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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#21 | |
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Banned
Join Date: Jun 2006
Posts: 241
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#22 | |
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Minors (Rookie Ball)
Join Date: Jan 2002
Location: Greeley, CO
Posts: 25
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#23 | |
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Hall Of Famer
Join Date: Apr 2006
Location: Lakeville, Minnesota
Posts: 2,416
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#24 | ||
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Hall Of Famer
Join Date: Jun 2006
Location: All alone
Posts: 12,603
Infractions: 0/1 (1)
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__________________
__________________ Quote:
Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support. |
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#25 | |
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All Star Starter
Join Date: Sep 2003
Posts: 1,571
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#26 |
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SI Marketing Wizard
Join Date: Mar 2004
Location: Old Street, London
Posts: 4,741
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What was so good about the block? Seems there is a divide here.
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#27 |
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Hall Of Famer
Join Date: Mar 2003
Posts: 9,005
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I could not say.
Trading in old versions was so broken that it was not trading; it was actually looting. I could turn a roster over in a half hour every day of the week, and grab all of the talent, and all at the lowest payroll. My old AAA ball teams could have gone .500 if they were in the Majors. |
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#28 | |
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Minors (Single A)
Join Date: Apr 2006
Posts: 78
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The trading block (whih I liked) let you know who was imminently available in the league as a whole. I found this feature to be very usefull when I had an injury and I need a quick fix. I actually think that the block should have been used more extensively in 6.5, IRL GMs know when a team is willing to listen to offers for Soriano, but are not looking to trade Dontrelle (unless they get blown away). The "Shop Player" feature allowed you to take a player from your own teamthat you were sick of, click a button, and immediately get a list of players other teams would be willing to trade for your guy one-for-one. You could use this to either immediately make a move for one of the listed players, or you could use the list as a way to gauge the intest other teams had in your player and start from there. The problem with Shop Player is that I think a lot of people feel it allowed you to easily rip off the AI, because a lot of times at least one team would be willing to trade a good prospect for your aging spare part. A prospect you woudn't have even considered asking for if you had to build the trade from the ground up (or perhaps, would only ask for if you obessively clicked on every player in the organization). I tried to not use Shop Player in that way, but I certainly saw the rip off potential. So, I was a fan of the block but could take or leave Shop Player, for those reasons. |
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#29 | |
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Hall Of Famer
Join Date: Apr 2006
Location: Lakeville, Minnesota
Posts: 2,416
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The trading block I can see but only if implimented right. Trading block should be nothing more or nothing less than players who people want to be moved. I don't think the AI should really look at the trading block very much, if at all. The trading black has always been a feature mostly to give the player a sense of who the AI wants to move. One of the best FM/EHM features I like is the ability to designate the importance of a player to the team. I think that is a much better solution in the long run as it does both show who the AI would like to move and allows the AI to look at who you want to be moved, thus solving both problems at once. I think that should be what we work towards because, IMHO, it makes more sense than to create two options that do basically the same thing. I'm all for the trading block being added in 2006 but in the future I think we should move away from it. |
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#30 |
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All Star Reserve
Join Date: Oct 2002
Location: Woodstock, GA
Posts: 581
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Not to beat a dead horse but...
Why bring back a feature that has obviously divided the community whether the "Trading Block" or "Shop Player" feature when there is the opportunity to innoviate and make the game more immersive? Don't bring them back in the old formats, but use media interaction to make players available/unavailable. We've all heard the media reports, ESPN Radio, si.com, etc stating that "Sources inside Franchise X say that they are talking to teams about Player Y.". Even, "Palyer Y wants to be traded to a contender". Yes, I'm for bringing a feature back, but not in it's 6.5 form. Let's make the game more immersive!
__________________
"It is a haunted game in which every player is measured against the ghosts of all who have gone before. Most of all, it is about time and timelessness, speed and grace, failure and loss, imperishable hope - and coming home." Ken Burns, Baseball |
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#31 | |
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All Star Reserve
Join Date: Sep 2004
Location: Life, friends, is boring.
Posts: 840
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Let me second the differences between trading blocks and shop player around function. I rarely used the shop player around function, although I did obsessively see what other teams would give me for a certain player by scrolling through teams on the player trade page. That is why the trading is much better for 2006: you have to put together a package for a certain player, not see what everyone else will offer for that player. It makes it more difficult and more realistic. But it would be nice to see which players teams would like to move, and for teams to make offers for players you would like to move. |
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#32 | |
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All Star Reserve
Join Date: Oct 2002
Location: Woodstock, GA
Posts: 581
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That being said, I would like the ability to have multiple shortlists (as in FM) so you could have a trade bait shortlist, as well as a "Hey I might want this guy in the future" shortlist.
__________________
"It is a haunted game in which every player is measured against the ghosts of all who have gone before. Most of all, it is about time and timelessness, speed and grace, failure and loss, imperishable hope - and coming home." Ken Burns, Baseball |
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#33 |
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All Star Reserve
Join Date: Oct 2002
Location: Woodstock, GA
Posts: 581
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Dola...
Just brainstorming a bit here, but what if there were multiple shortlists, one of which being a default "Trade Bait" shortlist. Then have the option to automatically add/remove players from that list when stories come out about them. It could give the day-to-day players some immersion of media interaction, but still automatically provide a list of players for those looking for the automation.
__________________
"It is a haunted game in which every player is measured against the ghosts of all who have gone before. Most of all, it is about time and timelessness, speed and grace, failure and loss, imperishable hope - and coming home." Ken Burns, Baseball |
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#34 | |
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All Star Starter
Join Date: Feb 2005
Location: California
Posts: 1,413
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#35 | |
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Minors (Rookie Ball)
Join Date: Jan 2002
Location: Greeley, CO
Posts: 25
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#36 |
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Minors (Rookie Ball)
Join Date: Jan 2002
Location: Greeley, CO
Posts: 25
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I agree that the shop a player was a good way to rip teams off in earlier versions so I never really used it. Maybe instead of actually offering players they'd trade if could just tell you if the team is interested in your player. At least you'd know what teams you should be negotiating with.
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#37 | |
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All Star Starter
Join Date: Feb 2005
Location: California
Posts: 1,413
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#38 | |
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Minors (Rookie Ball)
Join Date: Jan 2002
Location: Greeley, CO
Posts: 25
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#39 | |
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Minors (Single A)
Join Date: Apr 2006
Posts: 78
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I hope this can happen in the future. |
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#40 | |
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Hall Of Famer
Join Date: Jun 2006
Location: All alone
Posts: 12,603
Infractions: 0/1 (1)
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There's a really easy solution for this. SI needs to bring back both the trading block and shop player as options that are off by default. This will make everyone happy, as those who love them can use them and those who don't want them can just never turn them on.
The "you can use the shop player option to rip off the AI" argument doesn't hold any water, because you can do that now in OOTP 2006 if you want to by hitting "Force Trade."
__________________
__________________ Quote:
Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support. |
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