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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#61 |
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Minors (Rookie Ball)
Join Date: Apr 2004
Location: Davenport, IA
Posts: 37
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10 days after I went through and added $10 million to all teams like you suggested, he signed (for significantly less than his request). I'm looking for a fix so I don't have to "flood the market" with this imaginary stash of $.
FYI, I am using the default settings for custom leagues. |
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#62 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,252
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The reason I ask is because my default cash max was set to $1,450,000. I've upped that to $10 million and also changed the media and merchandise revenues to match the v12 MLB setup.
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#63 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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If the fix for this is simply going to be some adjustments to the financial settings..could we please have the fixes now so we don't have to wait for the next patch?
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#64 |
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Minors (Triple A)
Join Date: Jun 2011
Posts: 221
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I've tried with ridiculously high cash maxes and, in my experience, it's not a long-term solution. Eventually, some teams end up spending their money unwisely, get in debt so they don't sign FA's and then the problem comes back.
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#65 | |
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Minors (Single A)
Join Date: Jun 2006
Posts: 99
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Quote:
And there is a nasty side-effect when using high 'max cash' settings. The game will let teams use that 'Cash on Hand' in the Budget Calculations when signing FA's, but.....It will not count your Cash when it comes to the Player Dev or Scouting Budgets screens. (or trading) It will take your original 'Owners Budget' and subtract all your contract costs (and not count your Cash) and then decide you are over budget and hamstring your Player Dev and Scouting Budgets if you dare open those screens. Just an FYI warning for those using this work-around. |
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#66 |
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All Star Starter
Join Date: Jan 2008
Posts: 1,482
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A high cash max can lead to some nasty AI budget cycling. They'll make a bunch of money one year, hit the cash max, then grossly overextend themselves one season and inevitably spend a bunch of years digging out of budget hell. Lather, rinse, repeat.
I prefer a smaller cash max, combined with a little financial godmode handholding in the first few seasons, it leads to more stable AI budgets (imho). |
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#67 |
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Minors (Triple A)
Join Date: May 2003
Posts: 225
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I ran a 20+ year sim with a 500 mil cash max just to test this, and never ran into this problem. Used the MLB quickstart. Just shows the increasing complexity of OOTP adds more tools, and adds its own layer of problems.....
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#68 |
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All Star Reserve
Join Date: Jul 2008
Posts: 861
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Just to add to the chorus, I have also seen it in fictional leagues created in 12. Superstars in their prime sitting unsigned for a full season.
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#69 |
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All Star Starter
Join Date: Jul 2011
Location: Washington, DC
Posts: 1,119
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So in light of Marcus' comment, are the default modern financials supposed to be identical to the ones you found in the v12 MLB quickstart? Because in my league (a new v12 fictional league using modern settings) the financials are identical to the ones from your first screenshot. I'm still playing out my first year (I simmed from 1960 maintaining constant settings to get some history, clear out initially created players, etc.) so I haven't experienced an offseason yet firsthand, but as I noted earlier, the currently available FA pool doesn't seem extreme in talent. Just a handful of 35+ year olds who are 3 stars or better.
Last edited by Cinnamon J. Scudworth; 08-30-2011 at 05:50 PM. |
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#70 | |
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Minors (Double A)
Join Date: Mar 2002
Location: Morgantown, West Virginia, USA
Posts: 104
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I've had every incarnation of OOTP and frankly, this is as close to a dealbreaker for the game as I've ever come...
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#71 | |
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All Star Reserve
Join Date: Mar 2004
Posts: 683
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I partially blame all of this on people pushing for more and more financial options. It appears the game is getting far too complex for the AI. This reminds me of the whole "the AI should have to warm up its relievers if I have to" argument. The fact is that the more demands you make on the AI, the weaker it is going to be. I would urge OOTP to simplify things, at least for the CPU. I have a feeling the vast majority of OOTPers would sacrifice some financial realism for better AI roster management, which will make for a more competitive CPU opponent. Last edited by highandoutside; 08-30-2011 at 09:03 PM. |
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#72 | |
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Minors (Triple A)
Join Date: Jun 2011
Posts: 221
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Markus at least partially recognizes the issue at hand so I hope that a fix is part of the upcoming patch. |
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#73 | |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,252
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#74 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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#75 |
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Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 24,805
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Well, I have tested this with the current build (upcoming patch #4) in 3 different leagues (fictional, 24 teams, all defaults) now, and this is not an issue here. Granted, some years the teams do not have that much money to spend, but players adjust and lower their demands, and only very rarely will a greedy top player remain a free agent into the season. Financials are very stable over time. So, this issue seems to be fixed with the changes that have been made lately.
The next patch will be released tomorrow, by the way
__________________
Buy Out of the Park Baseball 25 now! Download OOTP Go 25 for iOS Download OOTP Go 25 for Android Last edited by Markus Heinsohn; 08-31-2011 at 06:19 AM. |
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#76 | |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,252
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For seasons in progress, will these changes automatically be made or is there something we need to change? I'm assuming there is something we will need to change in the financial setup page, if so.. can you list those changes here? Thank you!!! Last edited by MizzouRah; 08-31-2011 at 09:55 AM. |
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#77 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,252
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Well, for one.. changing cash maximum from $1.45 to $10 million is a pretty big change and it's fixed my league. I also upped my media and merchandise money, which should also help long term.
For me, the settings got screwed up when I converted from v11 to v12 just like my modifiers did.. so that's the first place I would check. I NEVER had this problem with v11. |
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#78 |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,711
Infractions: 0/1 (1)
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i want to start a league where i'll delete all the minors then creating my own minor leagues. All the current minor leaguers i want to become free agents and have all the teams sign them to fill out thier minors that have no players now. Will teams actually do this or will they leave some of their minors empty? I'll give them all major increases in cash and such so they can afford them i'm just afraid of alot of players sitting for a year or more when they are good enough to be wanted by a team.
Btw am still on 11 but will move to 12 once the wrong country bug is confirmed to be fixed. |
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#79 | |
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Minors (Triple A)
Join Date: Jun 2011
Posts: 221
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#80 | |
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Minors (Rookie Ball)
Join Date: Sep 2010
Posts: 41
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