heinerkin
Overuse of health rating in the sim, and a proposed fix
September 12, 2012 at 06:53PM View BBCode
Check out this thread, but I'm sure there are others, on this topic.
http://www.simdynasty.com/oldforum-viewthread.jsp?tid=343111
I have sometimes fallen victim to this, where several of my offensive players need the same day off every 5-7 days, but never so bad where I needed a pitcher to play outfield. My beef is major leaguers should never have to take this much time off when they are supposedly healthy. I can see a guy with a bad health rating needing to miss a few games in a row because a simulated balky back or a simulated hammy pull, but needing to mis every 5th to 7th game? Really? In real life, unless your name is Alex Rodriguez you wouldn't get away with this in MLB, some hot young rookie would have your job in a heartbeat!
So here's what I propose: established major leaguers (out of options) should have their health automatically upgraded to 50 at a minimum (essentially making the range of health for these players 50-100 instead of 1-100). When declines set in at OS 34, then the health rating could (and should) start taking a serious hit. That's more like what really happens, and should be easier to implement than fixing the engine to prevent the "take a day off every five days" syndrome.
Does that makes sense? What do you all think?
tworoosters
September 12, 2012 at 11:18PM View BBCode
The thing is major leaguers
do miss games on a regular basis, not as regimented as once every 5-7 games but the average major leaguer, through injury or fatigue miss 10-20 games a year so how do we recreate that in the sim ?
The sim attempted to do this by increasing short injuries and increasing the total number of injuries in different injury systems, but it appears to me that the number of short injuries, 3-10 days, are still very small and since most leagues use the basic injury system if days off aren't forced by health then 90% of the players would play 150+ games a year, which isn't realistic .
The real answer is a consistent pattern of small injuries, 2-7 days, but the sim can't seem to produce that, and people would scream about it anyway.
dirtdevil
September 12, 2012 at 11:30PM View BBCode
even a random day off modifier would help. give each health rating x percentage of being unable to play on any given day. instead of taking every 7th game off maybe that guy plays 3, sits 1, plays 10, sits3, plays 4, sits 2 and so on. it might be a little more realistic and it should mean that players aren't on the same day off sched all the time.
heinerkin
September 14, 2012 at 01:37AM View BBCode
I like that idea dirtdevil. I don't know how much of a change to the engine it would be to compute a player's probability of playing each day. And it renders the energy bar on the lineup card rather useless. But I still like it!
dabigtrain
October 19, 2012 at 02:34PM View formatted
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[quote][i]Originally posted by dirtdevil[/i]
even a random day off modifier would help. give each health rating x percentage of being unable to play on any given day. instead of taking every 7th game off maybe that guy plays 3, sits 1, plays 10, sits3, plays 4, sits 2 and so on. it might be a little more realistic and it should mean that players aren't on the same day off sched all the time. [/quote]dirtdevil, you're a man after my own heart. I suggested this on IdeaScale - [url=http://simdynasty.ideascale.com/a/dtd/Make-health-a-probability./27593-3581]where it's not doing too well (-6), but anyway[/url], you're right, that would be a more realistic system that what we have now.
Admin
November 20, 2012 at 12:56AM View BBCode
Originally posted by dabigtrain
Originally posted by dirtdevil
even a random day off modifier would help. give each health rating x percentage of being unable to play on any given day. instead of taking every 7th game off maybe that guy plays 3, sits 1, plays 10, sits3, plays 4, sits 2 and so on. it might be a little more realistic and it should mean that players aren't on the same day off sched all the time.
dirtdevil, you're a man after my own heart. I suggested this on IdeaScale - [url=http://simdynasty.ideascale.com/a/dtd/Make-health-a-probability./27593-3581]where it's not doing too well (-6), but anyway[/url], you're right, that would be a more realistic system that what we have now.
It's not impossible to do, certainly.
There are several approaches to solving the problem but its low IdeaScale rating tells us it is generally not worth the time to deal with at this time. But it will probably get looked into at some point.
My personal solution would be to count innings played against the fatigue bar, and to have fatigued players perform a little worse and give you managerial options to decide when to sit someone. But that is a bunch of code cross several modules that needs to be written, tested and balanced, as opposed to what is now literally one line of code that already gives us 80% of this functionality.
Chris
bostonhitz
December 09, 2012 at 12:33AM View BBCode
If anything make it so that health CAN increase ( and decrease) over time so an F health player isn't pretty much useless. A player like Ken Griffey Jr. had great health until those string of injuries, maybe something can change that? At Least make more C/C+ health players as opposed do D or D+ health players.
Bingle
October 25, 2013 at 02:51PM View BBCode
IMO, the flaw in the health rating is that poor health players get the double whammy. Not only do they get hurt more and often for longer, they have the forced rest issue. The fix could be as easy as eliminating the forced rest or dialing it back across the board, and letting the injuries account for the lost time. This would also enable some D and F healthers to have a lucky year or two where they play 150 games.
Admin
October 30, 2013 at 08:01PM View BBCode
The regimenting is a side effect of the way fatigue is handled. There's not a counter in the player object that builds up and forces rest; it's all done through math based on recent appearances.
It's done the way it is because it's easy to code, easy to troubleshoot, and easy to understand. But it can make a bunch of players disappear at once, so it's good to have a mix of health ratings on your teams, or occasionally rest a player by hand or platoon them.
Chris
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