Franchise mode player ratings vs advance stats - player evaluation
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I would like the option to not see any hard coded player ratings in my franchise. If they are still needed for the backend or for other modes, that's fine but I don't want to see them in my franchise.
I'd rather see a bigger emphasis on advanced stats to make player evalution more realistic and performance based.
I get that the show is built upon this rating system and would probably take a big overhaul, but the game is like 20+ years old now and doesn't match up with the emphasis of advanced stats in today's game.
Instead of:
Contact: show me contact%, line drive% and babip
Power: show me hard hit rate, barrel rate, slugging%
Vision: show me strikeout rate, whiff rate, and chase rate
Discipline: show me walk rate and obp
Fielding: show me outs above average
Potential: show me the 20-80 future value grades instead of a generic letter gradeEtc etc for the rest
This would make evaluating and acquiring players more about recent performance and less about hard coded stats that you can always bank on because you know certain ratings always play or sim well.
Even if all these advance stats aren't possible in the games current state, I'd like to be able to turn ratings off and make my personnel decisions based on player performance.
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This would be awesome
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@Dime_N_3_Pennys_PSN said in Franchise mode player ratings vs advance stats - player evaluation:
I would like the option to not see any hard coded player ratings in my franchise. If they are still needed for the backend or for other modes, that's fine but I don't want to see them in my franchise.
I'd rather see a bigger emphasis on advanced stats to make player evalution more realistic and performance based.
I get that the show is built upon this rating system and would probably take a big overhaul, but the game is like 20+ years old now and doesn't match up with the emphasis of advanced stats in today's game.
Instead of:
Contact: show me contact%, line drive% and babip
Power: show me hard hit rate, barrel rate, slugging%
Vision: show me strikeout rate, whiff rate, and chase rate
Discipline: show me walk rate and obp
Fielding: show me outs above average
Potential: show me the 20-80 future value grades instead of a generic letter gradeEtc etc for the rest
This would make evaluating and acquiring players more about recent performance and less about hard coded stats that you can always bank on because you know certain ratings always play or sim well.
Even if all these advance stats aren't possible in the games current state, I'd like to be able to turn ratings off and make my personnel decisions based on player performance.
I love your idea.
Not sure how much SDS—especially the devs—would be into it, but maybe it's worth submitting as feedback? -
They need numbers to determine results when simmed and even what happens when we actually play (ie hit distance or plate discipline or pitch accuracy), wouldn't they just be the same numbers anyway?
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@Red_Ted_is_back_PSN yeah but they could have these coded, but not available for the player to see. So we are making decisions only on the player performance rather than the hard coded rating. To me that would be a more realistic approach. Like for instance in my cubs franchise, matt shaw never developed so I needed a 3rd baseman. Yoan Moncada was having a year for the losing angels with an .800 ops. But I decide not to make that move because his ratings suck. Maybe if I couldn't see his ratings I'd be more inclined to think he might have developed and be better, rather than just knowing for a fact its an outlier and hes gonna regress.
So yeah there's always the chance he regressed anyways but I don't like knowing he will for a fact. Takes the mystery out of it.
Tldr I know the game needs these ratings on the back end, but I would simply like the option to not see them myself.
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Sounds like someone is a sabermetrics fan. The problem I see if the players have no hard coded attributes there would be wild swings in overall. Juan Soto goes into a slump I can acquire for a backup infielder who is streaking. Would you also get rid of the player search function which is what they did when they changed the draft?
I have to disagree on this. Difficult to program and needlessly complicated.
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@sullivanspring_MLBTS I kind of feel like you didn't read or understand the post. the ratings would still be there on the back end so u couldn't make that trade. Just wouldn't allow the player to see them. Idk how that relates to a separate unrelated function either but ok.
Also not really sure how just removing the ability to see something would be that hard to program
Lastly, I recommended it as an option. So you could choose to still have that in your franchise while I didn't in mine. Why would you be against something that doesn't affect you whatsoever but allows me to play the game how I would like?
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@Dime_N_3_Pennys_PSN said in Franchise mode player ratings vs advance stats - player evaluation:
@sullivanspring_MLBTS I kind of feel like you didn't read or understand the post. the ratings would still be there on the back end so u couldn't make that trade. Just wouldn't allow the player to see them. Idk how that relates to a separate unrelated function either but ok.
Also not really sure how just removing the ability to see something would be that hard to program
Lastly, I recommended it as an option. So you could choose to still have that in your franchise while I didn't in mine. Why would you be against something that doesn't affect you whatsoever but allows me to play the game how I would like?
If it's an option I would be fine with it but when they revamped scouting they took away the option to sort by attribute and there was no option to keep it. I don't understand why you would want to put yourself at a disadvantage relative to the CPU teams. Ratings won't be hidden for them.
I do think it would be more complicated to re-program the attributes page with sabermetrics. What would replace stamina, clutch, durability, discipline, speed, baserunning aggressiveness? I'm onboard if there is an option to turn it off.
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@sullivanspring_MLBTS said in Franchise mode player ratings vs advance stats - player evaluation:
@Dime_N_3_Pennys_PSN said in Franchise mode player ratings vs advance stats - player evaluation:
@sullivanspring_MLBTS I kind of feel like you didn't read or understand the post. the ratings would still be there on the back end so u couldn't make that trade. Just wouldn't allow the player to see them. Idk how that relates to a separate unrelated function either but ok.
Also not really sure how just removing the ability to see something would be that hard to program
Lastly, I recommended it as an option. So you could choose to still have that in your franchise while I didn't in mine. Why would you be against something that doesn't affect you whatsoever but allows me to play the game how I would like?
If it's an option I would be fine with it but when they revamped scouting they took away the option to sort by attribute and there was no option to keep it. I don't understand why you would want to put yourself at a disadvantage relative to the CPU teams. Ratings won't be hidden for them.
I do think it would be more complicated to re-program the attributes page with sabermetrics. What would replace stamina, clutch, durability, discipline, speed, baserunning aggressiveness? I'm onboard if there is an option to turn it off.
I think I'd be fine being at a disadvantage to the cpu. To me it feels pretty easy to rip them off the last few years with mid level prospects or high potential guys that are low ovr and will never develop enough to be good.
Stamina is a tougher one for me to figure out, but the rest you could find replacements
Clutch-avg with risp
Durability-i really feel like I'd be fine just not knowing this. Again it feels pretty realistic sometimes you sign a guy and he just can't stay healthy. But you could also look at games played. Ian happ plays like 150 games a year while you could see trout playing 50 a year and know 1 is more durable than the other.
Discipline-chase rate and walk rate
Speed-they already make their speed ratings off of fangraphs sprint speed metrics as far as I know so just give us the sprint speed.
Agressiveness-theres sabermetrics for extra bases taken and baserunning value.They already have some sabermetrics in the stats and people have been asking for more for awhile. Instead of a re-program my vision is more like just turning the ratings screen off and adding more to the stats screen. The ratings would still be there for sim and gameplay but not visible to user.
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@Dime_N_3_Pennys_PSN said in Franchise mode player ratings vs advance stats - player evaluation:
@sullivanspring_MLBTS said in Franchise mode player ratings vs advance stats - player evaluation:
@Dime_N_3_Pennys_PSN said in Franchise mode player ratings vs advance stats - player evaluation:
@sullivanspring_MLBTS I kind of feel like you didn't read or understand the post. the ratings would still be there on the back end so u couldn't make that trade. Just wouldn't allow the player to see them. Idk how that relates to a separate unrelated function either but ok.
Also not really sure how just removing the ability to see something would be that hard to program
Lastly, I recommended it as an option. So you could choose to still have that in your franchise while I didn't in mine. Why would you be against something that doesn't affect you whatsoever but allows me to play the game how I would like?
If it's an option I would be fine with it but when they revamped scouting they took away the option to sort by attribute and there was no option to keep it. I don't understand why you would want to put yourself at a disadvantage relative to the CPU teams. Ratings won't be hidden for them.
I do think it would be more complicated to re-program the attributes page with sabermetrics. What would replace stamina, clutch, durability, discipline, speed, baserunning aggressiveness? I'm onboard if there is an option to turn it off.
I think I'd be fine being at a disadvantage to the cpu. To me it feels pretty easy to rip them off the last few years with mid level prospects or high potential guys that are low ovr and will never develop enough to be good.
Stamina is a tougher one for me to figure out, but the rest you could find replacements
Clutch-avg with risp
Durability-i really feel like I'd be fine just not knowing this. Again it feels pretty realistic sometimes you sign a guy and he just can't stay healthy. But you could also look at games played. Ian happ plays like 150 games a year while you could see trout playing 50 a year and know 1 is more durable than the other.
Discipline-chase rate and walk rate
Speed-they already make their speed ratings off of fangraphs sprint speed metrics as far as I know so just give us the sprint speed.
Agressiveness-theres sabermetrics for extra bases taken and baserunning value.They already have some sabermetrics in the stats and people have been asking for more for awhile. Instead of a re-program my vision is more like just turning the ratings screen off and adding more to the stats screen. The ratings would still be there for sim and gameplay but not visible to user.
I use self imposed trade restrictions. That makes more sense than hiding attributes but as long as it's optional I'm fine with it. The problem is that's not the history of the developers. We got a new draft system whether or not we prefer the old one.
I could post my self imposed trade restrictions if you are interested. You will find it difficult to rip off the cpu.
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@sullivanspring_MLBTS Yes post em. I’d like to see those.
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@bleachfro_MLBTS said in Franchise mode player ratings vs advance stats - player evaluation:
@sullivanspring_MLBTS Yes post em. I’d like to see those.
1 - All trades must have equal number of players on cpu team and my team. 1 for 1. 2 for 2. 3 for 3.
2 - Single player trades must be at the same position as the cpu player or a cpu position of need. For example I try to acquire a third baseman from a cpu team. The cpu team has C, 1B, SP as positions of need. I can offer one player who is either 3B, C, 1B or SP.
3 - Multi player trades must include a player on the cpu team's trading block and no additional player can be higher overall than the player on the trading block. For the player on the trading block I can offer a player at the same position or a position of need. For example if the other team's highest rated player on the block is 70 overall then you can only add a second or third player 70 or below. This is to prevent the user team from stealing higher rated players via multi player trades. Again multi-player trades the highest rated player on the other team must be on their trading block.
Second player does not have to be position of need or trading block but if not position of need or trading block then you must include a player at the same postion as the player you are acquiring.
Third CPU player must be either a player on trading block or position of need.
Also I cannot trade away a player on my team with durability less than 50. This dates back many years to when the cpu didn't recognize low durability as a negative. Not fair to CPU teams to do this to them.
Requiring same position or position need ensures the cpu team gets a player they need. Requiring same number of players restricts the ability to rip off the cpu. You can make some trades but you have to give something to get something and there are a lot of players you simply can't acquire as is the case IRL.
I also begin my franchise with the lowest payroll team in the NL Central Low payroll also limits ability to acquire player be it via trade or free agency and I don't trade within the NL Central.