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| OOTP 18 - General Discussions Everything about the 2017 version of Out of the Park Baseball - officially licensed by MLB.com and the MLBPA. |
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#1 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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Draft rounds
I am considering changing my number of draft rounds from 35 (default) to 40. One reason is to reflect realism, the second is to ensure there will always be enough players to fill minor league teams. As many of yo know, many teams have between 6-9 minor league affiliates...so not every team has the same number of minor league levels.
However, I am also playing with foreign player discoveries, Int free agents, and ind. league fa's all at default. My questions is: Do people think this may cause an excessive level of talent throughout the league? If so, I guess I might have two choices: 1. To lower the default int free agents to fewer from default 2. Just use a 35 round draft. Thoughts? |
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#2 |
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Minors (Double A)
Join Date: Mar 2016
Location: Pittsburgh, PA
Posts: 183
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I toyed with 40, went back and forth on it, decided 35 was the better option. The issue(if it really IS an issue), is that teams tend to keep a lot more picks than actual MLB. So 35 mirrors more about how many players enter a system via the draft in real life.
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#3 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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i use 30, but i think with a real mlb setup that's not quite enough all the time -- the teams with 4 rookie teams etc will have a little trouble.
35 will be 'enough' for the larger mil systems that some clubs have, and overkill for the rest of the league. if you are worried about a handful of teams 'scaping' by, upping it is a remedy for that. keep in mind they have extra teams compared to others, so it's not scraping by any means. as of the 2nd patch, teams were not signing mil fa to fill rosters... not sure if that was fixed or not, but it will be, eventually.. Because of that, i'd always suggest increasing # of rounds created without adjusting # of rounds. that way the extras serve the purpose of aiding the odd team that gets a bit low -- maybe too many trades in previous 5-7 years etc, but not prevalent in the league (the need at any particular time). this reduces how many pool at the lowest tier (or highest depending on settings, i guess), and players are available to be signed in case of emergency. in fact, if that is fixed already, i'd bump it down to ~30 for MLB, and let larger systems just sign the mil free agents from 31-35 or 31-40 rounds that aren't part of the draft. pick a number if rounds that keeps ~35-40 in the largest rookies league per team (assumes mlb setup, if custom and 1 mil team per level, ~40-50, due to attrition. real mlb setup has at least 2 rookies teams per org. already). have to keep an eye on it each year if you want to rein in overflow in anyway. make sure none dip too low over time. Last edited by NoOne; 04-15-2017 at 06:10 AM. |
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#4 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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Ok I lowered it to 30 (which I feel MLB should anyway) and now create players for 35.
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#5 |
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All Star Starter
Join Date: Mar 2007
Location: Nashville Area
Posts: 1,271
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I always use 30 and 35 created. Most teams sign between 25 and 30 draft picks a year since the real draft dropped to 40. With minor league FA and international leagues I tend never to have an issue with not enough players. I also set roster limits and service times which also help that.
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#6 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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I too have roster limits and service time
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#7 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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the service time limits can influence your choice...
the fewer years you allow for lower levels, the more rounds you will need. e.g. in my examples above, i had a real MLB setup, but with 2year service time limite for rookeis (=3years being max). i did see a couple teams here and there run out of players for rookie leauges. sometimes simply "ask ai to setup minors" fixd there problem.. .but eventually some simply don't get enough for 3 years of "play" limit on rookies. at that time, the ai was not signing FA to fill the minors... despite numerous options available. so, it's probably a good spot for the MLB as long as that has been fixed. so, consider how many years you allow etc.. and if they are signing FA to fill, then all you need to care about is # of created rounds being enough. that's how i look at choosing rounds vs creatd rounds. i want the teams with with more rookie / mil teams to rely on the FA for the bottom portion of those teams. that way the other teams with 1 or 2 less teams at the lower rungs don't pool an extra 25-50 players unneeded players each year. multiply that be 2/3 of the league etc... bulk of league doesn't have as many rookie teams as NYY, for example. they don't need to carry all those extra rookie players like nyy does. if the draft supplies that many for NYY it supplies that many for all other teams too. so, # of draft rounds to account fo some minimum that all teams will need, then # of rounds created to account for incongruent # of MiL teams. that's the best way to limit 100's of players being on 1 rookie team. Last edited by NoOne; 04-15-2017 at 06:51 PM. |
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#8 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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well remember, teams also have international complexes. I am playing everything MLB style. Some teams have two DSL teams. Some teams have two GCL teams. The Yankees have both.
All real roster size limits are in effect: AAA: 25 AA:25 A+:25 A:25 A-:35 R:35 I also have service time limits enabled: AAA: none AA: none A+: 5 A: 4 A-: 3 R: 2 DSL: 3 This is what makes it very difficult to gauge just how many rounds will be needed. I hope I can get away with 30 rounds, while creating for 35. |
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#9 | |
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Hall Of Famer
Join Date: Apr 2003
Posts: 2,727
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Quote:
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#10 |
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Hall Of Famer
Join Date: Jul 2006
Posts: 3,532
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But in Game can't sign all Draft Picks to a contract.
__________________
Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrr!!!! |
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#11 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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The only thing I can say, is the default is 35/36
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#12 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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my info was for a real mlb setup... but i don't have the signings rules on a $ cap... so, that would be a bit more influx for my leauge than yours. draft pick trading is off for me, but if it's on that would cause more volatility in who runs a bit low on players in any given year, too. other factors defintiely influence this and need to be aco****ed for.
if that's the case i recomended 30? how many do they not sign per year, that would be the bump up. ~30 does result in 1-2 teams gettinga bit low, as i mentioned and not frequently... they would be the ones singing the extras from FA. that's the whole goal of reducing rounds - so that some teams don't hoard 100+ rookies on 1 team (not spreadout, i mean if they have 3 rookeis, 1 actually has ~100+ players) the few that have more teams at the Rookie level than every other team in the league will have to sign some FA, if you reduce from default. if you reduce drastically, the whole league will. i don't think that's a great idea either, though. But, once the draft detoriorates into subpar players, it really doesn't matter if signed or drafted. they are all of equal quality after a certain point. only TCR can save them. Last edited by NoOne; 04-16-2017 at 10:14 PM. |
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#13 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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Quote:
I completely agree with what you are saying and would definitely like to be using 30 rounds....as you said at that point it doesn't matter if the players are drafted or signed. My only real reservation in all of this is that the league will still have to maintain a healthy number of free agents in order to accomplish this. Will there be enough FA's year after year after year for this to be the case? I would rather not have to "create" players, or manually insert them when they never existed in the first place. |
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#14 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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Edit: Heh... is the AI signing mil FA for the rookie league, again? i have no clue, and that is extremely relevant to this working. i'm assuming it's not as of now... may want to put this on hold until then.
------------- that's why it's impossible to translate with certainty, i can give some more info though... either way you;ll hve to adjust this a bit, if you want to make it this way... sim out... find problem reload backup, try again... or, just make sure it's overkill and call it a day. either way you want a bit of overflow, as opposed to the opposite. 5 extra draft rounds is 150players. and not all of them disappear the next year. if you are out a few years after this change, simply go to FA and add service time as a column and sort ascending. you'll see how many can play in your rookie leagues ... it will be more than just those 150players. i never saw more than 2-3 teams or maybe 5 tops that ran into any type of shortage and only once was a team actually short # of players... the message said illegal number,s but "ask ai to setup minors" fixed it all but one time. maybe it could get worse than what i saw? and, i wouldn't want to be interupted by that error, even if it's easily fixed with a click... i'd rather it work smoothly. and, there's way more than 150 available in any year for that lowest tier. the other tiers should be fine, that's more about development and promotions and service time etc... not all draft picks go to rookie ball, but the 20-35+ round ones are all going to rookie ball, regardless. they rarely have the current ability for more than that, let alone potential. Last edited by NoOne; 04-16-2017 at 11:11 PM. |
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#15 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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Quote:
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#16 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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i haven't looked, but since they were on vacation, i'd assume that was not one of the mostly asthetic things fixed in the most recent patch. i'm in a holding pattern with '18 for a few months, lol. i'm ignore many things like this at the moment for my own neuroticism. i hate paying to be a dubugger, lol. it's like someone with a cpa choosing to stay in as an auditor after 2 years (or is it 3 req'd?). worst type of job ever.. correcting other's sloppy mistakes and less sloppy mistakes.
simple to know... just use a throw-away, dump playes on 1 AI-run rookie team and sim a day... if they don't sign FA it's still not functioning correctly. make sure to dump enouhg... click "ask ai to setup minors" and make sure at least 1 MiL team is understaffed before simming a day... as long as tehy sign FA it's working. this may have been rookie only leauges--- so make it a rookie league that is short on players, just in case. heck it might've only been certain types of play styles too, but i doubt it (historical, fictional etc). |
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#17 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,108
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I am a tester, and to be honest, I feel we had a pretty rock solid release. That's not to say there won't be issues here and there that may require some patchwork, but all things considered, I thought this was a great release.
I think you might be misunderstanding me...I am not saying there is any issue with the game...I'm just interested in how the draft will work (number of rounds) in concert with the many other factors I have in my specific league.(roster rules etc). The default is not to have roster size limits or service time limits...but if am using them. |
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#18 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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okay, i'm saying this won't work if they aren't singing FA.. this was a real thing, if you didn't notice while testing.
this is why i had a team run low on players... i simmed out... ~100-200FA with <3years experience in all sorts of positions available on FA market. so, if you do this, it will fail at the moment. there is/was something wrong... it may have been fixed. --- definitely a cleaner release than last year, if i recall there were a few hiccups. when i grew up, games were released finished... steam, kickstarter-type games and indie games like ootp all come out unfinished. they are smaller operations and basically outsource debugging to unpaid volunteers. in some cases it's necessary or the game wouldn't exist. i wouldn't assume anything without a financial report about any company, let alone ootp. nor care enough to look. however, in comparison.. .this method of software productions simply sucks for the end-user in comparison. it's only better if the game wouldn't normally exist or no alternative. debugging is a suck job. (bottom-feeder, half step up from help desk) |
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