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Clutch rule option?

PostPosted: Sun Feb 26, 2006 12:41 pm
by stlouisnathan
[i:691ddfdcb0]Edit by bernieh: This was extraneous discussion in reply to the teaser I announced that the 2006 game would have an option where you can turn the lutch rule off. It all may be moot, though, because I'm reconsidering it. -Bernie[/i:691ddfdcb0]

Bernie, does this mean that only the custom leagues will use the clutch hitting? I hope not.

PostPosted: Sun Feb 26, 2006 1:06 pm
by Roscodog
go JAYS

PostPosted: Mon Feb 27, 2006 12:14 am
by The Biomechanical Man
St. Louis,
I read it as clutch will continue to be used in all public leagues. In private leagues it will be an option you can turn off.

PostPosted: Mon Feb 27, 2006 9:07 am
by Great Unwashed
I agree with Aray. Plus, leagues where the clutch is turned off will immediately make negative clutch players hot property because they'll all be automatically underpriced, unless clutch won't be factored into the price, in which case it's the clutch players in the regular leagues that will be automatically underpriced - you'll be getting their clutch for free.

PostPosted: Mon Feb 27, 2006 1:14 pm
by CHARLESBELL
I think I read here somewhere that the clutch rating actually had little to do with a player's actual clutch hitting during the season and more to balance the card in a way that produced results more similar to the actual stats. Since there is almost no "realism" in the way we play TSN online I don't think that is much of a factor.

Giving the option of using or not using clutch would in fact make some players more valuable than others depending on whether it was in effect or not, and that is a good thing because it will add variety and additional challenge in creating competitive teams to the game.

PostPosted: Mon Feb 27, 2006 6:59 pm
by bleacher_creature
[quote:1906925b3e="charliewb"]I think I read here somewhere that the clutch rating actually had little to do with a player's actual clutch hitting during the season and more to balance the card in a way that produced results more similar to the actual stats. Since there is almost no "realism" in the way we play TSN online I don't think that is much of a factor.

Giving the option of using or not using clutch would in fact make some players more valuable than others depending on whether it was in effect or not, and that is a good thing because it will add variety and additional challenge in creating competitive teams to the game.[/quote:1906925b3e]

Couldn't disagree more. It's no longer Strat-O-Matic Baseball if there is no cutch factor.

Hey I know, let's make all fielders a "1e0". That would really increase the value of some of those 4e37 shortstops. That'd be great, and what a challenge it would be to win with every player being a gold glover!

edit: I will never play in a "no clutch" league. Who god's name came up with this crappy idea?

PostPosted: Mon Feb 27, 2006 7:09 pm
by 1crazycanuk
"I will never play in a "no clutch" league. Who god's name came up with this crappy idea?"

bc...this is God. I did. :shock:

j/k :D

PostPosted: Mon Feb 27, 2006 10:31 pm
by tersignf
It's true the clutch ratings are more about balancing out the card with respect to the team than clutch.

One way I check for possible clutch results is when there's a clutch situation and the result is one of the 2 clutch card reversal options, SINGLE** etc. No guarantee but possible. You can estimate the likelihood of it having been a clutch reversal and you have a confidence weighting of sorts if you were to calculate all of those results.

At the very least could keep manual track of all the clutch situations and see how the clutch-affected card performed in those situations.

There was a good thread on clutch situations a while ago--may have been the old boards.

PostPosted: Tue Feb 28, 2006 1:29 am
by Play By The Rules
I agree I will never play in a no clutch league. But there's a small contingent here that hates clutch.

The more options we are given the better.