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Old 06-02-2006, 12:51 PM   #61
MVela20
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Then how about a way to quickly see your head scout's (or whichever scout you choose) ratings for your entire roster...for example, in the transaction screen??

Just looking for a quick and simple way to make sure I don't have guys in AAA that should be in the bigs and vice versa. To be clear, I wasn't foolish enough to just evaluate players and make promotion/demotion decisions based on stars, but at least I could easily glance over the roster and know who I should be examining more closely to see if they need to move up or down.

I just loathe having to click through the entire roster of AAA and evaluate each guy individually by going to each player's profile rather than making quick, informed decisions. For instance, if a MR gets hurt, and I have to place him on the 15-day DL (and the sim gets interrupted)...I'd love to be able to quickly move him to the DL and move a replacement up in the transactions screen without having to evaluate every pitcher in AAA screen by screen to decide who I should move up. A star or scout's rating next to the player's name in the transactions screen would do this.
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Old 06-02-2006, 01:06 PM   #62
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Quote:
Originally Posted by MVela20
Then how about a way to quickly see your head scout's (or whichever scout you choose) ratings for your entire roster...for example, in the transaction screen??

Just looking for a quick and simple way to make sure I don't have guys in AAA that should be in the bigs and vice versa. To be clear, I wasn't foolish enough to just evaluate players and make promotion/demotion decisions based on stars, but at least I could easily glance over the roster and know who I should be examining more closely to see if they need to move up or down.

I just loathe having to click through the entire roster of AAA and evaluate each guy individually by going to each player's profile rather than making quick, informed decisions. For instance, if a MR gets hurt, and I have to place him on the 15-day DL (and the sim gets interrupted)...I'd love to be able to quickly move him to the DL and move a replacement up in the transactions screen without having to evaluate every pitcher in AAA screen by screen to decide who I should move up. A star or scout's rating next to the player's name in the transactions screen would do this.


Welcome to the world of a big league GM. As you get to know your team better, it will become much easier. Also, once the overall scout impressions are added, it will make it easier as well. One suggestion I also have for Markus is this: Wen viewing players through the filter system, how about the abiit to view each level of your team. In other words just AA players, or just A and AAA players, or just rookie leagues. This might make t easier for you to sift through the players at various levels.
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Old 06-02-2006, 01:35 PM   #63
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Count me as one who would like to see the star ratings out of the game. Very good decision on removing them.

If they do come back, please make them an option.
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Old 06-02-2006, 02:22 PM   #64
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Trading:

Would be nice to get the "list of players back" that will make a trade work (like in 6.5) instead of flying blind, throwing players in the trade screen and not having a clue whether you're getting closer or farther apart.
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Old 06-02-2006, 02:37 PM   #65
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Quote:
Originally Posted by digi
Trading:

Would be nice to get the "list of players back" that will make a trade work (like in 6.5) instead of flying blind, throwing players in the trade screen and not having a clue whether you're getting closer or farther apart.

The game will tell you if it has it's eye on a particular player through email. Teams never exchange lists of players and say OK lets stat wheeling and dealing with these lists. It just doesn't work that way. It is going to be much tougher to complete deals in this version (a good thing) and therefore much more satisfying when you think you'epulled of that al that can really help out your club. This game is for those who really want to immerse themselves into the role of a big league GM...not for those who just want to casually fly through the game with as few obstacles/challenges as possible.
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Old 06-02-2006, 02:50 PM   #66
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Quote:
Originally Posted by PSUColonel
The game will tell you if it has it's eye on a particular player through email. Teams never exchange lists of players and say OK lets stat wheeling and dealing with these lists. It just doesn't work that way. It is going to be much tougher to complete deals in this version (a good thing) and therefore much more satisfying when you think you'epulled of that al that can really help out your club. This game is for those who really want to immerse themselves into the role of a big league GM...not for those who just want to casually fly through the game with as few obstacles/challenges as possible.
I think you're looking at this from a black/white perspective. There does not exist 2 distinct groups of OOTP players: those that want to put in a ton of time and energy and be challenged and rewarded accordingly, and those that want a quick and easy baseball sim with few decisions and obstacles.

There exists a wide spectrum of types of players, and the one thing I've been most frustrated about this game up till now, is that it seems to have been made for just one type of player - a very hardcore player. Count me among those that enjoyed the old trading system and the use of star ratings. Of course these things should be made optional to appease everyone, so you can really play the game "your way". In particular, I wouldfind those tools even more useful now with the possibility of a vastly expanded universe. Something to easily and quickly eveluate the talent levels across leagues and teams, and to easily interact with those teams through trading.
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Old 06-02-2006, 03:35 PM   #67
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Quote:
Originally Posted by Wheele8
I think you're looking at this from a black/white perspective. There does not exist 2 distinct groups of OOTP players: those that want to put in a ton of time and energy and be challenged and rewarded accordingly, and those that want a quick and easy baseball sim with few decisions and obstacles.

There exists a wide spectrum of types of players, and the one thing I've been most frustrated about this game up till now, is that it seems to have been made for just one type of player - a very hardcore player..

But that is exactly what this game is...for the very hardcore player. That's why it was designed, that's what we wanted. No offense, and I am not attempting to flame, but if you're not into this style of play, then maybe OOTP 2006 justisn't for you. Maybe you'd be better off with something else.
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Old 06-02-2006, 03:41 PM   #68
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Im not sure if this has been mentioned but id like to have a backup league function like 6.5 had.



Post#100,woohoo,only took me 3 yrs,lol

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Old 06-02-2006, 03:56 PM   #69
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I'd like to see one trade negotiation in the MLB that didn't have a counter-offer from teams for additional players or money. This makes the trading scenerio one-sided and it doesn't feel like interacting with another GM. It feels like you are fighting with an AI.

I've been playing this game since ootp4, so please don't start w/ this was built for hard-core gamers storyline. I'm not a newbie and don't appreciate the attitude.
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Old 06-02-2006, 06:26 PM   #70
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I guess my trade offers either s*cked or were great as I finally see what you mean by the counter-offer w/ players in email (first one I got). I was always either outrighted rejected or accepted.
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Old 06-02-2006, 08:21 PM   #71
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Quote:
Originally Posted by PSUColonel
Teams never exchange lists of players and say OK lets stat wheeling and dealing with these lists. It just doesn't work that way.
That's a bunch of bologna. I do that exact thing in trade talks and I'd be very surprised if real life GMs don't also say, "I really like your guys X, Y, and Z, which of my guys would it take to get him?" and then the other GM says, "well, I like your guys A, B, and C, but..." etc etc. Sure, the lists probably are not as extensive in real life as OOTP gave you and sometimes all a real person will reply with are yes and no answers, but to say that people never go back and forth in negotiations with lists is just not true. In fact, that's exactly how it works in OOTP2006 so I'm not sure why you're saying it doesn't. The only real difference I see is that it takes days to get a response now which even with today's cell phones and email I don't find to be too much of a problem because I don't like to make big decisions on the spot if I don't have to either.

Quote:
Originally Posted by PSUColonel
But that is exactly what this game is...for the very hardcore player. That's why it was designed, that's what we wanted. No offense, and I am not attempting to flame, but if you're not into this style of play, then maybe OOTP 2006 justisn't for you. Maybe you'd be better off with something else.
Markus can program the game only for the "very hardcore player" if he wants, but I really don't think that would be a lucrative business decision and I don't think he has ever done that. It seems to me that he tries to make OOTP the most respectable baseball sim out there while at the same time trying to appeal to the broadest range of gamers and I think that's the smartest thing he could do. If Markus didn't care about trying to make this game for anyone who wants it, I really don't think he would put so much effort into making as much as possible customizeable.
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Old 06-02-2006, 09:03 PM   #72
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Originally Posted by jaxmagicman
This is the only thing in the thread I agree with.

The star ratings were the devil. It frustrated me beyond believe when someone wouldn't make a trade with me becaues the player I was offereing was only 3.5 stars and not 4 stars like they were looking for. I could say "Look at the stats and look at the ratings" all I wanted but no, it was 4 stars or no deal.
I agree that is a nuissance, but it's far outweighed by the ability to quickly spot the best players in a system -- a benefit that is all the more important with the new game that allows for so many more players.

For example...While I don't use stars to evaluate players for trade, they are extremely helpful in keeping track of players on the transaction page. Without them, I am forced to click on a given player to get what I need when navigating through the transaction page. In essence, the star function collated basic talent information on the transaction page, making promotion/demotion decisions far easier to make.
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Old 06-02-2006, 09:06 PM   #73
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2. Star ratings

I agree with all the original post's recommendations, but this one really stands out as an absolute necessity for me.
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Old 06-02-2006, 09:07 PM   #74
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Quote:
Originally Posted by MVela20
...
Just looking for a quick and simple way to make sure I don't have guys in AAA that should be in the bigs and vice versa. To be clear, I wasn't foolish enough to just evaluate players and make promotion/demotion decisions based on stars, but at least I could easily glance over the roster and know who I should be examining more closely to see if they need to move up or down.

I just loathe having to click through the entire roster of AAA and evaluate each guy individually by going to each player's profile rather than making quick, informed decisions. For instance, if a MR gets hurt, and I have to place him on the 15-day DL (and the sim gets interrupted)...I'd love to be able to quickly move him to the DL and move a replacement up in the transactions screen without having to evaluate every pitcher in AAA screen by screen to decide who I should move up. A star or scout's rating next to the player's name in the transactions screen would do this.
Exactly...
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Old 06-02-2006, 09:50 PM   #75
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Personally I don't play with the stars on, but here's an idea that's probably rubbish but I thought I'd throw it out...

Perhaps you could have a (optional) star system where you can see stars just for your team (and non-contracted players perhaps). That way you can get a good handle on the relative strengths of your team (and free agents), but you can't use them in trading, which I agree can cause problems, given the fluid and relative nature of the system.
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Old 06-02-2006, 10:19 PM   #76
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1.Bring back the trading like in 6.5.
2. At least make stars an option
3.Quit game feature back in a game in play
4. Ability to change stadiums of each team like 6.5 team setup
Thats a few I like. I'm sure I can come up with a few more. This game has a lot of potential, but we like some of the old stuff too. Great job with the manual and players guide.
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Old 06-03-2006, 12:07 AM   #77
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Quote:
Markus can program the game only for the "very hardcore player" if he wants, but I really don't think that would be a lucrative business decision and I don't think he has ever done that. It seems to me that he tries to make OOTP the most respectable baseball sim out there while at the same time trying to appeal to the broadest range of gamers and I think that's the smartest thing he could do. If Markus didn't care about trying to make this game for anyone who wants it, I really don't think he would put so much effort into making as much as possible customizeable.
Exactly.

I couldn't disagree more that OOTP has been and should be a game only for hardcore baseball simmers. The greatest attribute OOTP has had since version 3 at least, is it's ability to provide an enjoyable experience for both casual and hardcore gamers, and everyone in between. Not only do different people have different styles of play that they enjoy, but individuals have different moods and may want to experiment with more casual or more intricate setups as they enjoy the game.

I'm sure with upcoming patches Markus and the rest of his team will implement many of these suggestions in one form or another, but I think a forum like this is important so people can make these suggestions, or voice their concerns.
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Old 06-03-2006, 12:36 AM   #78
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Quote:
Originally Posted by PSUColonel
As for the "shop player" feature, it may not be needed. It limits what the AI will do in terms of a trade. Plus it is more challenging without it.
This is just a stupid argument. If you don't want to use it, don't use it. Why should that mean that 90% of the people on the board who want it back can't? I don't have 8 hours a day to play. If I can't play the game at a decent pace I can't play it at all.
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Old 06-03-2006, 03:06 AM   #79
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Quote:
Originally Posted by The Funk
Personally I don't play with the stars on, but here's an idea that's probably rubbish but I thought I'd throw it out...

Perhaps you could have a (optional) star system where you can see stars just for your team (and non-contracted players perhaps). That way you can get a good handle on the relative strengths of your team (and free agents), but you can't use them in trading, which I agree can cause problems, given the fluid and relative nature of the system.
Agree, as much as stars might be trading, using stars are the easiest thing in evaluating your organization properly...
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Old 06-03-2006, 10:02 AM   #80
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Here's my small list. None of them are super big, and it's totally from an online league Commish's perspective.

1. The ability to change ticket prices (even for the Commish). The ability to totally turn off the computer owner for an online league, actually.
2. Defensive substitutions on the depth chart.
3. 7-day lineups.
4. Broadcast game feature. (Markus said it will be back someday.)
5. Star ratings for quick evaluation (though I do like Markus' idea of displaying the scout's overall rating instead).

The amazing thing about this game is how few things I found that were missing and how few bugs there were (and how fast each of them gets addressed). Remember, this is only DAY 4 of its release!
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