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Old 01-27-2009, 09:44 AM   #115
Corsairs
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Join Date: Aug 2007
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Quote:
Originally Posted by Tony M View Post
I forgot to give examples...

But corsairs is right. Any time you make a change to league structure at initial league setup all the teams that were in the previous setup get marked as invisible and a whole new batch get created (I think I worked out that if you wanted a 2x50x50 league setup, you would have 250,000+ inactive teams)

That's a ratio of 1 active team to 50 inactive ones.

That's bad enough, but then you also have things like team strategy. As you are aware there are 36 different time/score combinations each with around 23 strategies (only 20 of which are displayed, begs the question what the other 3 are). Because they are sliders they are currently stored as signed 32 bit integers despite having at most a range of -10 to +10 (and most of them are -5 to +5). There are no sliders in the game that extend beyond -127 or +127 so they could be stored as signed bytes rather than signed 32 bit integers.

Roster lists are fixed in the team files. Most people play with 40-tops possible on a roster, but the database insists on holding enough space for 200 people on each of active, secondary, disabled and all (there isn't really need for all as it's an amalgamation of the previous 3 lists). This I think is a hold-over from the OOTP6 days when the database was a fixed size (players were allocated 25 years of database space IIRC), but other areas have been moved away from fixed sizes. It all adds to the bloat of the data that needs to be loaded when you play the game and adds to the size of downloads for online leagues.

Whether this deserves mention as a flaw or just an annoyance to someone like me who gets annoyed at strange database design is something I'll leave to Markus.
You may be right about database issues being a low priority. However, there will never be a better time to catch Markus's attention than right now, so I'm going to take my best shot. A slew of problems result from the current messy database situation. Aside from bloated league files that cause headaches for online leagues, an entire patch had to be created specifically to address a problem where logos were being generated for "ghost teams". So while I imagine this would be a fair amount of work on the front end, I have to believe it would ultimately be a time-saver for Markus once implemented since he wouldn't have to deal with these kinds of problems arising (and possibly turning off less dedicated customers).

Quote:
Originally Posted by mikev View Post
Please, please, PLEASE look into what happened with generating league files and league reports between OOTP8 and OOTP9.

Without changing any settings, the amount of time it takes to generate the league file and then the league reports has literally tripled. At this point, when I sim the GUBA, I generate the league file, export CSV files, start generating league reports, and then go to bed. When I wake up the next morning I upload and extract the league reports. Seriously.
Allow me to add my voice to this call. Attention to these less "sexy" but more fundamental issues with the game would be most welcome. New features are absolutely critical in bringing in new customers (and I love a great many of the suggestions I'm hearing here). Making sure OOTP is as stable and user-friendly as possible is critical to keeping customers, though, and that's a worthy goal to pursue.
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