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udale

Newcomer tips

December 08, 2004 at 10:19PM View BBCode

It seems the EAL has had high turnover and a number of new owners that are relatively new to SD. Maybe some advice from some of us former rookies would help stabilize our league somewhat. I would suggest to those owners with spare time to comb through the "Questions and Answers" section of the message board. Go to the old (and new) posts and read the threads with titles of interest.

Player Development
As Tyson states, this is largely a development game. Your success is directly tied to your ability to obtain and develop players. Once you have the players to compete, managerial skills can put you in the race.

You have to have the ability to see the potential in young players. Everybody wants a blue-chipper, there's just not many of them. A stud without a solid roster around him won't get you anywhere. Develop the whole team. That means some players might be marginal starters, but you still need to fill your positions.

Player improvements occur at different rates depending on the age of the player, his ratings and whether he is in the majors or minors. The current age is used for minor leaguers. Major leaguers get their yearly improvement at the end of the year. Improves are based on their age at that time (12/31).

MINORS: In the minors, CP's (coaching points) are used to develop young players. Check out the Improvement Table in Q&A: 17 to 20 year-olds increase at the highest rate and then it goes down as the age increases. By age 27, there's not much happening. If a player in his early twenties is going to sit on the bench in the majors, it is still better to leave him in your minors unless he's a valuable backup.

Don't spread your CP's around much. The best improvements occur when you put 5 CP's each on three players. Sometimes you can develop 4 or 5 players at a time, but try any more and you won't get a top player out of any of them. Bring down the number of minor leaguers to around 15 to maximize the chance of improvements to the players you want to develop.

Remember that a lower-rated player will gain faster than a higher-rated one because improves are also dependent on the player's current rating in each category. Example: a player rated "A" in speed has a lower probability of an improvement in that category than a player rated "B", with each chance given. Leaving a player rated B+ or higher in the minors won't get you much unless he's a teenager.

MAJORS: Improvements are based on plate appearances for non-pitchers, and innings pitched plus appearances for pitchers. Again, check out the Improvement Table: ages around 23 and 24 produce the highest rates. Older and younger players have lower rates the farther from these ages they are. Age 21 seems to be the point where hitters improve equally in the majors and the minors (with 5 CP's). For pitchers, it's around age 22.

Health impacts major league hitters. A player who has "A+" health can get 200 more PA's than a player with "F" health. That is 40 more improvement chances!

All of these percentages are nice, but what actually happens? Try some of these examples:

I picked up a player from waivers age 17, rated C- with A+ health. I put 5 CP's on him for 5 years and then played him relentlessly until he retired. He became an A- overall player and finished in the top ten in numerous categories.

I used this procedure on a waiver pickup pitcher with "F" control. He eventually was "A-" overall and "B" in control, although he led the league in batters hit.

I was able to invest so much in these players because I had none better to put CP's on. When you're team is crappy, you've got to start somewhere. Think of what you would get with someone 17 rated B-: possibly an MVP or Cy Young. The difficult choices are made when you have too many players developing. I recommend keeping the best and trading the others to those less fortunate.

Absolute dynasties occur when a team gets a pipeline going. That's when he has a stud retiring every year, brings up a prospect every year, and puts 5 CP's on a new draftee every year. Another way is to repeatedly trade aging stars for future studs. It is tough to get the pipeline going. The easiest way is to get lucky in the Initial Draft.

Special note: a few seasons ago the improvement rate for pitchers in the majors was slowed significantly. Too many pitchers were ending up rated A- or higher. Unfortunately, teams developing pitchers in the majors before the change are sitting pretty right now, while teams trying to develop their pitchers now have the slower rates. This inequity will disappear when the previous pitchers retire or degrade. Time will solve this, but for the present I am developing my pitchers in the minors as much as possible.


Defense
Defense in not as important in SimDynasty as in some other baseball simulations but it should not be overlooked. A great hitter with poor fielding ratings is always preferable to a player with great fielding and poor hitting. I would rather have neither.

The ratings for Arm and Range determine the probabilities for defensive success or failure on any given play in the field. The effects of each vary by position, as it does in real-life baseball. When setting up a new team or when drafting, I use the following guidelines for the placement and training of fielders:

C : Must have a decent Arm. An average arm will allow the opposition to have an aggresive running game. A below average arm would be a disaster. I like B+ or better if I'm contending (he'd better be a great hitting catcher if his Arm is B or B-). Range is less of a factor. It seems most catchers lack range (and speed) as found in RL baseball.
1B : Range is important in a firstbaseman, as he usually touches most balls hit in the infield. Arm ratings don't affect very many plays.
2B/SS : These positions should be handled by your best defensive players. They receive the most chances in the field. If necessary, the 2B can survive with a mediocre arm.
3B : Handles fewer balls than any other infielder, therefore, range is less of a factor. A good arm is desirable at this position.
CF : Although all OF's get fewer defensive chances than other fielders, CF should be manned by a player with decent Range because he will have more chances than LF or RF.
LF : Should have your next best Range in the OF. Handles more chances than the RF because there are more right-handed batters. A strong arm is nice.
RF : Handles the ball less than any other player so range is less of a factor. A decent RF arm will prevent many runners from going first-to-third on a single.
SP/RP : Defense is usually not considered. A good Arm rating increases his ability to hold and pick off runners.

You are not restricted to using fielders at their listed positions, but out-of-position players don't perform defensively as well as their ratings indicate. If a fielder is used at a position closely related to their own, the defensive penalties are not too bad (CF or LF playing RF, SS playing 2B, etc). If they are thrown into a totally different type of position, they will take a bigger hit in abilities (LF at SS, non-catcher at C, etc.).

Many owners convert fielders to other positions for various reasons. As the fielder plays games at a new position, they gain familiarity in that spot. Their progress is noted in the Alt Pos (alternative position) portion of their player card. As the Alt Pos rating increases from F to A+, the out-of-position penalties decrease. When an A++ rating (100%) is reached, his nominal position changes to that new position. He can still play effectively at his old position, but the Alt Pos rating (for his original location) will gradually decrease if he isn't used there.

The following link is a chart that can be used to gauge the playing time necessary to convert to new positions. It can also be used to estimate the defensive penalties while playing in an alternate position.

http://www.simdynasty.com/posgrid.html

[Edited on 12-9-2004 by udale]

[Edited on 2-18-2005 by udale]
macvibes

December 08, 2004 at 10:53PM View BBCode

nicely done.
bobcat73

January 12, 2005 at 12:55AM View BBCode

THank you for the info. I have been trolling the boards to get some of what you spelled out and it sounds like some of it is hands on stuff.

Thank you I look forward to being some pennant races down the road.
If you have anymore "ramblings" you want to share I sure wont complain.
hark57

January 13, 2005 at 05:18PM View BBCode

thank you good info
macvibes

January 13, 2005 at 09:23PM View BBCode

A owner in another league asked me what option years was because he just entered his first dynasty league so I thought I would post here also to help our new owners who havent been in a multi-season league.

Option years on a players card, refers to the number of years a player has to rotate between the minor league/major league. First year players no matter what age get 6 years before their options run out. What happenes when they run out??

Well if they are in the minor/major leagues, it means once you move them into the Majors they cant cant come back to the minors without being Designated for assignment- in which case they are put on the waiver wire and unless another Team picks/puts a claim on them up they come back to your minor leagues.

This was one of the measurements added to discourage tanking.

I hope this helps/If I messed any part of it up, im sure the other owners will correct me.

[Edited on 1-13-2005 by macvibes]

[Edited on 1-13-2005 by macvibes]
udale

February 18, 2005 at 08:18AM View BBCode

The original post has been expanded to include comments about defense.
BleedRed

February 18, 2005 at 08:28AM View BBCode

Great service to my favorite dynasty league, udale!

I do have one clarification you might want to slip in . . .

Originally posted by udale
Defense
The ratings for Arm and Range (ability to get to the ball) determine the probabilities for defensive success or failure on any given play in the field.

CF : Although all OF's get fewer defensive chances than other fielders, CF should be manned by a player with above average Range. There is more ground to cover and more chances than LF or RF.
LF : Should have your next best Range in the OF. Handles more chances than the RF because there are more right-handed batters. A strong arm is nice.
RF : Handles the ball less than any other player so range is less of a factor. A decent RF arm will prevent many runners from going first-to-third on a single.


Unless I am mistaken, range still does not take away hits. In other words, a F-range CF will touch as many flies as a A-range CF, he will just duff more of them. So, and I do think this is an unfortunate issue, at current OF range doesn't do nearly as much as a new player would think.

Everything else looks like great advice, I thought I would just toss that in there to help out.

:saint:
udale

February 18, 2005 at 03:29PM View BBCode

Thanks for the clarification, BleedRed. Always a pleasure to hear from you. The post has been cleaned up in this area.

I think that adding a new rating, Glove, would enable defense to be more accurately coded. Then, Range would be the ability to get to a ball, Glove would represent leather work, and Arm would determine strength and accuracy of throws. I guess that might overvalue defense unless the rating system were weighted towards hitting and speed (not a trivial change).
bobcat73

July 21, 2006 at 01:18AM View BBCode

bump

Lets have this made sticky
BleedRed

July 21, 2006 at 03:10AM View BBCode

Without objection, I can do that - no problem.
Twogd

July 22, 2006 at 01:27PM View BBCode

Originally posted by udale
It seems the EAL has had high turnover and a number of new owners that are relatively new to SD. Maybe some advice from some of us former rookies would help stabilize our league somewhat. I would suggest to those owners with spare time to comb through the "Questions and Answers" section of the message board. Go to the old (and new) posts and read the threads with titles of interest.

Player Development
As Tyson states, this is largely a development game. Your success is directly tied to your ability to obtain and develop players. Once you have the players to compete, managerial skills can put you in the race.

You have to have the ability to see the potential in young players. Everybody wants a blue-chipper, there's just not many of them. A stud without a solid roster around him won't get you anywhere. Develop the whole team. That means some players might be marginal starters, but you still need to fill your positions.

Player improvements occur at different rates depending on the age of the player, his ratings and whether he is in the majors or minors. The current age is used for minor leaguers. Major leaguers get their yearly improvement at the end of the year. Improves are based on their age at that time (12/31).

MINORS: In the minors, CP's (coaching points) are used to develop young players. Check out the Improvement Table in Q&A: 17 to 20 year-olds increase at the highest rate and then it goes down as the age increases. By age 27, there's not much happening. If a player in his early twenties is going to sit on the bench in the majors, it is still better to leave him in your minors unless he's a valuable backup.

Don't spread your CP's around much. The best improvements occur when you put 5 CP's each on three players. Sometimes you can develop 4 or 5 players at a time, but try any more and you won't get a top player out of any of them. Bring down the number of minor leaguers to around 15 to maximize the chance of improvements to the players you want to develop.

Remember that a lower-rated player will gain faster than a higher-rated one because improves are also dependent on the player's current rating in each category. Example: a player rated "A" in speed has a lower probability of an improvement in that category than a player rated "B", with each chance given. Leaving a player rated B+ or higher in the minors won't get you much unless he's a teenager.

MAJORS: Improvements are based on plate appearances for non-pitchers, and innings pitched plus appearances for pitchers. Again, check out the Improvement Table: ages around 23 and 24 produce the highest rates. Older and younger players have lower rates the farther from these ages they are. Age 21 seems to be the point where hitters improve equally in the majors and the minors (with 5 CP's). For pitchers, it's around age 22.

Health impacts major league hitters. A player who has "A+" health can get 200 more PA's than a player with "F" health. That is 40 more improvement chances!

All of these percentages are nice, but what actually happens? Try some of these examples:

I picked up a player from waivers age 17, rated C- with A+ health. I put 5 CP's on him for 5 years and then played him relentlessly until he retired. He became an A- overall player and finished in the top ten in numerous categories.

I used this procedure on a waiver pickup pitcher with "F" control. He eventually was "A-" overall and "B" in control, although he led the league in batters hit.

I was able to invest so much in these players because I had none better to put CP's on. When you're team is crappy, you've got to start somewhere. Think of what you would get with someone 17 rated B-: possibly an MVP or Cy Young. The difficult choices are made when you have too many players developing. I recommend keeping the best and trading the others to those less fortunate.

Absolute dynasties occur when a team gets a pipeline going. That's when he has a stud retiring every year, brings up a prospect every year, and puts 5 CP's on a new draftee every year. Another way is to repeatedly trade aging stars for future studs. It is tough to get the pipeline going. The easiest way is to get lucky in the Initial Draft.

Special note: a few seasons ago the improvement rate for pitchers in the majors was slowed significantly. Too many pitchers were ending up rated A- or higher. Unfortunately, teams developing pitchers in the majors before the change are sitting pretty right now, while teams trying to develop their pitchers now have the slower rates. This inequity will disappear when the previous pitchers retire or degrade. Time will solve this, but for the present I am developing my pitchers in the minors as much as possible.


Defense
Defense in not as important in SimDynasty as in some other baseball simulations but it should not be overlooked. A great hitter with poor fielding ratings is always preferable to a player with great fielding and poor hitting. I would rather have neither.

The ratings for Arm and Range determine the probabilities for defensive success or failure on any given play in the field. The effects of each vary by position, as it does in real-life baseball. When setting up a new team or when drafting, I use the following guidelines for the placement and training of fielders:

C : Must have a decent Arm. An average arm will allow the opposition to have an aggresive running game. A below average arm would be a disaster. I like B+ or better if I'm contending (he'd better be a great hitting catcher if his Arm is B or B-). Range is less of a factor. It seems most catchers lack range (and speed) as found in RL baseball.
1B : Range is important in a firstbaseman, as he usually touches most balls hit in the infield. Arm ratings don't affect very many plays.
2B/SS : These positions should be handled by your best defensive players. They receive the most chances in the field. If necessary, the 2B can survive with a mediocre arm.
3B : Handles fewer balls than any other infielder, therefore, range is less of a factor. A good arm is desirable at this position.
CF : Although all OF's get fewer defensive chances than other fielders, CF should be manned by a player with decent Range because he will have more chances than LF or RF.
LF : Should have your next best Range in the OF. Handles more chances than the RF because there are more right-handed batters. A strong arm is nice.
RF : Handles the ball less than any other player so range is less of a factor. A decent RF arm will prevent many runners from going first-to-third on a single.
SP/RP : Defense is usually not considered. A good Arm rating increases his ability to hold and pick off runners.

You are not restricted to using fielders at their listed positions, but out-of-position players don't perform defensively as well as their ratings indicate. If a fielder is used at a position closely related to their own, the defensive penalties are not too bad (CF or LF playing RF, SS playing 2B, etc). If they are thrown into a totally different type of position, they will take a bigger hit in abilities (LF at SS, non-catcher at C, etc.).

Many owners convert fielders to other positions for various reasons. As the fielder plays games at a new position, they gain familiarity in that spot. Their progress is noted in the Alt Pos (alternative position) portion of their player card. As the Alt Pos rating increases from F to A+, the out-of-position penalties decrease. When an A++ rating (100%) is reached, his nominal position changes to that new position. He can still play effectively at his old position, but the Alt Pos rating (for his original location) will gradually decrease if he isn't used there.

The following link is a chart that can be used to gauge the playing time necessary to convert to new positions. It can also be used to estimate the defensive penalties while playing in an alternate position.

http://www.simdynasty.com/posgrid.html

[Edited on 12-9-2004 by udale]

[Edited on 2-18-2005 by udale]
Twogd

July 22, 2006 at 01:27PM View BBCode

Hey thanks for the advice, it was really helpful
pokergob

January 15, 2014 at 07:09AM View BBCode

Regarding Stadiums:

Are there any advantages such as Park Factor, short right field porch, etc. etc. and customizing the stadium in the Earl Averill League?

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