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Old 04-15-2021, 05:08 PM   #1
Rocketdawg2016
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Join Date: Nov 2015
Location: Colorado
Posts: 37
Weird modifier issue

Found another annoying problem in my fictional league. I'm in the year 1958 and I've noticed a ridiculous upturn in home runs hit and RBI's. Its way more than what it would be in 2021. One player hit like 200 RBI's and 115 HR's in one year which is absolutely ridiculous and no way that should be happening, especially this early.

I'm sure it has to do with the Stats and AI modifiers because they're at a ridiculous setting I just found. The HR modifier is set at 5.306 which is insanely high. I set it way lower but it automatically just resets then at a high value so it's basically ruined the value of players in my league. Any way to fix this?

For reference, the HR record in my league prior to all this happening was 45 HR in a season. I now have an average of 12 people per season breaking that record by ridiculous amounts. So I'm constantly deleting overpowered players but the game just automatically uses more.

For comparison, my Rockies franchise in 2021 (modifiers):
Hits: 1.000
Doubles: 1.040
Triples: .819
Home Runs: .934
Bases on Balls: 1.044
Hit by Pitches: 1.028
Strikeouts: .997

Fictional historical league, currently in year 1959 (modifiers):
Hits: .958
Doubles: .851
Triples: 1.190
Home Runs: 5.306
Bases on Balls: 1.537
Hit by Pitches: .306
Strikeouts: 1.125

Any help is appreciated!
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Old 04-16-2021, 03:49 AM   #2
LeftHandPath
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I reported this issue already in this thread.
Furthermore I have seen a couple of people complaining about this issue on the OOTP subreddit.
Unfortunately, this issue did not get any real attention so far.
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Old 04-16-2021, 04:19 AM   #3
Lukas Berger
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Quote:
Originally Posted by LeftHandPath View Post
I reported this issue already in this thread.
Furthermore I have seen a couple of people complaining about this issue on the OOTP subreddit.
Unfortunately, this issue did not get any real attention so far.
Well, this is not really a bug to fix. There are lots of reasons a modifier could end up too high or too low.

If it happens though, the fix is as simple as just recalculating the modifiers or just manually changing the number that is off back to something that makes more sense for your league.
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Old 04-16-2021, 04:57 AM   #4
LeftHandPath
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Quote:
Originally Posted by Lukas Berger View Post
Well, this is not really a bug to fix. There are lots of reasons a modifier could end up too high or too low.

If it happens though, the fix is as simple as just recalculating the modifiers or just manually changing the number that is off back to something that makes more sense for your league.

I ask myself why this never happend in OOTP 21, OOTP 20, .....
In the thread I mentioned, I showed that these modifiers change at the start of the game randomly. That was not the case in any past OOTP version I played. In OOTP 21 these modifiers where fixed for the first season and were adjusted afterwards. Now you get - more or less - randomly generated modifiers (see my thread) and this snowballs through the years and ends up in absurd results which are reported by the opener.

So please explain to me why those adjustments before (!!!) the very first game of the first season are not a bug, when this never was the case in any previous OOTP version.
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Old 04-16-2021, 05:14 AM   #5
Lukas Berger
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Quote:
Originally Posted by LeftHandPath View Post
I ask myself why this never happend in OOTP 21, OOTP 20, .....
In the thread I mentioned, I showed that these modifiers change at the start of the game randomly. That was not the case in any past OOTP version I played. In OOTP 21 these modifiers where fixed for the first season and were adjusted afterwards. Now you get - more or less - randomly generated modifiers (see my thread) and this snowballs through the years and ends up in absurd results which are reported by the opener.

So please explain to me why those adjustments before (!!!) the very first game of the first season are not a bug, when this never was the case in any previous OOTP version.
Of course issues with modifiers getting too high or too low happened in OOTP20 and 21. If you look back through old threads, you'll see this. I've dealt with dozens of people asking question about this over the years. But most of the time, though not always, when this happens, whether in OOTP22 or in older versions, it's through user error.

As far as what you reported, we looked at this and it appears all is functioning properly.

The modifiers are not randomly generated, but depending on the results of the sim when they are calculated you can get different results even running the calculation back to back. This is perfectly normal.

This does work slightly differently than in 21 because we adjusted and changed how the modifier calculations work for 22, including that they can calculate an extra time before the beginning of the season.

Obviously even though we looked at things, it's not inconceivable there could be a bug somewhere that's causing issues. The modifier calculations are extremely complex. So if we get some more evidence things are systemically off (as opposed to just a random modifier being off in a specific sim, which can happen for many reasons), we'll look again.
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Last edited by Lukas Berger; 04-16-2021 at 05:29 AM.
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Old 04-16-2021, 07:26 AM   #6
LeftHandPath
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Quote:
Originally Posted by Lukas Berger View Post
Of course issues with modifiers getting too high or too low happened in OOTP20 and 21. If you look back through old threads, you'll see this. I've dealt with dozens of people asking question about this over the years. But most of the time, though not always, when this happens, whether in OOTP22 or in older versions, it's through user error.

As far as what you reported, we looked at this and it appears all is functioning properly.

The modifiers are not randomly generated, but depending on the results of the sim when they are calculated you can get different results even running the calculation back to back. This is perfectly normal.

This does work slightly differently than in 21 because we adjusted and changed how the modifier calculations work for 22, including that they can calculate an extra time before the beginning of the season.

Obviously even though we looked at things, it's not inconceivable there could be a bug somewhere that's causing issues. The modifier calculations are extremely complex. So if we get some more evidence things are systemically off (as opposed to just a random modifier being off in a specific sim, which can happen for many reasons), we'll look again.
The problem is, that you do not understand what I want to point out.
I barely can do more than write in bold letters.

Quote:
Originally Posted by LeftHandPath View Post
So please explain to me why those adjustments before (!!!) the very first game of the first season are not a bug, when this never was the case in any previous OOTP version.
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Old 04-16-2021, 08:28 AM   #7
Lukas Berger
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Quote:
Originally Posted by LeftHandPath View Post
The problem is, that you do not understand what I want to point out.
I barely can do more than write in bold letters.
We seem to be communicating across each other

I addressed this in my reply. See the quote below.

Quote:
Originally Posted by Lukas Berger View Post
This does work slightly differently than in 21 because we adjusted and changed how the modifier calculations work for 22, including that they can calculate an extra time before the beginning of the season.
I'm not really sure how else to explain this. This is different than in previous versions of OOTP because we changed how this works in 22. Its being different is not a sign of there being a problem or a bug though. The change was intentional.
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Last edited by Lukas Berger; 04-16-2021 at 08:33 AM.
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Old 04-16-2021, 09:30 AM   #8
David Watts
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Quote:
Originally Posted by Rocketdawg2016 View Post
Found another annoying problem in my fictional league. I'm in the year 1958 and I've noticed a ridiculous upturn in home runs hit and RBI's. Its way more than what it would be in 2021. One player hit like 200 RBI's and 115 HR's in one year which is absolutely ridiculous and no way that should be happening, especially this early.

I'm sure it has to do with the Stats and AI modifiers because they're at a ridiculous setting I just found. The HR modifier is set at 5.306 which is insanely high. I set it way lower but it automatically just resets then at a high value so it's basically ruined the value of players in my league. Any way to fix this?

For reference, the HR record in my league prior to all this happening was 45 HR in a season. I now have an average of 12 people per season breaking that record by ridiculous amounts. So I'm constantly deleting overpowered players but the game just automatically uses more.

For comparison, my Rockies franchise in 2021 (modifiers):
Hits: 1.000
Doubles: 1.040
Triples: .819
Home Runs: .934
Bases on Balls: 1.044
Hit by Pitches: 1.028
Strikeouts: .997

Fictional historical league, currently in year 1959 (modifiers):
Hits: .958
Doubles: .851
Triples: 1.190
Home Runs: 5.306
Bases on Balls: 1.537
Hit by Pitches: .306
Strikeouts: 1.125

Any help is appreciated!
Can you do a screenshot of the league totals right to the left of those modifiers you posted? Would love to see the home run total listed there.
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