Thu Mar 05, 2020 10:22 am
The man who does the card pricing is Mark (childsmwc, or bbrool at one time I believe).
He did not have six months. The new cards were just released a short time ago, and I don’t think everyone understands the amount of effort that he personally puts into card pricing.
I played with Mark in a few leagues, and when a discussion of card pricing broke out he wrote the following:
childsmwc wrote:
For those of you that don't know me, I have helped in pricing the cards for a significant number of years now. The model currently used for pricing is one I developed as a user of the game to evaluate the card set. I have tried on occasion to start public threads to discuss pricing but they quickly devolve and become useless.
So I thought I would start some threads here, explain how the cards are currently priced and will gladly answer any questions. I am always looking for good feedback that can be used to upgrade pricing.
The first step in pricing the cards is to convert the raw data into an output that can be measured, in this case runs. I use the linear weight formula inspired by Paul Johnson called estimated runs produced. I might have tweaked the values over the years, but here is the basics:
BB & HBP=.32
Hit=.1589
TB=.32
SB=.19
Out= (.0979)
In valuing a card I do not use all of the details on the card, I use only the details provided in SOM's data disk. Therefore I do not differentiate between fly ball, K, etc. when it comes to outs. Double plays are a different matter.
Derived results:
While most results on the card are always the same result, certain card results are contingent on the situation (i.e. clutch, double plays, stolen bases) or on the ball park for the triangles and diamonds on the cards.
Also in deriving results I also make an estimate for the average pitcher, since 50% of the rolls come from the pitchers card. The reason I do this is for three primary reasons:
1)Impacts of weak on the hitters card changes the pitchers card results so the assumption you make about the average pitcher impacts this value
2)I have the ability to change the average pitcher based on the match up, so I can weight a RH pitcher tougher against righties than lefties, etc. This inherently builds in some added value for switch hitters
3) Forecasting stolen bases- stolen bases is a function of first getting on base, so I find adding in the pitchers card helps refine the estimate.
Here are the assumptions made in the model to derive situational results:
Clutch- I assume that only 10% of the time will the clutch situation be present (i.e. two outs with a runner in scoring position) when a clutch roll is made. I convert outs to singles or singles to outs based on this probability times the clutch probability. Also jumping ahead a little, I also value the clutch event differently for runs value since it is situational, but more on that later.
HR and Single park events- I convert these to singles, homeruns, and outs based on a 9/9 environment.
double plays- I convert ground ball a's assuming 20%, result in a double play
Stolen Bases- I am not going to fully describe this process, but it is based on OBP less HR's, less Xtra base hits. This result is then filtered through the lead probability's from the card and their safe chances to determine how often they will be sent, to arrive at how many SB chances a player will have. Depending on the steal chance, I multiply the SB chances times a success rate, 65% is the minimum I use, below that and I assume the runner will not attempt the steal. Note I currently do not penalize runners further for have caught stealing results while attempting the lead. There is obviously an impact for this but the effort verse the overall value wasn't worth the work to develop.
Average pitchers card
The key assumption here is that I assume 2 ballpark homeruns and 2 home run events on the pitchers card and a few OBP points and Total bases different depending on the hand of the pitcher
So lets stop their for a minute. All of this so far is just converting a players own card into Runs. Additionally I will ultimately add on:
Defense
Run rating (a function of run rating and OBP)
Team OBP (NERP concept)
Potential platoon buff if one side of a players card produces a run value below that of a $.50 cent player
I do not value hit and run or bunting into a players card
Mark
I originally put this in The Big Post for 2016, you can read more there if you like.