Post by mickaleenne on Sept 21, 2017 5:20:33 GMT -5
Where does the game's software pull the defensive rating during the game when it is needed to determine what the result will be for a hitter's at-bat?
The reason I pose this question is because of inconsistencies in those ratings when looking at different sections within the PureSim baseball game, v6.11. I originally noticed an oddity in the actual scheduled game being played and asked the following:
Back on July 3, 2016, I posted:
'I noticed something about a player's defense rating and was wondering about it. if you go into the sub-screen during the game for a defensive sub who is not to be used in his best defensive position(s), I have noticed that the diamond layout on that sub-screen does not show his adjusted (lower) defensive stats but rather displays his primary defense rating when he is placed in that defensive position. When I realized this was happening, I experimented in one game by putting all my players for 1 team in their worst defensive positions to see if I could tell whether the game was actually using the lower adjusted defense ratings or not. I only had two errors for that team during the game, so the results were inconclusive about whether the lower defensive ratings are being used or not! Has anyone else noticed this situation and determined what stats the system is actually using for defensive sub not in his best position.'
Today I was working on my 2nd association of 13, and I noticed something else.
If you go to the 'Defensive Scouting Report' that you pull up off the player's card (that you can access through the player's icon on the bottom of the main page or by selecting the team on the left side of that page then clicking either 'Graphical Roster View' or 'Roster & Lineups') you will find after choosing a player that he is rated defensively (hands, range, arm) for 8 positions. In this section of the game's information the first 2 defensive stats vary with the position played but the 'arm' rating stays the same for all 8 positions.
What I just discovered was that in the 'Defensive Ratings Report' which is accessed through the 'Team Reports', left side of the selected team page, you find the defensive position players (not the pitchers) listed in order by primary position. Beside them their defensive ratings (hands, range, arm) is detailed out for all 8 defensive positions they can play in the game. These ratings do not match the ratings on the 'Defensive Scouting Report' that is accessed through the player's card (found as noted above).
For each player there is a slight discrepancy between the 2 reports for their 'hands' & 'range' ratings across the 8 defensive positions; but the biggest problem is that in the 'Defensive Ratings Report' the arm rating also varies at each of the 8 defensive positions. Whereas the 'Defensive Scouting Report' shows the 'arm' rating remaining the same across the 8 defensive positions; the 'Defensive Ratings Report' shows the 'arm' rating going from a high value at its primary down to a low of approximately 1/3 the primary value at the player's poorest position.
My question is, of course, what values does the game's software use when it needs a defensive player's rating to determine the outcome for a batted ball when a scheduled game is being played. Once that is determined, then all the screens (reports) accessed should be fixed to display that correct information for a player at each of the 8 defensive positions.
If the game's software only uses a player's primary ratings for any defensive play for him no matter where he plays, then all reports should reflect that for all the 8 positions.
If the game's software uses varying ratings for the player at the 8 positions for 'hands' & 'range' but the same rating for 'arm' no matter the defensive position, then these screens should all reflect that situation.
Lastly if 'arm' rating does change for each of the 8 defensive positions, then all the reports should show those differing 'arm' rating values.
I hope the game's software does use the varying defensive values for 'hands' & 'range' but with the 'arm' value remaining the same as shown in the 'Defensive Scouting Reports'. I wanted to add the following after thinking about any adjustment for 'arm'. if the 'arm' rating does vary, I would like to make a suggestion. I believe the 65% adjustment difference for 'arm' between the best defensive position and the worst one shown in the 'Defensive Rating Report' is far too much of an adjustment for a player playing a different position from his regular one. A player's arm strength and his throwing accuracy will be affected very little by any change of position unlike his fielding of the batted ball and his comfort in that new position. I believe the 'arm' rating adjustment if it is made should only vary a maximum of 25% from best to worst defensive position.
But the most important thing to us as PureSim-ers is actually knowing what the ratings truly are that the software uses and having them displayed uniformly and correctly throughout the game. Because it makes a huge difference how we utilize our rosters!
This is not a complaint about PureSim Baseball which I really enjoy and appreciate, but an objective observation and concern about a situation that was noticed and should be corrected. I am playing v6.11, so maybe it has been addressed in later releases.
The reason I pose this question is because of inconsistencies in those ratings when looking at different sections within the PureSim baseball game, v6.11. I originally noticed an oddity in the actual scheduled game being played and asked the following:
Back on July 3, 2016, I posted:
'I noticed something about a player's defense rating and was wondering about it. if you go into the sub-screen during the game for a defensive sub who is not to be used in his best defensive position(s), I have noticed that the diamond layout on that sub-screen does not show his adjusted (lower) defensive stats but rather displays his primary defense rating when he is placed in that defensive position. When I realized this was happening, I experimented in one game by putting all my players for 1 team in their worst defensive positions to see if I could tell whether the game was actually using the lower adjusted defense ratings or not. I only had two errors for that team during the game, so the results were inconclusive about whether the lower defensive ratings are being used or not! Has anyone else noticed this situation and determined what stats the system is actually using for defensive sub not in his best position.'
Today I was working on my 2nd association of 13, and I noticed something else.
If you go to the 'Defensive Scouting Report' that you pull up off the player's card (that you can access through the player's icon on the bottom of the main page or by selecting the team on the left side of that page then clicking either 'Graphical Roster View' or 'Roster & Lineups') you will find after choosing a player that he is rated defensively (hands, range, arm) for 8 positions. In this section of the game's information the first 2 defensive stats vary with the position played but the 'arm' rating stays the same for all 8 positions.
What I just discovered was that in the 'Defensive Ratings Report' which is accessed through the 'Team Reports', left side of the selected team page, you find the defensive position players (not the pitchers) listed in order by primary position. Beside them their defensive ratings (hands, range, arm) is detailed out for all 8 defensive positions they can play in the game. These ratings do not match the ratings on the 'Defensive Scouting Report' that is accessed through the player's card (found as noted above).
For each player there is a slight discrepancy between the 2 reports for their 'hands' & 'range' ratings across the 8 defensive positions; but the biggest problem is that in the 'Defensive Ratings Report' the arm rating also varies at each of the 8 defensive positions. Whereas the 'Defensive Scouting Report' shows the 'arm' rating remaining the same across the 8 defensive positions; the 'Defensive Ratings Report' shows the 'arm' rating going from a high value at its primary down to a low of approximately 1/3 the primary value at the player's poorest position.
My question is, of course, what values does the game's software use when it needs a defensive player's rating to determine the outcome for a batted ball when a scheduled game is being played. Once that is determined, then all the screens (reports) accessed should be fixed to display that correct information for a player at each of the 8 defensive positions.
If the game's software only uses a player's primary ratings for any defensive play for him no matter where he plays, then all reports should reflect that for all the 8 positions.
If the game's software uses varying ratings for the player at the 8 positions for 'hands' & 'range' but the same rating for 'arm' no matter the defensive position, then these screens should all reflect that situation.
Lastly if 'arm' rating does change for each of the 8 defensive positions, then all the reports should show those differing 'arm' rating values.
I hope the game's software does use the varying defensive values for 'hands' & 'range' but with the 'arm' value remaining the same as shown in the 'Defensive Scouting Reports'. I wanted to add the following after thinking about any adjustment for 'arm'. if the 'arm' rating does vary, I would like to make a suggestion. I believe the 65% adjustment difference for 'arm' between the best defensive position and the worst one shown in the 'Defensive Rating Report' is far too much of an adjustment for a player playing a different position from his regular one. A player's arm strength and his throwing accuracy will be affected very little by any change of position unlike his fielding of the batted ball and his comfort in that new position. I believe the 'arm' rating adjustment if it is made should only vary a maximum of 25% from best to worst defensive position.
But the most important thing to us as PureSim-ers is actually knowing what the ratings truly are that the software uses and having them displayed uniformly and correctly throughout the game. Because it makes a huge difference how we utilize our rosters!
This is not a complaint about PureSim Baseball which I really enjoy and appreciate, but an objective observation and concern about a situation that was noticed and should be corrected. I am playing v6.11, so maybe it has been addressed in later releases.