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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#61 |
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All Star Reserve
Join Date: Mar 2003
Posts: 599
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Do players who play above their ratings tend to see a ratings increase?
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#62 |
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Hall Of Famer
Join Date: Jul 2006
Location: Watertown, New York
Posts: 4,567
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We were assured that this was being lobbied for in beta for 2007, but apparently it fell by the wayside, as so many other things did.
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#63 | |
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Global Moderator
Join Date: Nov 2002
Location: Queens, NY
Posts: 9,848
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There is no way to look at all the players in the league and simply sort them to find out who has the highest ratings. You can do it for a single scout, but no single scout (usually) has all the players, so there is no way to avoid switching back and forth. I want either an average score or the ability to use the most recent score (the latter is actually my preference) when sorting a list.
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My music "When the trees blow back and forth, that's what makes the wind." - Steven Wright Fjord emena pancreas thorax fornicate marmalade morpheme proteolysis smaxa cabana offal srue vitriol grope hallelujah lentils |
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#64 | |
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All Star Reserve
Join Date: Mar 2003
Posts: 599
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Quote:
I like to scout the league with my head scout and have my 2nd scout scout my organization as much as possible. However, when I see my teams ratings, I'm seeing what my head scout thought a year ago rather than what my 2nd scout thinks now. |
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#65 |
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Hall Of Famer
Join Date: Aug 2003
Posts: 10,511
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How scouting should be modeled is something that received a great deal of discussion while in beta. At issue is that opinion on what the vision/scope of the process should be varies widely. Personally, I want a much higher-level function. Others want the immediate detail of individual scouts, pretty much as coded. Others want various levels in between. I don't know that there is a solution that serves everyone's desire.
In the end, for me, I just turn them off and let the development engine provide all my "scouting variance." I find it's just as unreliable as using the scouts, but saves me a ton of labor.
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#66 |
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All Star Reserve
Join Date: Jun 2002
Location: Madison, WI
Posts: 867
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Well, I see nothing wrong with sending more than one scout around to evaluate a guy i'm particularly interested in or having different guys visit a team's minor-league organization over the course of a couple of years. I wish that the scouts' ratings could be averaged (although seeing the scatter in evaluations is useful too), but I enjoy using the scouts.
Last edited by thbroman; 03-25-2007 at 09:27 PM. |
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#67 |
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Major Leagues
Join Date: Mar 2002
Posts: 330
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I would still like to see a good explanation as to why my top two scouts not only get these players wrong, but agree almost exactly on all of them in their wrongness, while my inferior scouts agree in their accuracy. That should not happen. It sounds to me like there's a glitch somewhere, some dependency where their shouldn't be one, like that old bug where free agents would either agree or not agree to talk to your organization in distinct blocks (i.e. if free agent A didn't like your team, FA B wouldn't either, and if he didn't like the another team, FA B wouldn't either).
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#68 | |
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Bat Boy
Join Date: Jun 2006
Posts: 17
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#69 |
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All Star Reserve
Join Date: Mar 2003
Posts: 599
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in order to convince anyone that is a bug, you are going to have to increase your sample size by more than a handful of players. It could just be an anomaly
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#70 | ||
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Hall Of Famer
Join Date: May 2004
Posts: 10,675
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Quote:
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#71 |
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Minors (Rookie Ball)
Join Date: Apr 2003
Posts: 30
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Yeah, scouting is not fun. It's a bunch of tedious micromanagement that doesn't even really provide a gameplay reward for the player. Having to manually direct 6 scouts just to get a marginally accurate (maybe, if you're lucky) report on a prospect is silly. Why not 15, or 100? I could just turn the scouting feature off and be in the same position without having to go through the constant supervision of scout tasks. I have seriously spent far more time poring over scout assignments and reports than I have on other GM-related tasks, and I have almost nothing to show for that effort. I'd have been much better off just auto-drafting and signing proven free agents instead of hunting for prospects and trying to build the farm system.
I would propose several changes to the system: - Have the scout supervision oriented more around specific needs: I need to know about the draft prospects. I need to know how my top 25 minor league prospects are doing. I need to find a major-league ready 3rd baseman to trade for. etc. - Have a scouting director take care of the nitty-gritty details of assigning scouts specific jobs. You can micro-manage them if you want, but you should just be able to give them a general assignment and a time frame (the longer the time, the more accurate the report) and have them do everything that's needed. - Have the scouts make the rounds on their own if you don't give them an assignment. - Tune scouting so that max-potential studs don't turn into minimum-rating busts so often. |
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#72 | |
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Hall Of Famer
Join Date: Jun 2003
Posts: 5,029
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#73 |
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Minors (Double A)
Join Date: Mar 2005
Posts: 117
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This doesn't make the process of drafting and signing prospects too easy? Is the development engine random enough so that your stud prospect still may not develop?
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#74 |
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Hall Of Famer
Join Date: Jun 2003
Posts: 5,029
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#75 | |
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Hall Of Famer
Join Date: Aug 2003
Posts: 10,511
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For example, the deveopment engine is ultimately responsible for those late-round draft picks who make the Hall. It's also responsible for a majority of 1st round picks who bust, even with scouts on. |
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#76 | |
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Hall Of Famer
Join Date: Jun 2004
Posts: 4,332
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Quote:
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2 Wild Cards, 11 Division Champs, 4 League Champs, 3 World Champs, and 3 Best GM awards Baseball Maelstrom - New York Mets - 180-149 .547 Corporate League Baseball - Coke Buzz - 889-649 .578 Western Hemisphere Baseball League - Santiago Saints - 672-793 .459 Record - 2428-2271 .517 |
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#77 | |
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All Star Starter
Join Date: Apr 2003
Location: Massachusetts
Posts: 1,179
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As for averaging, it may not be ideal, but you could export the reports by scout into Excel and then combine them. I've done some Excel analysis with data from OOTP so far. I select the report I want, click "Write report to disk" which, for some reason, opens it in an external browser (bug?), right click at select "Export to Excel" and go from there. Using cut and paste you can merge the data, create some formulas, and get averages. Yes, more work that if the game did it for you, but if you want to really analyze a draft pool, it may be worth it. cbbl |
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#78 |
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Minors (Rookie Ball)
Join Date: May 2002
Location: Rochester, NY
Posts: 28
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I think using excel is a good idea. I use it from time to time to look at player data.
The other way is to look at each player's scouting report where the average is given along with the ratings from each scout that looked at that player. This also is more work. So, we can put the work into it one way or the other. Another outcome of doing the legwork is to get to know our scouts. I have not done enough to know if the game works this way, but I seem to be noticing trends: one scout, despite being a very highly rated scout of potential, consistantly over-estimates potential but is very accurate with current ratings. Another scout, with a lower skill in this area, is closer to reality in his potential ratings. Rather than simply not trusting my scouts, I am discovering which ones I can trust in which circumstances. I then try to keep these scouts employed for as long as I can. Again, I am not sure the game works this way and maybe I am attributing too many characteristics to scouts, but it seems to be working. |
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