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OOTP 25 - General Discussions Everything about the brand new 25th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
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#1 |
Minors (Triple A)
Join Date: Jan 2024
Posts: 220
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AI Minor League Logic Fixed?
As the title suggest, does anyone know if the logic will be fixed. Right now the AI clubs are more concerned about winning the low A championship rather than develop talent.
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#2 | |
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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data, examples?
Is this with the default player file? Does it continue once all players are game generated? Is this with the option for the AI to set lineups based on potential ability over current ability? There is a checkbox for this somewhere in the settings. I don't watch my minors with a microscope but I do some looking around after the playoffs as I like to see what type of mix of players are on these teams, ie prospects vs. career minor leaguers. FWIW I haven't noticed teams NOT playing their prospects, but could be I don't look close enough? In any case I just went through my minor leagues using the playoff tree and checking the champions and runner-ups pitching and batting. I sorted P's and B's by Plate Appearances and Innings Pitched, with current and potential visible in the view. What I saw was the highest Potential players getting the majority of IP and PA. Anyone with a low number was either injured and missed time, promoted, so spent their time in at least two leagues, or in the case of rookie ball signed late. I do play with the AI set to base lineups on potential. And yes, this is just a quick and dirty look at the limited stats of two teams per league. But they are the Camps and runner-up so, I would think, the most likely to show what you are saying, ie trying to win over developing players. In any case it is what I see in my quick investigation of my game.
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#3 |
Minors (Triple A)
Join Date: Jan 2024
Posts: 220
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The issue in my league the AI signs guys out of FA to fill their minor leagues as if it’s their MLB team and they’ll always go for the best player rather than a prospect that could develop further. So I get these old dudes that should be retired, playing in another league, or just move on to coaching or other “job opportunities”, playing my teams who are always younger and not as developed. My young guys can’t compete with teams 5-6 years older than them. As the seasons progress they are all unhappy and not developing. I’ve made my own fix by making service time limits and age limits, added all the Indy leagues so they can scoop up all the old guys that shouldn’t really be in the minors anymore. I’d rather not change setting like age and service limit that aren’t implemented in real life as I like my league to mimic the MLB much as possible.
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#4 | ||
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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Quote:
![]() I would think if the developer were to spend time "fixing" this it would be by simply putting age/service limits "under the hood", along with a lot of variables for the AI to decide on what "old" players are still viable, while taking the option away from the user to set the parameters. This new default would be what? The AI now has to sort and decide between an old 35/35 guy and a young 20/30 guy that could improve beyond that 30 Pot., if he get's VERY lucky? To me you're asking the AI do to more, and probably get a lot of it wrong, when the user can do it himself, and do it better. But that is just my 2 cents. You're obviously free to suggest to the developers anything you want. If you persuade them this is something that needs fixing and they come up with a "better" way, then I'll benefit too. Thanks for clarifying ![]()
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#5 |
Minors (Triple A)
Join Date: Jan 2024
Posts: 220
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Yes setting both age and service limit does work, plus adding in the extra leagues to soak up older talent. But I get that coding the AI to micro manage 7-9 teams would be difficult. I try and play my save realistic as possible so it just bums me out when my top prospects are just garbage in the low levels when in real life you see guys get drafted and start shooting up the system. And any international prospect is just complete garbage for 1-3 years
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#6 |
Minors (Triple A)
Join Date: Jan 2006
Location: Whittier, CA
Posts: 203
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Before you go and implement age/service time limits make sure you there are enough free agents in your pool to fill the roster spots that will open up across your universe. You may need to increase the draft pool size to make this work, but this will have additional consequences such as diluting the talent in your league. Of course this applies only if you play without ghost players.
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#7 |
Minors (Triple A)
Join Date: Jan 2024
Posts: 220
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Thanks for the heads up I appreciate it. But I will be starting a new save on 25 and then implementing the settings from the very first season. My only concern is filling out the Dominican summer leagues.
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#8 | ||
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,608
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Quote:
I've always had them enabled, but my game rarely needs them. IE the AI keeps a full roster of "real" players if they are available. What ghosts are great at is making sure your game doesn't stall with an error message about not enough players on a roster. It works great for me. YMMV. ![]()
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