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OOTP 23 - Historical Simulations Discuss historical simulations and their results in this forum.

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Old 02-10-2023, 02:59 PM   #41
David Watts
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Originally Posted by thehef View Post
I think the 5-year recalc explains things (about the War era guys performing well in 1942 and 1943) more than the weaken settings, because with 5-year recalc, none of these guys would have a total AB or IP number that is below what normal weaken numbers used for 5-year recacl would be.

1942
Williams, DiMaggio and Feller all played in '42, so that would explain them... For Greenberg I think he would be rated based upon the adjust number. Do you remember what yours was?

1943
I don't know what your adjust settings were, but let's say for batting it was 200. That means your factoring in 1941 thru 1945. In that span, Teddy and Joe both played only in 1941 & 1942. However, they each had enough AB's in those two season to exceed the 1,000 total required to avoid any adjusted AB's being applied to their totals. Therefore, their 1943 ratings would be based on their outstanding '41 and '42 stats... Greenberg, however, only had 337 AB's over that span (67 in '41, 270 in '45), so he would have 663 adjusted AB's applied to his stats, upon which his ratings would then be based. And also given that his '41 and '45 partial-year stats were not the beastly numbers that he had put up in other seasons, his '43 ratings might show him as an average player but with some power...

I'm thinking that having the weaken setting at zero, it's going to affect those guys who you want to be rated based upon the adjust number, but who had low #'s of AB's. So maybe a guy with 30 or 40 AB's that you want to be adjusted, but not weakened...
I used a low adjust number for hitters of 110. Pitchers I used 17.
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Old 02-10-2023, 04:07 PM   #42
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I totally agree that you should be able to weaken/adjust pitchers/hitters after game creation just like you can adjust the injury/fatigue , etc. settings. I bet over the years I have recreated leagues from scratch just to change the weaken/adjust setting. Whenever I start a new league, I fast sim 20+ years just to make sure I like the resulting stats, then I have to create the league again just to tweak the weaken/adjust settings. I bet I have recreated leagues over a hundred times just to tweak the settings. Yes, I have suggested being able to change the weaken/adjust setting to after game creation a couple times but obviously it didn’t go anywhere.
As far as Garlon’s recommendations, his weaken/adjust settings are very good DEPENDING on your other settings. Depending on your injury setting, fatigue, rotation, players missing seasons 1 yr, 3 yr or 5yr recalc, development on/off will all
interact with weaken/adjust so Garlon’s recommendations may or may not work for you.
I guess the developers can come up with a setting for 1 yr, 3 yr, or 5 yr recalc but they would probably the best setting to use ONLY IF you use default setting. As you change setting or how you play, you will need to change you adjust/weaken settings for best result.
One final thought on this subject. Have you ever noticed that the manual recommends 300/50 but the in game default is 200/50? So which should it really be? At least that is the it was the last time I checked about a year ago.
I have tried 1 yr recalc but the problem I had was to many players hitting .400 or hitting 50 HR. That is how the game should play using randomness because a lot of those players that had one good season hitting 45 HRs now have an excellent chance of hitting 50. I use 3 year recalc (double weighted) which makes it much hard for players with one exceptional year to hit 50 HRs in my league. Using 5 year recalc tends to hide players that really had 1 or 2 exceptional years (like Maris). JMO. Of course then you have the Williams problem (if you play random, or combination recalc/development) so pick your poison. Each way of playing has + and -.
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Old 02-10-2023, 08:28 PM   #43
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Going to try this out. 120 adjust hitter, 0 weaken. 15 adjust pitchers, 0 weaken. 5 year recalc. Development is on, but TCR is set to only 1. I have coaches turned off. Personality/Morale off as well. When I get to 1942, I will use 1938 modifiers, 43 will use 1939 modifiers, 44 will use 1940 modifiers and 1945 will use 1941 modifiers. I ran some tests and liked what I was seeing. I'm letting rookies go to their original teams, but I do have free agency on, so there will be player movement.
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Old 02-10-2023, 09:17 PM   #44
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The only real answer is programming to help players who have no stats during WWII.
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Old 02-10-2023, 09:50 PM   #45
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The only real answer is programming to help players who have no stats during WWII.
Sometimes when I think about this stuff, I can't help thinking of Ben Stiller picking up the hitchhiker that has the great idea for the 7 minute Abs video. Maybe if we just had 6 year recalc
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Old 02-10-2023, 10:42 PM   #46
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What needs to happen is player development calculations into the missing years based on the ones before and after. The player development calculations already exist so its surprising they haven't been plugged in. It could also be used for players who miss a year or more due to injury and fall into the adjust area.
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Old 02-10-2023, 10:43 PM   #47
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Sometimes when I think about this stuff, I can't help thinking of Ben Stiller picking up the hitchhiker that has the great idea for the 7 minute Abs video. Maybe if we just had 6 year recalc
I play 3 year because I fear 5 year flattens the ratings too much.
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Old 02-13-2023, 08:35 AM   #48
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Just started August of 1934. So far so good.
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Old 02-13-2023, 09:16 AM   #49
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Playing the 1934 season, I have to wonder if it would even be possible for a game maker to design a game to play this period with proper pitcher usage. Would love to see how Strat, Diamond Mind, ActionPc etc. do in that regard. OOTP had 5 starters, 3 relievers set by default. The only thing I changed was I'm allowing the game to use starters in relief. The offense is so live during this period, I was scared to eliminate a relief pitcher giving teams only 2.
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Old 02-14-2023, 06:00 PM   #50
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The engine isn't a replay engine. It isn't trying to get numbers as close as possible to the real life counterparts.
Yes, it is. It's doing it on a league-wide basis, using league totals, and then it's distributing those numbers across players based on their ratings, which are calculated based on their real life individual statistics. It's an indirect and different way of doing a replay sim, but it's still a replay engine when used accordingly. If you combine OOTP's approach with 1-year recalc, real lineups, real transactions, real strategies and modifiers, and finances and development turned off, you're definitely doing a replay.
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Old 02-15-2023, 08:35 AM   #51
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Yes, it is. It's doing it on a league-wide basis, using league totals, and then it's distributing those numbers across players based on their ratings, which are calculated based on their real life individual statistics. It's an indirect and different way of doing a replay sim, but it's still a replay engine when used accordingly. If you combine OOTP's approach with 1-year recalc, real lineups, real transactions, real strategies and modifiers, and finances and development turned off, you're definitely doing a replay.
Out of the box, I 100% agree that OOTP isn't a replay game. The game defaults to 3 year recalc during setup. That doesn't mean it can't be set up to play as a replay game. As you said, the key is, if OOTP is used accordingly. If OOTP were to continue the real lineup process by adding real rosters, the game could definitely hold the fort as a replay game.
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Old 02-16-2023, 03:26 PM   #52
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That doesn't mean it can't be set up to play as a replay game. As you said, the key is, if OOTP is used accordingly. If OOTP were to continue the real lineup process by adding real rosters, the game could definitely hold the fort as a replay game.
The proof of this is in the fact that OOTP successfully drew quite a few historical gamers away from Strat-O-Matic, APBA, Diamond Mind and other replay sims. I was one of those gamers, and there have been many people on the forums over the years who came from these other products.

Of course, many of us aren't strict replayers. For most people who use baseball sims, it's more about the "what if" factor, but there is a segment of the audience that does strict replays with historical lineups, transactions, etc. And quite a few of those folks became OOTP converts.
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