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player rating help - 6/2/2006 8:51:30 PM   
halluxvalgus

 

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Joined: 6/2/2006
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Can someone explain how the ratings work.I'm new to this type game and i cant find it in the manual.I see they are color coded also.need help there to.Also what exactly does potential numbers mean?thanx
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RE: player rating help - 6/2/2006 9:38:10 PM   
Amaroq

 

Posts: 1100
Joined: 8/3/2005
From: San Diego, California
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That's actually a great question, and one without a 'quick' answer.

In the 'typical' game in this genre, a player gets a rating that has a concrete relationship to some probability. So, let's say that you and I were writing a baseball game, we might give a hitter a number, "HR", that is the 'percent chance that, if he gets a hit, it becomes a home run'. When we're doing the calculation of an at-bat, we'd have code that looked like this: Determine if its a hit. If it is a hit, roll a random number from 0-100. If that random number is less than the "HR" number for the batter, its a home run! Our game would be childishly simplistic - we haven't considered the pitcher, the ballpark, the altitude, the weather, the wind, the outfielder leaping at the wall - but that's the basic concept.

Many games in the genre surface some of those 'ratings' in their direct form, and then have some others that are 'hidden ratings'.

Games in the genre typically 'scale' those ratings, so we might change it from a percentage, to a number from 0 to 100 where any hitter with more than "25%" (40 HR on 160 hits, for example) is shown as '100' - the player wouldn't be able to tell the difference between McGwire at his peak and Bonds at his, they're both at the 'top of the scale'.

The better games in the genre will combine numbers - for example, we might keep 'HR', 'chance of a double', and 'chance of a deep fly ball' as three separate numbers in the engine, and blend them into a number which we display to the user as 'Power'.

Our competitor might 'read' the data on HR, doubles, and sacrifice flies, and use those three to generate a 'Power' attribute, which is then used to determine a 'drive which might become one of the three', and use other variables (ballpark, outfielder, weather) to determine what that long drive turns out to be. Both are legitimate approaches.

PureSim does one of those two, and without reading the code I can't tell which one it does.

However, it also adds an entertaining twist on the 'scaling' function: it uses a kind of T-scale, such that *typically*, a player rated at '50' is close to the average player in the universe - in other words, if you're playing a 35-man association, 'good enough for the big leagues', and if you're playing a 60-man association, 'just about between AA and AAA'.

...

'Potential' can mean different things in different games of the genre, also. Some games use it to represent 'the best this player could possibly be at his peak'. Other games use it to represent 'the chance that this player will improve', or 'how much this player will improve at any given time.'

PureSim falls into the latter category, with the 'green arrow up' icon indicating a positive chance that the player will improve, and the 'potential' number indicating how much he's likely to improve on a given year. See my post over in The Locker for more information on how to get the most out of your farm system and developing young players

(in reply to halluxvalgus)
Post #: 2
RE: player rating help - 6/2/2006 10:50:32 PM   
Taz0713


Posts: 186
Joined: 5/16/2006
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Amaraqo,

First off thanks for taking time to answer our questions.  But, I have a couple of follow up questions regarding the players ratings.

Do we ever know what a player's maximum ratings or attributes will be in a particular category?  Or is it that we just have to watch the ratings history to follow a pattern?

How large of increases or decreases should one expect to see from year to year?

Thanks,

Randy

(in reply to Amaroq)
Post #: 3
RE: player rating help - 6/2/2006 11:09:37 PM   
Amaroq

 

Posts: 1100
Joined: 8/3/2005
From: San Diego, California
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Good questions.

You can't tell what a player's maximum ratings will be in a particular category. (Most games in the genre work that way. Some do show you the maximum, but most of the top designers feel that mystery is better - some go so far as to hide the potential from you!). In PureSim, you just have to watch the ratings history.

I use the default 100-point scale; I've seen an increase of 16 points in a single category, and decreases of 11 or 12, in normal usage; most of my players wind up with changes between -5 and +9.

However, because they're on the T-scale, I don't think there's a numeric limit to what we can see. For example, if you set up a league of 39-year-olds, all deep into the 'collapse' part of their career, and had one guy with a boatload of potential... he might see a huge jump thanks to the league average dropping as much as it would with those 39-year-olds turning 40.

(in reply to Taz0713)
Post #: 4
RE: player rating help - 6/3/2006 1:49:22 AM   
KG Erwin


Posts: 8981
Joined: 7/25/2000
From: Cross Lanes WV USA
Status: offline
General commentary: the human aspect of the game is one of PS' strongest features -- you get the raw stats, yes, but the ratings and their fluctuations over a player's career gives each man a personality of sorts. 

Desire and emotion can't be quantified, but tendencies CAN be identified.  The uncertainty and the intangibles are part of baseball, so Shaun has attempted to capture a small part of this in the relative ratings.

To my mind, the ratings are the foundation of the sim -- I analyze stats, yes, but I can't remove the human factor.  It may sound silly to the hardcore, but I think a good manager/GM should trust his instincts, just like a good combat commander.   

(in reply to Amaroq)
Post #: 5
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