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Earlier versions of OOTP: New to the game? A place for all new Out of the Park Baseball fans to ask questions about the game.

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Old 05-11-2007, 05:32 PM   #1
Essekks
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Annoyances

This game is so addictive (had it for 1 week now) that I only get 4 hours sleep! Sure beats any of those EA sports games with inflated stats.
I have come across some little annoyances/questions that probably are easy to solve, so please offer any suggestions your have: (I am playing a historical season 1977)

1) In the "Minor League Report" It shows the stats and the recommendations for players at each level, but includes players that I have since demoted or moved up to another level. Is there a way to only show who is at that level?

2) When I generate a photo for the minor leaguers and fictional players, I seem to keep getting the same 4 or 5 faces. Are there any MODs (besides the beard one) to expand the database of faces (Id love to get a few dreadlocked guys or long haired guys or mulletts, etc).

3) Scouting reports dont seem to really tell me whole lot about a player. Is scouting a player simply just another "opinion" of the player's ratings?

4) What can I do from a coaching standpoint to improve my prospect's ratings at a more rapid pace (ie: power, speed, etc)?

5) Why would a minor leaguer who is hitting over .340 with regular playing time in AAA be noted as "Overmatched in AAA"?

6) How much impact does the little icon "in a slump" or "hot" really have? It doesn't seem to matter based on the performances I have seen.

Thanks in advance for any insight you can provide.
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Old 05-11-2007, 06:48 PM   #2
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2) Long hair, zztop beards, etc. are not available for 2007, but some effort is being put into making them available for 2008. For this first generation of the FaceGen system (first for this game) the hair is 'painted' on, thus there can't be much of it.

3) As far as I can tell, yes.

4) Keep your players at the appropriate level, make sure they get playing time (not neccessary in the majors, but decidedly so in the minors), and give them the best coaches you can find.
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Old 05-12-2007, 12:00 PM   #3
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Oh i need to add an anoyance to this list.

7.Whe your team or AI's team is up by more the four or more runs and the team that is behind hits a double why does the leading team always intentionaly walk the next hitter? Why would they put on more runners when they are ahead it befuddles me.
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Old 05-13-2007, 07:42 PM   #4
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Oh i need to add an anoyance to this list.

7.Whe your team or AI's team is up by more the four or more runs and the team that is behind hits a double why does the leading team always intentionaly walk the next hitter? Why would they put on more runners when they are ahead it befuddles me.
To setup a force play at any of the bases.
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Old 05-13-2007, 07:46 PM   #5
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To setup a force play at any of the bases.
Thats just stupid to me if i am already ahead by four or more runs why would i put more men on base and let the other team hit a 3 run homer to put them back into the game.That being said in a tie game i agree but not when you are winning you just dont do that.
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Old 05-13-2007, 08:45 PM   #6
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Thats just stupid to me if i am already ahead by four or more runs why would i put more men on base and let the other team hit a 3 run homer to put them back into the game.That being said in a tie game i agree but not when you are winning you just dont do that.
I can throw the same logic. Why would you put more men on base on a tie game and let the other team hit a 3-run tomer to let them take the lead by three? You just have to hope that the pitcher gets the next batter out.
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Old 05-13-2007, 09:12 PM   #7
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Oh i need to add an anoyance to this list.

7.Whe your team or AI's team is up by more the four or more runs and the team that is behind hits a double why does the leading team always intentionaly walk the next hitter? Why would they put on more runners when they are ahead it befuddles me.
I saw this happen repeatedly during beta testing. The AI manager has an obsession with using an intentional walk to set up a double play possibility . . . even when it brings the tying run to the plate. I complained about it over and over and over again. Obviously, my complaints fell on deaf ears.
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Old 05-14-2007, 03:00 AM   #8
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Walking more batters when your up four is a no-no.

Does the AI always do this?

Would be a good idea to report it anyways as it's common sense to not walk more batters intentionally when given a lead like that.
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Old 05-15-2007, 10:38 PM   #9
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The AI manager has an obsession with using an intentional walk to set up a double play possibility . . . even when it brings the tying run to the plate.
The Mets intentionally walked the potential winning run in order to set up a double play during a game last week. It worked… that time — no double play, but they did get out of the inning with no damage. (shrugs) I wouldn't do it, but it's not my call.
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Old 05-15-2007, 11:27 PM   #10
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It doesn't happen all the time, so it may be related to AI manager strategies. One click too far to the aggressive side, and the AI manager goes nuts?
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Old 05-16-2007, 01:50 AM   #11
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An intentional walk in the sixth inning with nobody out is insane. That should probably be reported as a bug.
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Old 05-16-2007, 07:42 AM   #12
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Quote:
Originally Posted by Inside Corner View Post
Oh i need to add an anoyance to this list.

7.Whe your team or AI's team is up by more the four or more runs and the team that is behind hits a double why does the leading team always intentionaly walk the next hitter? Why would they put on more runners when they are ahead it befuddles me.
Simple answer: the strategy slider for intentional walks is set too high for the inning/score combination of that game.

Solution: Move the slider towards "infrequently" or "almost never". See page 219 of the manual.
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Old 05-16-2007, 09:21 AM   #13
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Simple answer: the strategy slider for intentional walks is set too high for the inning/score combination of that game.

Solution: Move the slider towards "infrequently" or "almost never". See page 219 of the manual.
The first thing I do with a new game now is to move the intentional walk sliders all the way to the left. Problem is, there are too many strategy screens for each team, so I wind up hitting the "make same for all situations" options, and I don't think I really want to do that. The default strategy simply has far too many intentional walks.
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Old 05-16-2007, 12:42 PM   #14
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3) Scouting reports dont seem to really tell me whole lot about a player. Is scouting a player simply just another "opinion" of the player's ratings?
Yes, but that can be very important, especially when judging prospects- if your scouts agree, the prospect is a safer bet than when one scout loves a guy, the rest don't (very common in the draft).

In a distant OOTP future, I would love to see intricate text-based scouting, things like 'good glove, shame about the bat', 'smart guy, can't play, might make the pros as a manager', or 'has all the tools, dumb as a bag of nails, probably uncoachable', something that gave players a bit of personality, maybe a bit like reports you'd get in real life. Would be a nightmare to code, I'm sure, but would be tons of fun.

As for slumps and streaks, I've seen superstars go icecube cold all season and end up with miserable stats, so I get the impression they modify performance- can't say for sure though!
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Old 05-18-2007, 10:21 AM   #15
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Can somebody NHL EHM?
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