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OOTP9: That's Good, That's Bad.
This is a real conversation I had the other day with the President of the Hair Club for Men...
Killebrew: Some people rave about how good OOTP9 is, while others whine about how bad it is. I feel kind of in the middle on this topic, OOTP9 is both good and bad.
President of the Hair Club For Men: Look here Killebrew, as you well know, I am the President of the Hair Club For Men, and as such I don't really have the time to listen to a lot of preamble before you get to the main point of this post.
Killebrew: Okay, okay, one thing that has gradually improved since the OOTP5 days is the value of defensive prowess in OOTP9. Now defensive catchers and mid-field defensive players seem to make a huge difference, and you can finally justify playing a weak hitting guy at SS or catcher mostly for his great defense!
President of the Hair Club For Men: That's good...
Killebrew: Sure, but the entire dev engine logic is a real mess. It frequently feels like changes to this area of the game are 1 step forward, two steps back. For example, there is no dev impact logic based on how serious an injury is, and like all dev in the game, the gradual loss of ability week by week and year after year is unrealistic and annoying to most users. On top of that, there is still no user setting that can control the amount of good versus bad dev depending on how they like to play - that request has been in the pipeline since OOTP 1899 I think.
President of the Hair Club For Men: Geez, that's pretty bad...
Killebrew: It sure is, but there have been steady improvements on a players ability to learn new defensive positions. It has a ways to go yet, but it's a night & day improvement over 2 or 3 OOTP versions ago. Additionally player and team strategy options have improved.
President of the Hair Club For Men: That's good!
Killebrew: Yes, but finance logic in the game is still very thin, and many finance settings are still hard coded (EG: Merchandising Revenue) or hidden from the user. The game only calculates contracts owed into the next season, basically meaning there is zero contract risk in OOTP9 unless you come up with some nutty house rules:P. The user friendly but more detailed finance logic used in sports sims like Front Office Football was the norm for many sports sims 5 years ago, OOTP has always been behind the 8 ball in this area.
President of the Hair Club For Men: Ohhhh, that's bad.
Killebrew: Yep, but don't forget they did bring in facegen, one of the greatest sports sim game features of all time and a feature that allows the hyper active OOTP community to provide amazing additions to the game at no extra cost (I believe the user add ons are a pretty serious value add for OOTP). Yes, that means I can sim the 1976 Indians season with Boog Powell wearing one of the most hideous uniforms in baseball history.
President of the Hair Club For Men: Well surely that is good!
Killebrew: It is, and quit calling me Shirley. Unfortunately you still can't properly trade draft picks in OOTP.
President of the Hair Club For Men: That's bad, right?
Killebrew: Of course, but at the same time, OOTP does have a ton of online league capabilities that enrage Baseball Mogul supporters, stuff like sending in your teams exports directly from the game.
President of the Hair Club For Men: Well, that is obviously a good thing.
Killebrew: Not necessarily for me. You see, besides being a fan of OOTP, I also am also a fan of Baseball Mogul. [Droopy sound of a tuba going "Wah-Wah"]
President of the Hair Club For Men: Did I mention I was the President of the Hair Club For Men?
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