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Old 09-23-2021, 04:46 PM   #1
c-mitch
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Totally ludicrous development in online league

Currently part of an online historical sim league that has been running for over 10 years...we started on OOTP6.5, if I remember correctly, around 1903 season. Could be a little off on the year and version, but basically around 10 real life years or so.


Currently in the year 1996.


http://www.baseball-backtothefuture...._100_home.html


We just upgraded from OOTP20 to 22. We skipped 21. We held our last draft in 20, then imported the league. We do player edits prior to draft instead of running a strict DB player import, and have been doing so for years. We also have foreign league players from Cuba, Japan, Taiwan, and Korea. The guy doing the edits is very experienced and we haven't had any major problems with it. Development is turned on.


So after switching to the new version, we noticed a few players that just came in from the most recent draft got insanely ludicrous bumps.












Notice how out of whack these ratings are with the rest of the league:





Each player is a middling, fragile catcher, and now are basically the top 2 players in the league.


What explains this? We have never had anything like this happen in all of our time playing OOTP through all the many different versions.
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Old 09-23-2021, 04:50 PM   #2
c-mitch
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BTW...the reason that Jensen shows dev through 1995 is that the player edits are done piecemeal throughout the season, and players added to the draft pool. The draft takes place after the season, prior to January. However, this means the dev engine will go to work on some of these players prior to the draft, which is the case with Jensen. Also, those are the results of the dev engine in 20. The large jump in power happened after the change to 22.
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Old 09-23-2021, 05:10 PM   #3
c-mitch
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Also...obviously Meluskey's contact also went nuts, which didn't happen with Jensen for whatever reason.

Here's their split ratings, which I should have included in the first post. Just very strange.



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Old 10-18-2021, 03:20 PM   #4
thegreatbrain
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If I didn't know better I'd say it looks like there was an underflow error. Potential power was dropping and may have dropped past 0. I'm pretty sure the number is stored as an unsigned number, so instead of a negative number you wrap around to the highest values (up to 255). The player's development then tries to grow the current power to meet the potential.
I know that this bug existed in the original release (before the game was called OOTP Baseball), but I thought it was fixed shortly thereafter. I'd be surprised if it resurfaced after having been fixed, but the pattern fits for Melusky.
That said, it looks like his power wasn't the only value that got borked. His Contact & IF/OF Arm ratings look sketchy, too.
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Old 10-19-2021, 03:47 AM   #5
Lukas Berger
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Sorry to not reply here sooner, was out on vacation when this got posted, so missed it.

This is actually perfectly normal, because OOTP22 has a revamped power scale compared to older versions of the game. Whereas originally the highest power number you could have behind the scenes was 255, now it's 510 or so ( if I recall correctly). So when importing from an older version, you'll see players power ratings recalibrate to the new scale. That's to be expected and nothing to worry about.
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