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| OOTP 16 - General Discussions Discuss the new 2015 version of Out of the Park Baseball here! |
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#1 |
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All Star Reserve
Join Date: Mar 2015
Location: USA
Posts: 642
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Most Realistic Settings
To those of you who have played this game a lot and posted many dynasties on here, which settings do you think are the most realistic to real-life MLB?
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#2 |
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Hall Of Famer
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
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You need to be more specific. Lots of settings exist.
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Cheers RichW If you’re looking for a good cause to donate money to please consider a Donation to Parkinson’s Canada. It may help me have a better future and if not me, someone else. Thanks. “Conservatism consists of exactly one proposition …There must be in-groups whom the law protects but does not bind, alongside out-groups whom the law binds but does not protect.” Frank Wilhoit |
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#3 |
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All Star Reserve
Join Date: Mar 2015
Location: USA
Posts: 642
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Okay, I tried using the default for the Player Development Settings and the AI Trade Settings and it didn't work for me. Now, some others might disagree, but I'm just saying that this didn't work for myself. For example, when you start a simulation, RchW, what settings do you usually choose that works for you?
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#4 | |
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Hall Of Famer
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
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Quote:
I start with the defaults and make small changes along the way. There are no published settings outside the defaults that anyone can claim will work out of the box. The human player must make changes as any league develops a history. Not trying to be a jerk but there is no magic bullet.
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Cheers RichW If you’re looking for a good cause to donate money to please consider a Donation to Parkinson’s Canada. It may help me have a better future and if not me, someone else. Thanks. “Conservatism consists of exactly one proposition …There must be in-groups whom the law protects but does not bind, alongside out-groups whom the law binds but does not protect.” Frank Wilhoit |
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#5 | |
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All Star Reserve
Join Date: Mar 2015
Location: USA
Posts: 642
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Quote:
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#6 |
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Hall Of Famer
Join Date: Mar 2002
Location: Canada
Posts: 3,439
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Player development works however you want it to. If you want guys hanging on a long time when they get older and don't decline as much, set it to a slower decline. If you want you prospects to fire through the minors, then speed up development.
Personally, I use .900 for both aging and 1.100 for player development and 75 for the random part. Forget what that is called tho |
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#7 |
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Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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I also use .900 for aging while keeping dev modifiers at 1.000. AI Evaluation at 10/60/20/10 and make sure you have the AI evaluation option checked. I can't remember right where it is I'm on my phone.
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Manager - Motor City Marshals Perfect Manager/Discord Name: jaysdailydose |
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#8 |
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Major Leagues
Join Date: Jul 2008
Posts: 371
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One thing I've found is that realism is more art than science. My interpretation of a RL MLB experience is likely different than someone else's. And this is where fine tuning the player development, talent change randomness, aging, trade settings, injury frequency etc.. help me achieve the experience I want.
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#9 |
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Hall Of Famer
Join Date: Apr 2008
Location: Elk Twp. NJ
Posts: 6,763
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For me, when using the default MLB setup, the only changes I make are upping injuries to real life MLB, changing the rating scale to 20-80 and turning trades up to hard, that's about it.
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We're All Wednesday Aren't We? WAWAW |
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#10 |
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Bat Boy
Join Date: Apr 2015
Posts: 9
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Turning up trades is a must, and turning off trading with other leagues will keep your league from filling up with magically cheap Japanese super stars.
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#11 |
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Hall Of Famer
Join Date: Nov 2012
Posts: 2,325
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I'm posting on the phone again, but one thing I use for realism for me is the "Market Size" budget system that I designed with the help of The Wolf several versions ago. Kind of a must for realistic markets that you define IMO.
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Manager - Motor City Marshals Perfect Manager/Discord Name: jaysdailydose |
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#12 |
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Minors (Rookie Ball)
Join Date: May 2015
Location: Manila, Philippines
Posts: 20
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#13 |
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All Star Starter
Join Date: Aug 2011
Posts: 1,947
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Mostly i have found that the development engine works really well at 1.000 (sometimes I bump it up if I want players in my major league quicker)
I still feel the aging modifier is not that great. Back in OOTP 14 I used .390 for hitters, .500 for pitchers. I think OOTP 16 is closer to the norm so added .200 to the totals. .590 for hitters and .700 for pitchers. TCR depends on the league. With lots of historical players I don't want to keep checking for talent drops to Ty Cobb or Rogers Hornsby so i use 1. In regular fictional leagues around 50. |
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