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OOTP 25 - General Discussions Everything about the brand new 25th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
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#141 |
All Star Reserve
Join Date: Mar 2018
Posts: 740
Infractions: 0/1 (1)
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Credit to everyone on this thread who has run tests and experimented with all of this. I bring absolutely nothing of value to this discussion in terms of the OOTP game itself haha, but as someone who has played baseball at a (relatively) high level earlier in life, I just want to throw the reminder out there that coaching only goes so far. At the end of the day, you can either hit the curveball or you can't.
IRL every single day MLB organizations are putting their prospects through the absolute top-notch highest-end clinics, practices, camps, etc. and guys are still flopping constantly because they can't lay off the slider in the dirt. Not to sound like a meat head, but sometimes baseball becomes too much of a numbers game and becomes too analytical in its assessments. I haven't done any number crunching at all, and again big credit to everyone who invests their time in really breaking this stuff down, I'm just simply throwing out a reminder that for every prospect that turns into a star, 5x as many are not living up to projections. And ALL of those guys have access to be the best coaching on the planet. In OOTP can you build your organization by targeting specific tools or traits that you value? Speed? Power? Defense? Absolutely. And while coaching can push a guy or nudge a guy in the right direction, at the end of the day the player either has it or he doesnt (and most do not). Look at how many players come from p*ss poor countries where they are playing with a stick as bat and rolled up sock as a ball through the age of 18 yet turn into superstars, while at the same time every suburban kid in america is going to summer clinics and playing 500000 travel-ball games a year from the moment they start t-ball and they don't do a darn thing with it. There's always outliers, but for the vast majority these development clinics don't do much..... which seems like maybe is exactly what is being realized here? |
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#142 |
All Star Reserve
Join Date: Mar 2018
Posts: 740
Infractions: 0/1 (1)
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**double post
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#143 | |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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I want penalties. I would be happy to trade (using editor values here, not scout) 30 points in defense to add 10 points in avoid K just to see what happens. Or sacrifice stamina training in the minors to work on control hoping to improve my odds for a bump in potential while maybe regressing on stamina (kind of like they do with pitch counts IRL). None of that is actually happening in any quantifiable way. The lab does what you describe - guys with outstanding results can jump 10%+ right now. As in guys with 420 ratings jumping to 460+. But, if you get a poor result your guy can take a very significant hit. That is what I’m talking about. |
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#144 | |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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If it gets increased and you decide not to use it - you do you! |
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#145 | |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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#146 | ||
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,531
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![]() At the end of the day, I find when one doesn't chime in they sometimes wake up with changes they don't like/want. If that happens? Well, that's the way it goes. As long as one can express their thoughts and opinions it's all good.
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#147 |
Minors (Rookie Ball)
Join Date: Jul 2010
Posts: 22
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Why is it ridiculous to believe so? Dev sliders were turned down completely and there was no discernible negative effect on development.
If these added influences on development, with the exception of the dev lab, don't really influence development or have such a subtle effect as to be hardly noticeable, what exactly is the point of implementing them? And yes, I understand totally that scouts miss, guys flame out, not every prospect works out, and MLB is full of average players and generational players should absolutely be the exception. I welcome the fog of war. I appreciate all of the feedback. Agree to disagree and all that. But if I can't see a difference in some of the developmental choices I make, it's hard to just take someone's word for it. |
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#148 | |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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#149 | ||
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,531
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It's why I would never play in an online league. I have done that with FOF and one group is playing the spreadsheet and what it allows, while others are playing football. There's nothing wrong with either way, but they don't fit well together. ![]()
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#150 | |
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,531
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You say that as if it's a fact. I play slowly managing every game. I just received my first scouting update in season and some increases were in areas where I moved the bars. Normal development or focus? I can't say factually either way.
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#151 | ||
Hall Of Famer
Join Date: Nov 2005
Posts: 2,903
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Again, from the developer's guide on this. Quote:
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#152 | |
All Star Starter
Join Date: Jan 2013
Posts: 1,338
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Another thing to point out is taking a Prince Fielder or Big Papi and focusing only on baserunning, fielding range, and speed. It doesnt matter how much you focus their development on being fast and agile, they will never be that IRL. Thats essentially what this is in the game. You can tell them to focus on some aspects more than others, but it'll only have a small effect. You cant completely overhaul a player's development, but you can try to lead it in a certain direction. I think we're past the argument of "player's arent developing at all in 25" and have realized what everyone is seeing is the new way overalls are being calculated to be more in line with real life.
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#153 |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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1. It isn’t possible to turn everything to max. You are supposed to have to sacrifice one to enhance another. Going to either extreme doesn’t really change anything.
2. I also hypothesized that turning everything to zero might effectively deactivate it. Still, according to the developer subtracting from a bar should have a greater effect than adding to a bar. I have set entire organizations to min/max settings. Nothing in the editor over many, many seasons indicates that happens. Robbing speed to add to power doesn’t hurt speed. 3. People continue to confuse scout ratings with the actual ratings in the editor. Scouting indicates the scouts ranking/sorting of a player against the current MLB players (or a different league if you switch it). The editor numbers are where the changes are recorded. 4. If a player follows a ridiculous training plan they should suffer. Billy Hamilton shouldn’t be sacrificing his speed to work on his power. It doesn’t matter if you do that right now - you are actually better off removing all points from speed for example because initial rating and then the aging process is all that really matters. 80 speed guys stay around 80 speed, 50 speed guys stay there too. If you want to train base running use the lab. Same with defense. 5. Totally side note, but as I brought up to them on the first day, the implementation of focus for pitching is extremely strange. If the bars are supposed to represent time spent / effort dedicated to an activity, having more pitches should mean a player is spread thinner. Instead, they get an extra half bar per pitch in their arsenal. I’ve tested it many times, doesn’t really seem to matter, but I’m not sure why having 6 pitches allows you to for example fill control, movement and stamina and still have 1.5 full bars left over while having 2 pitches means you cant even fill 3 bars - clearly it is just set up so you can put all bars at 50%, which begs the question, “what’s the point?” If it is truly an independent layer (and it can be turned on and off so it should be) - then leaving it at this level by default but offering the ability to enhance the effects should be possible. I’d love the opportunity to actually independently train my guys and for it to matter. Good luck to all in their personal, fictional baseball worlds. Last edited by FantasyDrafter; 04-04-2024 at 09:08 PM. |
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#154 | |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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I usually get 50 seasons out of a start, multiple generations of players. I set their strategies and sim in chunks. Totally different experience. |
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#155 | |
Minors (Double A)
Join Date: Mar 2024
Posts: 122
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My tests aren’t to break the game so I create a team of 100HR monsters to beat up the AI with. It is to force the game to show me if there is any impact while I wait for them to fix the issues that crop up every season on release. Cant play “develop an organization” if the player development is wonky and the AI isn’t managing their organizations well (which is where I currently find the game). |
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#157 |
Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,578
Infractions: 0/1 (1)
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What we need is a setting to determine how much lab effects ratings outside of sliders.
Kinda like catcher framing impact |
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#158 |
Minors (Triple A)
Join Date: Apr 2022
Posts: 298
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#159 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,704
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Quote:
The labs are programs held during the offseason, so bigger changes can happen. The focus is a nudge in a certain direction for development and a preventive aid for declining players in certain areas. Last edited by SirMichaelJordan; 04-05-2024 at 02:53 AM. |
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#160 | |
Hall Of Famer
Join Date: Apr 2012
Posts: 2,704
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Quote:
Long story short "Development focus" is probably the wrong name to use for this feature. Its confusing people. |
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