posted results for everybody either on a site, or in emails with files attached.

I don't like the clones, and this is the ONLY Sim I've ever seen that allows clones in a draft league. If you are running a league of all time great teams, and DiMaggio is on both the 1939 Yankees and the 1950 Yankees, fine, but there's no reason for a draft league to allow the same player to be on more than one team.

I like the micro-managing ability here with setting target pitches and max pitches for each pitcher, although that can become a problem when you have a long extra inning game. Sometimes you have to leave a reliever in for a lot of innings, like Eovaldi throwing 97 pitches in relief in that 18 inning WS game in 2018.

I also like that you can see the home/road splits on your player, which Diamond Mind does not have. What I don't like is that when you look at your players to make your batting order, they don't show OPS. They just show AVG, OBP and SLG, which is well behind the times. They also should show OPS allowed for pitchers, rather than just AVG allowed and WHIP. Neither AVG allowed or WHIP tells us how many extra base hits that each pitcher allows.

This is my first full season, which I am playing because you guys urged me to play a full season and try it out.
12/10/2022 7:20 PM
Let me ask you guys. If I have a pitcher who threw 35 innings in real life, what happens in the sim if he gets to 35 innings in June or July? Is he done for the season, or can he be used more than in real life?

Same question for a guy with 600 PA or 275 innings. When they get to those numbers are they still able to play in the sim?

I mean, you can have a guy who batted 8th in real life, played 162 games, and had 650 PA. Now you decide to bat him second, and your team hits much better than his real life team did. So he gets to 650 PA after 148 games. Is he done for the season, or can he still play in the final 14 games?


Is there some leeway with season totals, or is a player done right away when he gets to his season total of PA or IP?
12/10/2022 7:41 PM (edited)
You get an approximate 10% buffer built in. Beyond that you will see fatigue, but not much dropoff until below 90%, perhaps lower before it impacts significantly. *Your results may vary* Read the Just4me threads he bumped today. We test so others may learn...my experience is that defense erodes first, FWIW...

My 2 cents is to enjoy the game for what it is. It is quite comprehensive, but not perfect. Learn to do what works, rather than fight with why it doesn't always respond to your demands...it is an algorithm, math, not baseball...
12/10/2022 7:35 PM
Posted by DoctorKz on 12/10/2022 7:36:00 PM (view original):
You get an approximate 10% buffer built in. Beyond that you will see fatigue, but not much dropoff until below 90%, perhaps lower before it impacts significantly. *Your results may vary* Read the Just4me threads he bumped today. We test so others may learn...my experience is that defense erodes first, FWIW...

My 2 cents is to enjoy the game for what it is. It is quite comprehensive, but not perfect. Learn to do what works, rather than fight with why it doesn't always respond to your demands...it is an algorithm, math, not baseball...
When you say defense (fielding) erodes first, I guess you mean that fatigued position players will not field as well but may still hit okay for awhile?
12/10/2022 7:41 PM
Yes, in general...
12/10/2022 7:46 PM
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