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| OOTP 17 - General Discussions Everything about the latest Out of the Park Baseball - officially licensed by MLB.com and the MLBPA. |
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#21 |
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Hall Of Famer
Join Date: Mar 2002
Location: Tampa, FL USA
Posts: 4,503
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Not to belabor the point but this is another one that I have no idea how to deal with.
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When is good enough, good enough? |
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#22 |
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Minors (Double A)
Join Date: Sep 2009
Posts: 148
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If the team is doing badly players will be unhappy and will complain about nearly anything. Slackers, outspoken players, selfish players, no countrymen. It doesn't necessarily mean you have a problem that's worth trying to fix(other than losing).
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#23 |
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Minors (Double A)
Join Date: Jan 2002
Location: Burlington, VT
Posts: 143
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The whole issue seems to steamroll.
Players complain about atmosphere, team goes into a nosedive. Team nosediving complains the pressure is too much. Refuses to name names. Rinse and repeat. I had to nuke it from my fictional league. You can only fire and trade so many people without reason. If you are rebuilding a team with a tight budget, you can't take on bad salaries, regardless of how bad you need that vet. It would be nice if you could direct the bench coach to lean on players or for those complaining to name names. This isn't Football Manager, unless we can directly soothe egos then having it part of the game makes no sense. |
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#24 |
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Hall Of Famer
Join Date: Mar 2002
Location: Tampa, FL USA
Posts: 4,503
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That's been my MO in the past, and it seems like that's what I will be doing again.
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When is good enough, good enough? |
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#25 | |
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Hall Of Famer
Join Date: Apr 2007
Location: Toronto
Posts: 9,162
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Quote:
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#26 |
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Minors (Single A)
Join Date: Oct 2014
Posts: 57
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It just needs to be clearer in general. I'm okay with how the backend of it all works, more or less, but there needs to be a better way of presenting the information in a way that we can easily see and then figure out how to deal with.
The challenge should be in whether we need to get rid of or recruit players/personnel and whether that's worth it or not. The challenge should not be in scrolling through various windows, taking vague steps, and hoping that your changes are moving you in the right direction. Even that last part would be a decent feature by itself. If I could discover if a player's morale is currently uptrending, downtrending, or staying the same, it could go a long way towards figuring out if I'm making a difference. Last edited by Hkim; 04-05-2016 at 02:37 AM. |
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#27 |
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Major Leagues
Join Date: Mar 2002
Location: Northern Ky.
Posts: 318
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I agree this feature is not finely implemented, this isn't grade school where the trouble maker can be put in a time out, nobody naming names and having to guess is just infuriating.
A trick I've found that helps is signing "LEADERS" who are terrible players for dirt cheap contracts and stashing them in the minors, as long as they are on the 40 man roster they count as being in the club house. |
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#28 |
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Major Leagues
Join Date: May 2015
Posts: 490
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I agree this feature needs more work. Since I like playing with the feature on as GM/Manager, to get around the lack of information, I'm forced to turn commish mode on and review the players with the editor to see their personality rating in order to find the players causing the problems. I don't like doing this because it is cheating and difficult to also not notice other rating about the player at the same time. However I've yet to find another way to resolve the morale issue so I will continue to do this.
As GM, I would like to see the manager or bench coach send weekly emails reporting player ABC is causing problems in the clubhouse or player ABC and DEF do not get along. This will provide specific information to work with and make decisions. |
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#29 | |
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Major Leagues
Join Date: Apr 2005
Location: Portland, OR
Posts: 481
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You can see the personality ratings on the "BNN Page" of each player or create a custom view that shows the ratings. You won't get the actual values but you can get an idea of their relative ratings. I like to leave the system on but it's incredibly frustrating to have to guess at who the problem players might be. A player on my terrible '57 A's team just sent me this message: ![]() And the next day another player sends this: ![]() What am I supposed to do with that? Right now all I can do is look at the leadership ratings and guess who might be the troublemakers. Give me names so I can decide - if the troublemaker plays like Barry Bonds I may keep him and get rid of the complainers, or I may try to trade him for whatever I can get just to get him off my team. What I don't want to do have to do is guess. Last edited by Exodor; 04-05-2016 at 10:01 AM. |
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#30 |
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Major Leagues
Join Date: Jul 2013
Location: Philadelphia
Posts: 410
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I always play with the morale system off because of stuff like this. It's one area of the game that I just really don't like.
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#31 | |
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All Star Reserve
Join Date: Apr 2003
Posts: 581
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Quote:
That being said I completely agree with lots of the points made here. You get one email per season on chemistry and your bench coach doesn't name names either. That's silly, it's his job. Those emails should be more frequent, even if only when there are chemistry problems. And he should absolutely point out specific players. I only play with morale sometimes because it's an extra challenge. One thing I absolutely agree with the system on is that winning should be a major component. I like to say that winning creates good team chemistry, not vice versa. |
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#32 |
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Major Leagues
Join Date: May 2015
Posts: 490
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The BNN page does show personality traits, but I can't find how those combinations role up to the players overall personality. I.E., what combinations mean a player is a leader, a cancer, a prankster, etc. In fact, until I saw those terms on the forum, I did not even know they existed. That info needs to be summed up right below work ethic on the BNN page.
We as the player of the game, do not have a chance to interact by speaking directly with our players so have no way to apply our human intuition to find out if they are an a***ole or if the guy is the nicest guy on the planet. The game needs to provide that information to us in a simple way. I'd even settle for a chart in the manual indicating how the various combinations produce the players ultimate personality so I could quickly do some math and know the personality of a player. I should not be forced to guess what things mean when the information is critical to make the game playable. Until this feature is made more useable, I will continue to use commish mode to find the info required to make GM decisions. |
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#33 |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Not to take away anything from any of your criticisms or comments, but I have a lot of mixed feelings and questions about this area. Perhaps if I spit them out, a few of your responses may help me sort it out, if just for discussion of future feature expansion.
I suppose 'character' types could be more clear or more obvious hints included in the personality description. I'm not sure what's acheived by either of the following: knowing the formula composition that creates X character, i.e. Prankster OR the exact designation available in the profile or through descriptive discovery. In other words, say a player is clearly labeld Cancer. To what end? Would he ever be offered a contract? Once your team is unhappy, what then? What choices are you really afforded? Release him? Trade him? We don't have alternatives. I'm not sure anything is gained other than the elimination of uncertainty. ![]() As to composition and character-definition, don't we already have some idea about what constitutes the continuum from Captain to Cancer? Highs and lows in Work Ethic and Leadership for instance? Not sure how Greed plays into it, but personally I'd assume more of it doesn't move toward the better end. ![]() We've discussed the idea of the Bench Coach chemistry report being a bit more direct, but I'm not sure how common it actually occurs that he'd walk into a locker room and see all the players pointing at one person, "That one!" And again, what if he did tell you, "Sure seems like Barcelona isn't making any friends here," what's the result? Back to trade, release, demote, live with it? I guess at least you know, eh?How do we improve the feature, expand its possibilities, and offer more choices so that it accomplishes something, adds something, and not just simplifies it to a point that having it seems ........ insignificant? Open to more discussion. Thanks for the input.
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"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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#34 | |
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Hall Of Famer
Join Date: Mar 2002
Location: Tampa, FL USA
Posts: 4,503
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Quote:
I'm not the manager of a baseball team but I am the manager of a software development team. I have weekly one on one meetings with my senior team members and bi-weekly meetings with my junior team members. I've built a relationship with them and have on more than one occasion had them point out someone not following the team process, being selfish, or other detrimental behaviors. If this is the case on my team here, and given the information in the article I linked above, I think its reasonable to assume someone would give the manager or GM information they could act on. Also, we as GMs of a virtual team don't get to see the casual interactions a GM would see between players in the clubhouse. If someone is causing fights, not interacting with the team, or being a general disruption, the odds that an actual GM or manager would not see some of that behavior seems slim to me. Since we don't have that informal interaction with our virtual players it seems reasonable to have the bench coach or other players name names.
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When is good enough, good enough? Last edited by jarmenia; 04-05-2016 at 06:04 PM. |
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#35 |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Good article. Very interesting. I'd like to see the clubhouse atmosphere enhanced in some way, but primarily I think we need to look at expanded influences, whether the postiive or negative. All this down the road, I'm sure.
So let's cut to the chase in the system as it exists now. You've identified your problem player. Now what? Not much beyond what I've already mentioned. What would you suggest the game could incorporate in terms of choices available to either the Manager or GM, given we have both roles in play now?
__________________
"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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#36 | |
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Hall Of Famer
Join Date: Mar 2002
Location: Tampa, FL USA
Posts: 4,503
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Quote:
__________________
When is good enough, good enough? |
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#37 | |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Quote:
So, as the mechanism currently exists, should you identify the player, of your suggestions all you really have available is the bench tactic. That seems limited and ineffective- again, as it exists -as players will still complain regardless whether or not he's in the lineup or rotation. In the interest of full disclosure, I've only once in now 16 seasons ever acted on such a player. I managed to trade him at great penalty. Other than that incident, I'd basically let it play out. Sometimes it got better, sometimes it didn't. Sometimes the player went to FA or AAA, but I let the controversies pale while we were winning. Effect? Not much. In that 16 years, the team's won 8 championships and made the playoffs all 16 times. Not to sound egotistical, just pointing out one factor may offset another. I'm equally certain a losing team may continue to lose or lose more with one or more troublesome players. Again, good input. Hope we can expand this and clarify through effective means in the near future. My original point remains, though. Even if you do know, your options are pretty limited in scope and effectiveness, IMHO.
__________________
"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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#38 |
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All Star Reserve
Join Date: Jan 2015
Location: Wisconsin
Posts: 728
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It's an equal part of the game for me. Improving team chemistry seems to have a positive impact on performance, and I enjoy that it's not completely clear and quantifiable - just like people.
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#39 |
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Hall Of Famer
Join Date: Mar 2002
Location: Tampa, FL USA
Posts: 4,503
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I don't understand this line of thought. By definition if someone is being disruptive in the clubhouse it is obvious or it couldn't be disruptive.
__________________
When is good enough, good enough? |
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#40 | |
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Hall Of Famer
Join Date: Aug 2002
Posts: 16,842
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Quote:
I think having more active involvement in specific choices, however, is a worthy aspiration. Actions should have consequences and an inference those actions are causally related to those consequences, good or bad.
__________________
"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ |
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