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Old 10-16-2005, 09:06 PM   #1
bp88
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Join Date: Oct 2004
Posts: 266
6.10 SkyDog's Modifier Settings

Thought this would be useful for those that still play 6.10.

OK. Here we go with my *final* findings/recommendations. I ran a couple of leagues overnight to test these, and am happy with the results. There is one factor in particular that can/should be adjusted for personal tastes, and will be discussed. In this post, I will discuss what impact each change has on the league, to give you insight as to why I did it.


INSTRUCTIONS FOR SETTING UP FICTIONAL LEAGUE THAT IS SOMETHING OF A COMPOSITE OF THE "MODERN ERA" (1980-2003)
(Note: If a setting isn't mentioned in this post, assume that the default settings can be used.)
1. Start Custom League.

2. Select league sizes and teams in league structure.
(Over the long haul, these settings will give similar results for any league size. However, the smaller the league, the more variance you'll see in any given season from the averages.)

3. Change record book to Blank. (Some default records in the game are "unbreakable" with these settings--or in modern baseball, for that matter. No one is going to get 36 triples, for example. Besides, because of OOTP's rookie record problems, I always clear the record book after the first season anyway.)

4. Change player creation modifiers as follows:


Batter-Contact: 9
Batter-Gap: 1
Batter-Power: 9
Batter-Eye: 15
Batter-Strikeouts: 45
Pitcher-Stuff: 26
Pitcher-Control: 24
Pitcher-Movement: 42
Picher-Endurance: 0
Player-Speed: 2
Player-Stealing: 3


A few comments on these changes:


  • Increasing pitchers much more than hitters lowers offense a good bit, but still produces elite hitters. In the 30-team test league that I ran overnight, 4 players had >700 HR's, with the leader having 830. However, milestones such as 500 HR's and 50-HR seasons are now much more meaningful than with default settings. With a 30-team league, expect that there will be times when you'll go several seasons between anyone hitting 50 HR's. At the same time, I've seen as many as 70 HR's in a season with these settings, with no park factors added in.
  • The one downside to increasing modifiers this much for pitchers is that there are 20 pitchers with stuff ratings of 100+. However, with the ability to view ratings >100, this is MUCH more workable than in the past, because at least they all look different, rather than having 20 guys with ratings of 100.
  • Increasing creation modifiers is the best way I found to lower the league's average age. Increasing a creation modifier by 3-4 percentage points has roughly the equivalent everyday player league age impact of increasing development by 20-30 percentage points, from what I've observed.
  • As mentioned earlier in this thread, I leave the league totals alone and use creation modifiers to change statistical output, because I've found that changing league totals once necessitates tweaking them again and again over long careers. Using creation modifiers causes league averages to be similar in 2004 to 2024 to 2044.
  • I increased speed and stealing because in the "Modern Era" (1980-2003), in around 1/3 of the seasons in question, someone stole 90 bases or more.
5. Give League A Unique Name. Yes, I can't TELL you how many times I forgot to do this during testing. If you use a name that has already been used and hit Generate League, your changes to league structure and creation modifiers will all get lost.

6. Changes To Basic League Setup Screen.
Coaches/Scouts: Disabled. Two cons of using coaches/scouts are that sim speed is significantly lower, and it will give the human player an advantage, because you can get great coaches and scouts. One pro of using them is that you'll see more varied player development. For my personal tastes, the cons outweigh the pros. Using coaches/scouts doesn't seem to impact league aging over the long run, but again, you'll see more variety.

Ratings: All 1-100. That's my personal preference. I want to be a GM, not a player evaluator. I let the game evaluate the players for me, and make bigger-picture GM decisions.
Show Ratings >100: Yes
HOF Criteria for Pitchers: 250 Wins, 500 Saves, 200 Wins with a 3.00. Those settings yielded 118 Hall Of Famers in 72 seasons of a 30-team league: 75 batters, 33 starting pitchers, 8 closers. If you want fewer closers, I'd go with 550 rather than 600. Only two guys in 72 seasonshad over 550 saves.

Change names of divisions, leagues, playoffs, awards, etc. as desired.

7. Changes to Financial Setup
Team Cash Maximum: $20M Increasing this figure allows AI teams to have a little extra money at times to sign FA's.
Trading Frequency: Very Low
Trading Difficult: Hard
Trading AI Preference: Favor Prospects
Trading is too prevalent in default settings. Using Very Low, you'll still see AI trades during free agency and before the deadline, but they'll be more rare at other times. You'll still see trades involving big-name players.

8. Changes To Engine Setup
Ratings Weight: 65
Current Year Stats Weight: 35
Last Year Stats Weight: 0
Year Before Last Stats Weight: 0
This is necessitated by the rapid talent/ratings drops in OOTP, for a better challenge when using ratings. In default settings, the AI is basing its usage of a player 60% on his current/past performance, but the human sees a .300-35-100 guy drop to 30/30/30 in ratings, and drops him like a lead balloon, while the AI would stick with him longer. Making this change puts things on a much more even field, and also helps get younger players into the lineup a little more quickly.

Player Creation Modifiers: should have been changed in original league setup

Hitter Development Speed: 170%. Gets younger players into the league.
Hitter Aging: -15% to 30%, depending on what you're looking for--see discussion below. I'm probably going to use around 10% in my fictional league that I'll set up later this week.
Pitcher Development Speed: 40% Helps pitchers keep up with hitters in the early years of the league.

HITTER AGING DISCUSSION
As mentioned elsewhere, the problem with league average ages isn't at the fringes (18-22 and 39 and up), but near the middle. Specifically, there are significantly too few 23-25 year-olds playing every day, and significantly too may 31-35 year-olds. Accelerating aging to 30% will give you a league that is VERY close to real-life MLB averages, but with only about half of the 39 and ups as in real life playing every day. Lowering it to -15% will give you a near-accurate number of 39 and ups, but your average age of >350 AB players will be a little over a half a year too high. I think I'm going to go with 10% in my fictional league.

9. Changes To Misc. Setup
12-round draft. This keeps the minor leagues decently stocked, but not over full, with a pool of free agents during the season with very few looking tempting. Keeping ghost players out of the minors is important to league average age. Ghost players will never play in The Show, but that 11th-round draft chioce who is the backup 2nd baseman in AA just might one day.

10. Run Draft. I prefer autodraft, run up to 2020 so that all players have a little history, then taking over a team at that point.

11. Do not fill minors with fictional players to start with.
To be honest, I'm not 100% certain whether or not this makes a difference with aging, but I *hate* having a randomly-generated fictional minor-leaguer taking a huge talent increase and becoming a star in the early-going. All of my latest tests were run with this option not selected.

12. Adjust team financials to team payrolls, as recommended. Otherwise, the teams won't be able to afford the better players that have been created, and there will be some bizarre results early on in your league.

13. Adjust park factors, if desired. The tests were run with all factors at 100. I'd make sure all the factors in your league average out to 100, if you want to change them.
14. Play ball!

I hope this has been helpful.

--Ben

http://www.ootpdevelopments.com/boar...Modifiers+6.12
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Old 10-17-2005, 04:08 PM   #2
scott1964
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How about something for Deadball or before
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Old 10-23-2005, 10:16 PM   #3
bp88
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bump
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Old 10-23-2005, 11:08 PM   #4
SandMan
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Join Date: Aug 2003
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Quote:
Originally Posted by scott1964
How about something for Deadball or before


Deadball era settings can be done in League totals....

AT BATS 100000
Hits 25752
2B 4575
3B 153
HR 11502
BB 12750
HBP 1452
K 36200

Then hit the calculate button to get the correct BPIP.

These will give you stats very near 1901 stat using fictional players. I also have a spread sheet that can be downloaded that shows you how to adjust the league each year after or you can keep the same settings. The spread sheet in in the link about league totals...... all you do is multiply your previous years league totals by the adjustments in the table and hit calculate.

I have this test for 25 seasons and it works well. You could also download Jermanfus era settings from the download center. I use his settings to start the league, after I tweak the settings a bit then I use my spread sheet to get variances in the league totals.... so far so good. This way I don't need to mess with player modifications. The league is adjusted not the players.....

Hope this helps....

I could not get this to work well with seasons prior to 1900. I just use the one for 1901 and tweak it a bit to get somewhat reasonable stats......

Last edited by SandMan; 10-23-2005 at 11:12 PM.
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