What's left to add to Pure Sim?

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Frozen Stiffer
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RE: What's left to add to Pure Sim?

Post by Frozen Stiffer »

ORIGINAL: Beach23BoyP

An end to the "animated ball era".

Perhaps I'm missing something, but... why don't you just turn it off?
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RE: What's left to add to Pure Sim?

Post by Frozen Stiffer »

ORIGINAL: KG Erwin
ORIGINAL: 1of9MarlinsFan

I appreciate Shaun's work to progressively improve the AI; so I'd like to see that continue. Personally I play an 8 team fictional league, and I manage every game, so for selfish reasons I'd like to see 1 additional attribute rating for all players.

This rating would be listed as "ATT" for attitude. A player with a low attitude rating would be less likely to re-sign with his current team in order to test the free agent market. Furthermore, this player will refuse to play if he's tired, even if you put him in the line-up, you'll receive a message stating, "so and so demands to rest today". Also, a player with a low ATT rating will take longer to return from injury to ensure that he's healthy. This player will be more likely to decide to sit-out prior to the beginning of the season in order to renegotiate his contract, and more likely to demand a trade. Having said that; a player with a high ATT rating will be more loyal to your team, easier to re-sign, and willing to restructure his contract.

The ATT rating could also help with AI trades. Teams in last will want to unload players with low ATT ratings, now you'll have to decide if you want to risk giving up a prospect for somebody talented, but a problem child. Think about the off-season draft. There's a pitcher that looks like a can't miss prospect, but he has a 22 ATT rating. Do you take a risk and sign him? Of course the ATT rating can change as the player gets older and more mature, but of course this won't always happen.

For me this game is about the thrill of managing games, but let's face it; to be a manager in any era, you sometimes need to manage personalities.

Just a thought--sorry for the long post, and I realize something like this is easier said than done.

Hmm -- the way I look at it, any player that refuses to play because of an "attitude" would soon find himself released or traded. We really don't need prima donnas in this game, ya know what I'm sayin'? [:D]

Would you REALLY want a prized free agent sayin' "show me the money!" ?

I am totally against an ATTitude stat. I play EA Sports MVP 05 occasionally (when I'm in the mood for more of an arcade-ish baseball game) and players there have something very similar. I dislike it there and would dislike it more here. I say we leave these "feelings" hidden and behind closed doors. Otherwise, this could evolve into 'weather preferences', hometown affinity, etc. That's the sort of excessive detail-oriented rubbish that can jam and choke this marvelous game.
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RE: What's left to add to Pure Sim?

Post by PadresFan104 »

I can see both sides of the Attitude Issue.  I'm not sure what the right anwser is for PureSim, but I would certainly welcome any addition that tried to breath life into the players, giving them an added dimension and semblance of a personality.
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RE: What's left to add to Pure Sim?

Post by Frozen Stiffer »

I think that what I heard about OOTP where events other than directly-game-related happen, would be a nice balanced touch. Something like this could inject individuality and depth into players...

To be fair, I don't know all about that OOTP feature as I have never tinkered with the game. I am merely basing it on what I have heard. Perhaps someone with the game could elaborate?

Also, let's not try to make these guys TOO human; the foundation of the game is that of a simulator. If we take player autonomy too far this might evolve into something horrific like "Sims: Baseball".

Ewww.

[:(]
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RE: What's left to add to Pure Sim?

Post by PadresFan104 »

Regarding your point about it being a simulator.  I agree, but not completely. [:)]  If this were strictly a stat-based replay sim, then yes, personality has NO place in the game.  However, many of us play with fictional players.  I'd love to see these kind of possibilties....
  • A player has a 10% chance of playing better (A ratings boost) for a team close to home, or a 10% chance to play worse (Ratings Decrease) in a city far away.  This might make the trade and draft "game" more interesting.
  • When playing a game in a city close to a players home town, the game could recognize it and mention it in the play by play.
  • Maybe there are a few basic personality types. Just call them A, B and C for now.  Maybe the team could get a ratings boost if there is a good mesh of personalities.  Or maybe managers have personalities too, and players play better for managers they "fit" better with???
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StefanG
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RE: What's left to add to Pure Sim?

Post by StefanG »

I'd like more visibility and access to some of the "hidden" ratings, such as:
 
* Endurance (or whatever rating governs how tired a player is) - this rating currently prevents older players from playing at all.
* Batting ratings right vs left (I'd like to know how well a batter hits left vs right handed pitching)
* Pitching ratings right vs left (how well does a pitcher throw right vs left handed batters)
 
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RE: What's left to add to Pure Sim?

Post by Frozen Stiffer »

PadresFan,

I'll be open minded on this. My mind had already been "made up" with a simple number to represent attitude. Here we're fleshing things out. I'm still not doing jumping jacks about this, but I suppose if introduced and implemened tactfully, it might work. I regularly play 3 associations, 1 fictional and 2 real, and would welcome a certain degree of "fake" players experiencing "real" events. I'm just tainted by my memories of MVP's similar concept. If you sent a player to the DL, they would get upset that you didn't play them... which you had no choice since they were injured! Some players would never get in good moods, no matter how often they played or how much you paid them. There's probably still some residue in my memory from that failed experiment. I should have been a little more optimistic.

Sorry.

[:)]

 
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RE: What's left to add to Pure Sim?

Post by Frozen Stiffer »

Disregard. This was a reply that I realized afterward didn't make sense.

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RE: What's left to add to Pure Sim?

Post by PadresFan104 »

LOL...

Anyway, I hate that "mood" stuff too, for what it's worth.
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RE: What's left to add to Pure Sim?

Post by Nukester »

ORIGINAL: Frozen Stiffer

I think that what I heard about OOTP where events other than directly-game-related happen, would be a nice balanced touch. Something like this could inject individuality and depth into players...

To be fair, I don't know all about that OOTP feature as I have never tinkered with the game. I am merely basing it on what I have heard. Perhaps someone with the game could elaborate?

Also, let's not try to make these guys TOO human; the foundation of the game is that of a simulator. If we take player autonomy too far this might evolve into something horrific like "Sims: Baseball".

Ewww.

[:(]

OOTP has a "moral" rating and multiple "personality" ratings. Personality ratings are things like work ethics, greed, winning desire, etc.

The moral ratings come into play with things like your player thinking he should hit cleanup in the lineup or if you shop him around for a trade, or if the team is playing bad/good, etc.

So with the personality ratings, a guy with a high greed rating might ask for more for a contract than someone with a lower rating, a guy with a high winning desire rating might not sign with certain teams if they are not that good, etc.

Personally, I turn off the moral ratings because they seem to be to haphazard to me. For instance a guy may be mad because I am batting him leadoff instead of cleanup like he wants, or if a minor leaguer thinks he should be in the majors, he will be mad, even if his ratings and stats dont really show that he in major league caliber yet. When players are upset because of things like that, they dont play as well

The personality ratings seem ok, but except for greed and maybe work ethics, I dont even pay attention to them.

The concept was ok, but as I said it seems a little too haphazard to me
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RE: What's left to add to Pure Sim?

Post by Nukester »

Just to expand a little on what I said above, the ratings are randomly asigned to the players, so for historical purposes it may not work out the way you'd like since a player like, say Cobb, could come in with an extemely low work ethic, which of course would not be realistic. Some folks may like to see that extra bit of randomness. Is it editable ? Sure, but who wants to go through and edit all that crap ? Now, for fictionals, I see the personality ratings could work
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JoeRockhead
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RE: What's left to add to Pure Sim?

Post by JoeRockhead »

I would like to see the option to import real major league history.
That would be of course up to the point you start your league.
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Importing real history...

Post by Walewander »

Yeah, that would eb areally cool thing to see. It would be cool to have the career records in tact so that if you started in, say, 2003... Maybe Barry Bonds doesn't break the home run record. I can't imagine the work that would go in to make something like this work, but if this feature were added it would add so much in terms of making the game and reality come together. Total immersion, yikes. To look at someone's player card and see their career totals - real life up until the point that the association started + simmed seasons - would just be really cool. I have actually been doing this, mentally...

I'd also like to see the option of contraction come into play.

Lots of ideas here but if nothing else were ever changed, I'd still play the game forever.


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RE: What's left to add to Pure Sim?

Post by GNDN »

My two cents:

I am an old High Heat player and they have one feature I would love to see: the bullpen warm up meter.

HH had a "real time" fatigue meter for its pitchers. Press a button and you would see your (or their) pitcher's current fatigue on a bar. Blue was good, yellow was getting tired, red was tired, and an empty bar was gassed.

Also, if you started warming a pitcher up in the bullpen, you would get a bar indicating how close they were to warmed up. Bring a RP in before he was warm and he was less effective and more prone to injury.

The bullpen ready meter also added a measure of strategy to a game: how soon do you start warming up a guy? Suppose you think your starter can go another inning but starts getting knocked around. Now, it will take a couple of batters to get him out of there and your tension level mounts. Oh God, please, just don't give up the 3 run dinger before I can get you out of there.....

You would also need to add some kind of manager mound visit functionality since stalling for time plays a part in bullpen strategy. Too bad HH could not get that feature to work.

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KG Erwin
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RE: What's left to add to Pure Sim?

Post by KG Erwin »

You know what? In managed games, the pitchers' effectiveness is modeled very well, IMHO. All you gotta do is monitor your pitcher's pitch count and speed. Given that I play in a past era, I like the idea of a guy getting a CG. A save is truly earned -- it shouldn't be expected.
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RE: What's left to add to Pure Sim?

Post by GNDN »

KG,

I agree, it is modelled very well and have no issue with it. However, right now it is a no-brainer as to when to bring in a reliever. You just drop him in whenever.

What I miss is that dreaded gray area where you cross your fingers and hope your current pitcher makes it until your reliever is warmed up. You know what I mean, when the pitching coach seems to have the bullpen phone as a growth on his ear asking "Is he ready yet?" over and over again.....

I manage all my games and miss that particular feeling in the 7th, 8th and 9th innings.
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RE: What's left to add to Pure Sim?

Post by KG Erwin »

ORIGINAL: GNDN

KG,

I agree, it is modelled very well and have no issue with it. However, right now it is a no-brainer as to when to bring in a reliever. You just drop him in whenever.

What I miss is that dreaded gray area where you cross your fingers and hope your current pitcher makes it until your reliever is warmed up. You know what I mean, when the pitching coach seems to have the bullpen phone as a growth on his ear asking "Is he ready yet?" over and over again.....

I manage all my games and miss that particular feeling in the 7th, 8th and 9th innings.

I don't agree. The necessity to warm up a reliever is missing, but it would add unnecessary complications to the game.

So, how would Shaun implement this? A "warmup" button? Now, this could get tricky, as a player could always keep a reliever ready to go. Think about this. A penalty on a reliever's effectiveness would have to be established IF he didn't enter the game after the inning in which he was readied.

No, this isn't appropriate. The implication of readiness is built into the game. Since we don't do pitch-by-pitch, there's time compression built in. This includes those warm-up pitches for relievers in the bullpen.

I have no desire for this game to get dragged down into minutiae, no matter how tempting it might be.

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RE: What's left to add to Pure Sim?

Post by Frozen Stiffer »

I know I already mentioned this in a previous post here but I'm going to repost it anyway, seeing at how much difficulty I went through just two minutes ago to find someone.

A traditional SEARCH button for players- type the name and up they come. That would be nice.
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RE: What's left to add to Pure Sim?

Post by puresimmer »

ORIGINAL: Frozen Stiffer

I know I already mentioned this in a previous post here but I'm going to repost it anyway, seeing at how much difficulty I went through just two minutes ago to find someone.

A traditional SEARCH button for players- type the name and up they come. That would be nice.

Totally agree. :)
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RE: What's left to add to Pure Sim?

Post by GNDN »

ORIGINAL: Frozen Stiffer


I know I've mentioned this before, but for the sake of keeping it all together, I would love to see a way to rename associations.




Couldn't you manually re-name the psa and psx files? I have not tried for fear of wrecking my association.
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