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Old 06-24-2006, 05:05 PM   #6 (permalink)
StyxNCa
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Join Date: Dec 2004
Location: Victoria, Texas
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Quote:
Originally Posted by Markmeister
Garlon,

That calculation may be what is causing the problem. I believe speed is also used in the stolen base formulas.

I ran a simple test - 16 league team for 1901. Stolen bases were set to normal, I adjusted the configuration file so that stolen base success is 80.

There were 7,264 stolen bases vs. 2,851 in real life.

I created a new league - used the same player creation modifiers, but changed the player speed modifier from 3.017 to 1.307 (my math formula that I used to come up with the new number is probably not correct, but the results are what is important).

Test #2 - 3,192 stolen bases vs. 2,851. Definitely closer.

Triples were definately affected also. 1,133 (Test 1) vs. 741 (Test 2) vs. 1,238 in real life.

The next number that probably needs to be tried is the stolen base success. 1914 is the first year there are caught stealing numbers (National League); runners were caught stealing 45.45% of the time. In my test sims, only 31.15% and 36.52% of the runners were thrown out.

I am getting ready to leave in a while, but I will try some additional scenarios later tonight and see what happens.
Seems to me too many different things are tied into the one speed rating. I think things like stolen bases should depend on ratings separate from those involving things like triples. I don't know why they got away from the seperate triple rating they had in version 5 and earlier but I wish they would bring it back. It just seems in order to get fairly realistic stats in one category, you have to lose realistic results in another, rob Peter to pay Paul, more or less.

Last edited by StyxNCa : 06-24-2006 at 06:15 PM.
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