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helpx_player_rating_model
Player Rating Model
The heart of any baseball game is the players. OOTPB has a complex player rating model that allows an impressive variety of players. The game will generate some All-Stars, some serviceable major leaguers, and some lifetime minor leaguers. It's up to you and your coaching staff to find the best players and coax the best performances out of them. To do that, it's essential for any general manager to understand the player rating model.
There are four main categories of player abilities: batting, pitching, defensive, and other. Each player receives a rating in each ability. However, the Player Profile page typically displays only the ratings that are most relevant to a player's current position.
By default, ratings use a 1-20 scale. However, you can choose to view ratings using a number of different scales, and you can even choose to show some ratings with one scale and other ratings with a different scale. For more information on changing rating scales, see the Global Setup page. You can change the rating scales at any time, and changing the rating scales does not affect player abilities. It's just a matter of which scale you prefer.
By default, when displaying player ratings, the game displays the ratings according to scouts. For more information, see the scouting model. If scouts have been turned off in the Game Options, all current ratings and potential ratings displayed will be the actual values.
Rating Color Codes
Each page that shows player ratings also has a color coding system, as follows:
Current Ratings and Potential Ratings
Batting and pitching abilities each have a current rating and a potential rating. For example, batters have both a Contact rating and a Contact Potential rating. The value given with just the ability name (Contact) is an assessment of the player's current skill level in this particular ability. A potential rating (such as Contact Potential) is your scout's assessment of how good this player could possibly become at this ability over time.
Note: Scouts are much more likely to be inaccurate when determining potential for younger players. For example, amateurs entering the draft straight from high school are more difficult to assess than amateurs coming out of college.
Batting Ratings
The five basic batting ratings are Contact, Gap Power, Home Run Power, Eye/Discipline, and Avoid K's. Each of these has a matching potential rating. Batting ratings are used by the game engine to determine the outcome of a pitch.
Contact
Contact is a measure of how good a player is at getting his bat on the ball. Contact directly affects a player's batting average. Players with high Contact ratings are more likely to put the ball in play, and get more hits, with a higher batting average. Contact, however, has no direct effect on what the result of a hit will be.
Gap Power
Gap Power is a measure of how much power a player has to the gaps?the places in the outfield between the left fielder and center fielder, and between the center fielder and right fielder. Gap Power directly affects the number of doubles and triples a player hits. Gap Power, however, has no direct effect on home runs, or on the likelihood that a player will make contact.
Home Run Power
Home Run Power is a measure of how much home run power a player has. Home Run Power, unsurprisingly, directly affects the number of home runs a player hits. Home Run Power, however, has no direct effect on the likelihood that a player will make contact.
Eye/Discipline
Eye/Discipline is a measure of how well a player assesses incoming pitches and determines whether they will be balls or strikes. Eye/Discipline directly affects the number of times a player walks. However, Eye/Discipline has no direct effect on the likelihood that a player will make contact, or strike out.
Avoid K's
Avoid K's is a measure of how well a player avoids striking out. Avoid K's directly affects the number of times a player strikes out. For example, players with high Avoid K's ratings are more likely to foul off pitches with two strikes than to go down swinging.
Pitching Ratings
The three basic pitching ratings are Stuff, Movement, and Control. Each of these has a matching potential rating. See the section on Ratings vs. Potential for more information on the distinction between the two. There are also four additional ratings: Velocity, Endurance, Hold Runners, and Ground Ball %. Pitching ratings are used by the game engine to determine the outcome of a pitch. See the section on game mechanics for more information.
Stuff
Stuff is a measure of the quality of a pitcher's pitches. Stuff is a vague combination of factors. Stuff directly affects the number of strikeouts a pitcher throws.
Movement
Movement is a measure of the movement on a pitcher's pitches. It is harder for batters to make good contact with pitches that have good movement. As a result, pitchers with high Movement ratings tend to give up fewer home runs.
Control
Control is a measure of a pitcher's accuracy. Pitchers with good Control ratings tend to walk fewer batters.
Velocity
Velocity is a measure of how fast a pitcher throws. Velocity is not measured according to the standard rating system, but rather is measured in miles per hour.
Endurance
Endurance is a measure of how many pitches a pitcher can throw before tiring. Pitchers with high Endurance ratings tend to be used as starting pitchers, while pitchers with low Endurance ratings tend to be used as relievers.
Hold Runners
Hold Runners is a measure of a pitcher's ability to hold runners on base. It is harder for runners on base to steal against pitchers who have high Hold Runners ratings.
Ground Ball %
Ground Ball % is a measure of how many balls hit off this pitcher are ground balls, as compared to fly balls. Pitchers with high Ground Ball % ratings tend to get more double plays. Pitchers with low Ground Ball % ratings tend to have a lower BABIP (batting average on balls in play), because fly balls are generally more likely to turn into outs than ground balls.Pitches
Pitchers in OOTPB can throw an assortment of different pitches. These are displayed in the Player Profile, and also mentioned in game play-by-play. Unlike in previous versions of OOTP, pitches do have some impact on the results of a play. However, the impact is small. The types of pitches a pitcher throws do not change over the course of his career.
Defensive Ratings
The five basic defensive ratings are Range, Error, Arm, Turn Double Play, and Rating at Position. Defensive ratings are further broken down into three categories: infield, outfield, and catcher. Catchers have two additional ratings for Catcher Ability and Catcher Arm. Defensive ratings are used by the game engine to determine the outcome of a pitch or a ball in play. See the section on game mechanics for more information.
Infield/Outfield Range
Range is a measure of how well a defensive player can reach a ball in play. Players with high Range ratings are more likely to reach a batted ball and potentially make an out. For example, a shortstop with good Range might reach a groundball to his right, whereas a shortstop with poor Range might not reach the ball, letting it go into left field for a single. Players have separate ratings for infield and outfield range. These values can be fairly different, based on the player's experience.
Infield/Outfield Error
Error is a measure of how likely a defensive player is to commit an error. This rating includes both fielding errors (dropping or misplaying the ball) and throwing errors (pulling the first baseman off the bag, throwing inaccurately). The Error rating is inversely related to errors. That is, players with high Error ratings are less likely to commit errors. Players have separate ratings for infield and outfield error. These values can be fairly different, based on the player's experience.
Infield/Outfield Arm
Arm is a measure of the strength of a player's arm. Players with higher Arm ratings are more likely to throw out runners on a close play. Arm is factored into accuracy as well. Players have separate ratings for infield and outfield arm. These values can be fairly different, based on the player's experience.
Note: Arm is not strictly a measure of strength. If a player has a high infield arm rating, but a low outfield arm rating, it doesn't mean that his arm suddenly gets weaker in the outfield, of course. Rather, it implies that in the infield, his throws are strong, accurate, and timely. In the outfield, he is weaker, partly because of arm strength, but also because of experience, accuracy, hesitation, and so forth.
Turn Double Play
Turn Double Play is a measure of how well infielders, pitchers, and catchers can turn infield double plays. Players with high Turn Double Play ratings are more likely to successfully turn double plays when given the opportunity.
Note: The Turn Double Play rating is not displayed by default in an outfielder's Player Profile.
Rating at Position
Rating at Position is a measure of a player's overall defensive ability at a given position. Individual ratings exist for each defensive position. Players can have ratings at one or more positions. Players with higher Rating at Position ratings are better overall defensively. Rating at Position isn't truly a distinct rating. It is more of a composite number based on a combination of the player's defensive skills (arm, error, range) and his experience at the position.
Note: It is possible for a player to be excellent defensively at one position, but poor at another. Players do tend to perform similarly at similar positions, however.
Catcher Ability
Catcher Ability is a measure of a catcher's overall catching skill. Catcher Ability isn't truly a distinct rating. It is more of a composite number based on a combination of the player's defensive skills (arm, error, range) and his experience at the position.
Catcher Arm
Catcher Arm is a measure of a catcher's arm. Catchers with higher Catcher Arm are more likely to throw out runners stealing a base. Catchers with high Catcher Arm ratings could also cause opposing managers to think twice before attempting a steal.
Other Ratings
There are six other ratings that don't quite fit in the batting, pitching, or defensive categories: Running Speed, Stealing Bases, Baserunning Instincts, Sacrifice Bunt, Bunt for Hit, and Hitter Type. These other ratings are used by the game engine to determine the outcome of plays. See the section on game mechanics for more information.
Running Speed
Running Speed is a measure of how quickly a player can run from one base to the next. Players with a high rating in Running Speed are more of a threat to steal bases, and are more likely to advance further on a ball in play. Running Speed is strictly for offensive play. For example, Running Speed does not factor into an outfielder's range. However, Running Speed and Defensive Range are linked internally. For example, as a player ages, his speed and range will generally decline at the same pace.
Stealing Bases
Stealing Bases is a measure of how good a player is at stealing. Stealing bases is not a matter only of speed, but also timing, knowledge of pitchers, and ability to 'get a good jump.' It is possible for a player to have a high Running Speed rating, but a low Stealing Bases rating, and vice versa, although the most dangerous baserunners have high ratings in both.
Baserunning Instincts
Baserunning Instincts is a measure of a player's instincts when running the bases. Players with a high rating in Baserunning Instincts are more likely to take advantage of fielder miscues to advance a base, and less likely to get thrown out due to baserunning mistakes.
Sacrifice Bunt
Sacrifice Bunt is a measure of how well a player can execute a sacrifice bunt. Players with a high rating in Sacrifice Bunt are more likely to execute the bunt correctly, advancing the runner. They are also less likely to strike out while bunting.
Bunt for Hit
Bunt for Hit is a measure of how well a player can execute bunt in an attempt to reach base safely. Players with a high rating in Bunt for Hit are more likely to bunt to a good location for reaching base. Players with high Running Speed and high Bunt for Hit have the best chance at bunting for a hit. Left-handed hitters are also better at bunting for a hit.
Hitter Type
There are three general types of hitters in OOTPB. Hitter Type defines which category a player falls into. Hitter Type affects the likelihood that a batted ball will go to a particular area of the playing field. The types are defined below.
Note: Hitter Type does not affect the likelihood that a player will make contact, or how much power the hitter has. It affects only the trajectory of a batted ball.
helpx_player_rating_model.tpl'
The heart of any baseball game is the players. OOTPB has a complex player rating model that allows an impressive variety of players. The game will generate some All-Stars, some serviceable major leaguers, and some lifetime minor leaguers. It's up to you and your coaching staff to find the best players and coax the best performances out of them. To do that, it's essential for any general manager to understand the player rating model.
There are four main categories of player abilities: batting, pitching, defensive, and other. Each player receives a rating in each ability. However, the Player Profile page typically displays only the ratings that are most relevant to a player's current position.
By default, ratings use a 1-20 scale. However, you can choose to view ratings using a number of different scales, and you can even choose to show some ratings with one scale and other ratings with a different scale. For more information on changing rating scales, see the Global Setup page. You can change the rating scales at any time, and changing the rating scales does not affect player abilities. It's just a matter of which scale you prefer.
By default, when displaying player ratings, the game displays the ratings according to scouts. For more information, see the scouting model. If scouts have been turned off in the Game Options, all current ratings and potential ratings displayed will be the actual values.
Rating Color Codes
Each page that shows player ratings also has a color coding system, as follows:
| Text Color | Definition | Rating Range | Sample (1-20 Scale) |
| Blue | Excellent | 81%+ | 17-20 |
| Green | Good | 61%-81% | 13-16 |
| Yellow | Average | 41%-60% | 9-12 |
| Orange | Poor | 21%-40% | 5-8 |
| Red | Awful | 0%-20% | 1-4 |
Current Ratings and Potential Ratings
Batting and pitching abilities each have a current rating and a potential rating. For example, batters have both a Contact rating and a Contact Potential rating. The value given with just the ability name (Contact) is an assessment of the player's current skill level in this particular ability. A potential rating (such as Contact Potential) is your scout's assessment of how good this player could possibly become at this ability over time.
Note: Scouts are much more likely to be inaccurate when determining potential for younger players. For example, amateurs entering the draft straight from high school are more difficult to assess than amateurs coming out of college.
Batting Ratings
The five basic batting ratings are Contact, Gap Power, Home Run Power, Eye/Discipline, and Avoid K's. Each of these has a matching potential rating. Batting ratings are used by the game engine to determine the outcome of a pitch.
Contact
Contact is a measure of how good a player is at getting his bat on the ball. Contact directly affects a player's batting average. Players with high Contact ratings are more likely to put the ball in play, and get more hits, with a higher batting average. Contact, however, has no direct effect on what the result of a hit will be.
Gap Power
Gap Power is a measure of how much power a player has to the gaps?the places in the outfield between the left fielder and center fielder, and between the center fielder and right fielder. Gap Power directly affects the number of doubles and triples a player hits. Gap Power, however, has no direct effect on home runs, or on the likelihood that a player will make contact.
Home Run Power
Home Run Power is a measure of how much home run power a player has. Home Run Power, unsurprisingly, directly affects the number of home runs a player hits. Home Run Power, however, has no direct effect on the likelihood that a player will make contact.
Eye/Discipline
Eye/Discipline is a measure of how well a player assesses incoming pitches and determines whether they will be balls or strikes. Eye/Discipline directly affects the number of times a player walks. However, Eye/Discipline has no direct effect on the likelihood that a player will make contact, or strike out.
Avoid K's
Avoid K's is a measure of how well a player avoids striking out. Avoid K's directly affects the number of times a player strikes out. For example, players with high Avoid K's ratings are more likely to foul off pitches with two strikes than to go down swinging.
Pitching Ratings
The three basic pitching ratings are Stuff, Movement, and Control. Each of these has a matching potential rating. See the section on Ratings vs. Potential for more information on the distinction between the two. There are also four additional ratings: Velocity, Endurance, Hold Runners, and Ground Ball %. Pitching ratings are used by the game engine to determine the outcome of a pitch. See the section on game mechanics for more information.
Stuff
Stuff is a measure of the quality of a pitcher's pitches. Stuff is a vague combination of factors. Stuff directly affects the number of strikeouts a pitcher throws.
Movement
Movement is a measure of the movement on a pitcher's pitches. It is harder for batters to make good contact with pitches that have good movement. As a result, pitchers with high Movement ratings tend to give up fewer home runs.
Control
Control is a measure of a pitcher's accuracy. Pitchers with good Control ratings tend to walk fewer batters.
Velocity
Velocity is a measure of how fast a pitcher throws. Velocity is not measured according to the standard rating system, but rather is measured in miles per hour.
Endurance
Endurance is a measure of how many pitches a pitcher can throw before tiring. Pitchers with high Endurance ratings tend to be used as starting pitchers, while pitchers with low Endurance ratings tend to be used as relievers.
Hold Runners
Hold Runners is a measure of a pitcher's ability to hold runners on base. It is harder for runners on base to steal against pitchers who have high Hold Runners ratings.
Ground Ball %
Ground Ball % is a measure of how many balls hit off this pitcher are ground balls, as compared to fly balls. Pitchers with high Ground Ball % ratings tend to get more double plays. Pitchers with low Ground Ball % ratings tend to have a lower BABIP (batting average on balls in play), because fly balls are generally more likely to turn into outs than ground balls.Pitches
Pitchers in OOTPB can throw an assortment of different pitches. These are displayed in the Player Profile, and also mentioned in game play-by-play. Unlike in previous versions of OOTP, pitches do have some impact on the results of a play. However, the impact is small. The types of pitches a pitcher throws do not change over the course of his career.
Defensive Ratings
The five basic defensive ratings are Range, Error, Arm, Turn Double Play, and Rating at Position. Defensive ratings are further broken down into three categories: infield, outfield, and catcher. Catchers have two additional ratings for Catcher Ability and Catcher Arm. Defensive ratings are used by the game engine to determine the outcome of a pitch or a ball in play. See the section on game mechanics for more information.
Infield/Outfield Range
Range is a measure of how well a defensive player can reach a ball in play. Players with high Range ratings are more likely to reach a batted ball and potentially make an out. For example, a shortstop with good Range might reach a groundball to his right, whereas a shortstop with poor Range might not reach the ball, letting it go into left field for a single. Players have separate ratings for infield and outfield range. These values can be fairly different, based on the player's experience.
Infield/Outfield Error
Error is a measure of how likely a defensive player is to commit an error. This rating includes both fielding errors (dropping or misplaying the ball) and throwing errors (pulling the first baseman off the bag, throwing inaccurately). The Error rating is inversely related to errors. That is, players with high Error ratings are less likely to commit errors. Players have separate ratings for infield and outfield error. These values can be fairly different, based on the player's experience.
Infield/Outfield Arm
Arm is a measure of the strength of a player's arm. Players with higher Arm ratings are more likely to throw out runners on a close play. Arm is factored into accuracy as well. Players have separate ratings for infield and outfield arm. These values can be fairly different, based on the player's experience.
Note: Arm is not strictly a measure of strength. If a player has a high infield arm rating, but a low outfield arm rating, it doesn't mean that his arm suddenly gets weaker in the outfield, of course. Rather, it implies that in the infield, his throws are strong, accurate, and timely. In the outfield, he is weaker, partly because of arm strength, but also because of experience, accuracy, hesitation, and so forth.
Turn Double Play
Turn Double Play is a measure of how well infielders, pitchers, and catchers can turn infield double plays. Players with high Turn Double Play ratings are more likely to successfully turn double plays when given the opportunity.
Note: The Turn Double Play rating is not displayed by default in an outfielder's Player Profile.
Rating at Position
Rating at Position is a measure of a player's overall defensive ability at a given position. Individual ratings exist for each defensive position. Players can have ratings at one or more positions. Players with higher Rating at Position ratings are better overall defensively. Rating at Position isn't truly a distinct rating. It is more of a composite number based on a combination of the player's defensive skills (arm, error, range) and his experience at the position.
Note: It is possible for a player to be excellent defensively at one position, but poor at another. Players do tend to perform similarly at similar positions, however.
Catcher Ability
Catcher Ability is a measure of a catcher's overall catching skill. Catcher Ability isn't truly a distinct rating. It is more of a composite number based on a combination of the player's defensive skills (arm, error, range) and his experience at the position.
Catcher Arm
Catcher Arm is a measure of a catcher's arm. Catchers with higher Catcher Arm are more likely to throw out runners stealing a base. Catchers with high Catcher Arm ratings could also cause opposing managers to think twice before attempting a steal.
Other Ratings
There are six other ratings that don't quite fit in the batting, pitching, or defensive categories: Running Speed, Stealing Bases, Baserunning Instincts, Sacrifice Bunt, Bunt for Hit, and Hitter Type. These other ratings are used by the game engine to determine the outcome of plays. See the section on game mechanics for more information.
Running Speed
Running Speed is a measure of how quickly a player can run from one base to the next. Players with a high rating in Running Speed are more of a threat to steal bases, and are more likely to advance further on a ball in play. Running Speed is strictly for offensive play. For example, Running Speed does not factor into an outfielder's range. However, Running Speed and Defensive Range are linked internally. For example, as a player ages, his speed and range will generally decline at the same pace.
Stealing Bases
Stealing Bases is a measure of how good a player is at stealing. Stealing bases is not a matter only of speed, but also timing, knowledge of pitchers, and ability to 'get a good jump.' It is possible for a player to have a high Running Speed rating, but a low Stealing Bases rating, and vice versa, although the most dangerous baserunners have high ratings in both.
Baserunning Instincts
Baserunning Instincts is a measure of a player's instincts when running the bases. Players with a high rating in Baserunning Instincts are more likely to take advantage of fielder miscues to advance a base, and less likely to get thrown out due to baserunning mistakes.
Sacrifice Bunt
Sacrifice Bunt is a measure of how well a player can execute a sacrifice bunt. Players with a high rating in Sacrifice Bunt are more likely to execute the bunt correctly, advancing the runner. They are also less likely to strike out while bunting.
Bunt for Hit
Bunt for Hit is a measure of how well a player can execute bunt in an attempt to reach base safely. Players with a high rating in Bunt for Hit are more likely to bunt to a good location for reaching base. Players with high Running Speed and high Bunt for Hit have the best chance at bunting for a hit. Left-handed hitters are also better at bunting for a hit.
Hitter Type
There are three general types of hitters in OOTPB. Hitter Type defines which category a player falls into. Hitter Type affects the likelihood that a batted ball will go to a particular area of the playing field. The types are defined below.
| Hitter Type | Characteristics |
| Spray Hitter | Batted balls are more or less equally likely to go to any part of the field. |
| Normal | Batted balls are distributed normally, which means that the majority of balls will go to the hitter's 'pull' side. (Right-handed hitters will hit a majority of balls to the left side of the field, and left-handed hitters will hit a majority of balls to the right side of the field.) |
| Pull Hitter | Batted balls are noticeably more likely to be pulled to the hitter's side. (Right-handed hitters will hit most balls to the left side of the field, and left-handed hitters will hit most balls to the right side of the field.) |
Note: Hitter Type does not affect the likelihood that a player will make contact, or how much power the hitter has. It affects only the trajectory of a batted ball.
helpx_player_rating_model.tpl'