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Baseball sim questions

Sparhawk

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Hi everyone,

I'm involved with beta testing an online baseball simulator and wanted to know if anybody here would be interested in answering some questions about the development and quality of the sim.

Things like pricing, options, strategy, etc.

Please let me know if you would be interested and I'll post some questions.

Thank you.
 

Omar 382

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What do you have in mind? I've never done sim's, so some questions might be out of my scope, but I'll try to help where I can.
 

femurov

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Is this something where you can just plug in the teams and Sim out a series?
 

Sparhawk

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Thanks Omar.
The sim would offer you one free player.
This player would get player points to fill out the various attributes.

Positional players have offensive, mental, and defensive categories.
Pitchers have mental and fielding categories, as well as individual pitch attributes.
Agents spend player points on their players to improve their abilities.

Players accrue experience while playing and new levels offer more player points.
Players accrue training points every day and are able to train specific attributes in their respective categories.

Free players will get one or two 'boosts' which are instant player points.
We are working on the pricing structure.
For $1/month, an agent would get the maximum three boosts per season and custom equipment to be placed in any ability or spread out over multiple abilities.
The more money that is spent, the more value and options that you unlock.

Would this interest you as a casual player?
Would this free player be enough to give you an idea on how the sim works?
Is $1 a month a reasonable fee to get a feel on how you can get the most out of the player?
 

Sparhawk

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Is this something where you can just plug in the teams and Sim out a series?

No. This is a unique simulator.
We just finished 53 seasons, having a Pro league of 32 teams, and AAA1, AAA2, AA, A, and 4 development leagues.

However, the sim was returning 70% value on the invested points, and it was determined that this was not cost-effective. So the sim is currently in a suspended state, while we, as agents, are trying to figure out a path forward. As I'm relatively new here, I was wondering if I could get some feedback.

Thanks.
 

Sparhawk

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What do you have in mind? I've never done sim's, so some questions might be out of my scope, but I'll try to help where I can.

Sorry, I forgot to quote you in my previous response.
 

Omar 382

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Thanks Omar.
The sim would offer you one free player.
This player would get player points to fill out the various attributes.

Positional players have offensive, mental, and defensive categories.
Pitchers have mental and fielding categories, as well as individual pitch attributes.
Agents spend player points on their players to improve their abilities.

Players accrue experience while playing and new levels offer more player points.
Players accrue training points every day and are able to train specific attributes in their respective categories.

Free players will get one or two 'boosts' which are instant player points.
We are working on the pricing structure.
For $1/month, an agent would get the maximum three boosts per season and custom equipment to be placed in any ability or spread out over multiple abilities.
The more money that is spent, the more value and options that you unlock.

Would this interest you as a casual player?
Would this free player be enough to give you an idea on how the sim works?
Is $1 a month a reasonable fee to get a feel on how you can get the most out of the player?
It would interest me. What is the structure of the league, is it like H2H like fantasy, or just for fun/novelty? $1/month is pretty cheap
 

Sparhawk

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It would interest me. What is the structure of the league, is it like H2H like fantasy, or just for fun/novelty? $1/month is pretty cheap

The structure is that you create a player (pitcher/position player), then sign for a development team.
These are run by cpu's and you can get maximum experience by playing in games to level up.
Eventually, a human controlled team in A or AA will send you a contract to join their team.
In the old sim, we used to play 5 games per night, one for each member of the starting rotation.
Season lasted 33 days (32 days of 5 games per night, last day had 2 games), then playoffs.

With 32 teams, we have two conferences and four divisions of 8, with the top 4 getting into the playoffs.

Every game has a box score.
Every player has a game log for stats.
You can sort by situational stats (RISP, Late & Close, vs L, vs R), as well.

If you're familiar with Goal Line Blitz, it's somewhat similar in concept, but obviously football instead of baseball.
 

Omar 382

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The structure is that you create a player (pitcher/position player), then sign for a development team.
These are run by cpu's and you can get maximum experience by playing in games to level up.
Eventually, a human controlled team in A or AA will send you a contract to join their team.
In the old sim, we used to play 5 games per night, one for each member of the starting rotation.
Season lasted 33 days (32 days of 5 games per night, last day had 2 games), then playoffs.

With 32 teams, we have two conferences and four divisions of 8, with the top 4 getting into the playoffs.

Every game has a box score.
Every player has a game log for stats.
You can sort by situational stats (RISP, Late & Close, vs L, vs R), as well.

If you're familiar with Goal Line Blitz, it's somewhat similar in concept, but obviously football instead of baseball.
Ok, cool. I don't know a ton about the topic, so I'll leave it to others who do.
 

Sparhawk

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Ok, cool. I don't know a ton about the topic, so I'll leave it to others who do.

Actually, you would be the perfect person to talk to.

What would you like to see in a baseball sim?
What would you be willing to pay to field a team?

We are tinkering around with the base price of $1/month for a fully boosted player.
$3/month gets you 3.
$5/month gets you 6.
$8/month gets you 10.
The more you spend, the more value you will get.

We are also tinkering around with 'Insta-Pro' players.
The base player is $1/month for 3 boosts each season.
But, what if you could spend a one time fee of $3 and boost 9 times right after player creation?
This would 'fast-track' your player to the Pros.

We have encountered issues where agents left the game and teams were left hanging with a player that was no longer training and/or boosting. Insta-Pro allows agents to fast-track a player and possibly fill those gaps for those who have the resources to do so.
 

Omar 382

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Actually, you would be the perfect person to talk to.

What would you like to see in a baseball sim?
What would you be willing to pay to field a team?

We are tinkering around with the base price of $1/month for a fully boosted player.
$3/month gets you 3.
$5/month gets you 6.
$8/month gets you 10.
The more you spend, the more value you will get.

We are also tinkering around with 'Insta-Pro' players.
The base player is $1/month for 3 boosts each season.
But, what if you could spend a one time fee of $3 and boost 9 times right after player creation?
This would 'fast-track' your player to the Pros.

We have encountered issues where agents left the game and teams were left hanging with a player that was no longer training and/or boosting. Insta-Pro allows agents to fast-track a player and possibly fill those gaps for those who have the resources to do so.
I'll get back to you later today. I actually have an exam in a couple hours I need to study for.
 

Omar 382

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Actually, you would be the perfect person to talk to.

What would you like to see in a baseball sim?
What would you be willing to pay to field a team?

We are tinkering around with the base price of $1/month for a fully boosted player.
$3/month gets you 3.
$5/month gets you 6.
$8/month gets you 10.
The more you spend, the more value you will get.

We are also tinkering around with 'Insta-Pro' players.
The base player is $1/month for 3 boosts each season.
But, what if you could spend a one time fee of $3 and boost 9 times right after player creation?
This would 'fast-track' your player to the Pros.

We have encountered issues where agents left the game and teams were left hanging with a player that was no longer training and/or boosting. Insta-Pro allows agents to fast-track a player and possibly fill those gaps for those who have the resources to do so.
I would do the "fast-track" option but that's just me
 

Sparhawk

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I would do the "fast-track" option but that's just me

Would you do that without fully understanding the sim mechanics?

It might take some time to understand how to build effective players.
Or would you rather just jump right in and figure it out as you go?
 

Omar 382

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Would you do that without fully understanding the sim mechanics?

It might take some time to understand how to build effective players.
Or would you rather just jump right in and figure it out as you go?
I would jump in and figure out as you go, but that's just me
 
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