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Player Ratings Scale

 
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Player Ratings Scale - 7/5/2006 9:57:58 PM   
ganguy

 

Posts: 33
Joined: 6/25/2006
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I had been using the 1-100 scale, but recently changed to the 1-10 scale. I was wondering if any of you Puresim veterans had a preference. Does any specific scale give more accurate results? Any specific comments?

Thanks, Ron
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RE: Player Ratings Scale - 7/5/2006 10:06:48 PM   
Claymore Cut


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well, the broader the rating system, the more accurate the evaluation of the player. If you are using a 1-100 system you can say a player is an 87, where you would have to rate him as either an 8 or a 9 in the 1-10 system. That being said, csome people prefer the narrower ratings as it keeps players guessing a bit.

What I would love to see is the AI making decisions (rosters, playing time, and trades) based upon current/previous stats, not ratings. Should that ever come about I'd probably go to the 1-5 ratings for the league and have a ball.

(in reply to ganguy)
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RE: Player Ratings Scale - 7/6/2006 1:18:41 AM   
Amaroq

 

Posts: 1100
Joined: 8/3/2005
From: San Diego, California
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quote:

ORIGINAL: Claymore Cut

well, the broader the rating system, the more accurate the evaluation of the player. If you are using a 1-100 system you can say a player is an 87, where you would have to rate him as either an 8 or a 9 in the 1-10 system. That being said, csome people prefer the narrower ratings as it keeps players guessing a bit.

What I would love to see is the AI making decisions (rosters, playing time, and trades) based upon current/previous stats, not ratings. Should that ever come about I'd probably go to the 1-5 ratings for the league and have a ball.


Mate, it does - in fact, I suspect that the balance is too FAR towards current stats. So, play your 1-5 ratings league and have a ball!

ganguy, I agree with ClaymoreCut - if you're finding the game hard, play it on 1-100, as that's providing the most information for you to make decisions with.

However, if you're finding it too easy, you might enjoy cutting over to the 1-5, 1-8, 1-10, or 1-20 scales, as that makes it a bit harder to judge the relative merits of two players, and more difficult to spot who is improving.

(in reply to Claymore Cut)
Post #: 3
RE: Player Ratings Scale - 7/6/2006 1:52:30 AM   
sposfan

 

Posts: 212
Joined: 4/13/2005
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what scale do you use these days? also do you still play the deadball era? Have a new XML for us? :)

(in reply to Amaroq)
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RE: Player Ratings Scale - 7/6/2006 3:53:20 AM   
Claymore Cut


Posts: 270
Joined: 5/16/2006
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quote:

ORIGINAL: Amaroq


Mate, it does - in fact, I suspect that the balance is too FAR towards current stats. So, play your 1-5 ratings league and have a ball



Are you sure? I did not notice it in my league in my limited play thus far. Do stats only affect Roster Management/Play time or does the AI also consider it when trading or when moving players between the majors/minors?

Also, do previous year stas have any bearing on tha AI?

Thanks Amaroq! Welcome back!

(in reply to Amaroq)
Post #: 5
RE: Player Ratings Scale - 7/6/2006 4:52:51 AM   
Amaroq

 

Posts: 1100
Joined: 8/3/2005
From: San Diego, California
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I'm pretty sure - set up a test league, simulate through into June, and start watching the AI teams, especially with regards to call-ups/send-downs: I think their behavior is only 'sane' if you think they're looking at the stats.

I do think the AI considers it when trading; it is typically easier to pry a poor-performing player from the AI in July than it is to pry the same player away from them in April.

I don't *think* previous year stats have any bearing, but I don't know for sure.

You can get a sense of this by looking at the lines
DYNAMIC_TALENT_EVAL_CONSIDER
in the puresim.xml.

PS2005 (the only thing readily available to me at this very instant) had GM's move from 0/10 (no stats, all ratings) on Opening Day to 10/0 by the 62nd game of the season (all ratings, no stats). If '06 does the same thing, I think thats too much: I personally always give some weight to ratings, and I don't think I want the AI valuing a player batting .350 on 20 at-bats higher than a player batting .307 on 500 at-bats when its deciding who to start in the World Series...

(in reply to Claymore Cut)
Post #: 6
RE: Player Ratings Scale - 7/6/2006 5:34:17 AM   
looneyluden

 

Posts: 68
Joined: 6/15/2006
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I'm a new player, but I am playing with 1-5 scale. I'm enjoying not knowing for sure which players are better than others instantly.

(in reply to ganguy)
Post #: 7
RE: Player Ratings Scale - 7/6/2006 8:13:53 AM   
Claymore Cut


Posts: 270
Joined: 5/16/2006
Status: offline
quote:

ORIGINAL: Amaroq

I'm pretty sure - set up a test league, simulate through into June, and start watching the AI teams, especially with regards to call-ups/send-downs: I think their behavior is only 'sane' if you think they're looking at the stats.

I do think the AI considers it when trading; it is typically easier to pry a poor-performing player from the AI in July than it is to pry the same player away from them in April.

I don't *think* previous year stats have any bearing, but I don't know for sure.

You can get a sense of this by looking at the lines
DYNAMIC_TALENT_EVAL_CONSIDER
in the puresim.xml.

PS2005 (the only thing readily available to me at this very instant) had GM's move from 0/10 (no stats, all ratings) on Opening Day to 10/0 by the 62nd game of the season (all ratings, no stats). If '06 does the same thing, I think thats too much: I personally always give some weight to ratings, and I don't think I want the AI valuing a player batting .350 on 20 at-bats higher than a player batting .307 on 500 at-bats when its deciding who to start in the World Series...


I'll try playing around with it myself. Thanks!

< Message edited by Claymore Cut -- 7/6/2006 8:14:21 AM >

(in reply to Amaroq)
Post #: 8
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