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Old 01-26-2009, 01:42 PM   #41
Malleus Dei
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Quote:
Originally Posted by Solonor View Post
These are just things missing that we used to have in 6.5:

-An editable record book that kept team and rookie records.
-News stories that mentioned when a player broke a team record.
-News stories referring to in-game records (like most strikeouts in a game).
-Ability to set the leaderboard minimums to whatever you want.
-Ability to broadcast a game in progress to a web page.
-Option to have the sim stop and take you to a game in-progress where there's a chance of a no-hitter or some historic milestone
-Ability to define your preferred pinch hitters vsL and vsR
-Ability to get all your players into spring training without screwing around with Active/40-man Roster (even though the spring training was vastly different)
-On screen cues as to who the AI thinks you should promote/demote without having to run a report (i.e., the little red/green arrows)
-Ability to hold/send baserunner at 3B on sac flies and hits to the OF.
-Strategic one-pitch mode
-Being able to edit the text files (names, injuries, nations, cities) files at any time, and have them take effect, so you can correct errors or add stuff. (Those reload options in the current version still don't work.)
-Being able to set your own Promotion Days

And, of course, the OOTP5 ability to enter stats and have it come up with the ratings for the player.

But if you're talking stuff that exists vs. stuff that's missing, I'd still have to go back to rosters and situational awareness.

Rosters (not even going into historical details):
-There should be no requirement for Active or 40-man in Spring Training.
-There should be a Playoff Roster that respects the rules for playoff rosters (i.e., only players that were on the regular season roster on Sept 1, substitutions only allowed between playoff series for injuries, etc.)

Situational awareness:
-The AI should know whether a game is important enough to screw around with the pitching rotation to put the best pitcher on the mound even if it's not his turn or to have him available in the bullpen if it's a do-or-die scenario.
-The AI should know that the team has already clinched a playoff berth and to rearrange the pitching rotation so that the ace of the staff will start Game 1 of the playoffs if possible.
-The AI should know how to handle the All-Star Game and make efforts to get all the players into the game if possible.
-The news system should report on the pennant races and who won the American League Championship (there should be reports during the playoffs like the game actually knows there's playoffs going on, too).
-The news system should report when someone breaks a record (career or season), not just hitting certain milestones.
All of those things need to be fixed in the next version. The priority, of course, should be on getting the lost features back in the game - features which should never, ever, have been taken out tin the first place.

The number one priority of all should be the ability to create a player by entering only stats. The fact that this isn't in the game is outrageous.
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Old 01-26-2009, 01:44 PM   #42
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Originally Posted by Markus Heinsohn View Post
I disagree here... pitchers with endurance of 25+ should be viewed as potential starters. You can use them as well, not just the AI. The point here was to create pitchers who could start, and if their skills are good enough, the AI should and will use them as starters...
If this is the case, then I would like to see any pitcher with an endurance of 25+ be labeled a starting pitcher in the amateur draft. Let the AI move them into roles based on ability after that. This would make things a lot more realistic for leagues in which we play with ratings off (their given role doesn't really matter if we can see the endurance rating).

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Originally Posted by Laser View Post
Too many high quality middle relievers. In every league I play in, it seems that it is way too easy to build a good bullpen. After a few seasons of play most teams will have a closer and 4 middle relievers rated at least 50 current or 70 potential (using 20-80 rating scales).

I think this plays into the same problem. If endurance at 25+ means a guy can start, then if they have good enough ratings for their level they should see themselves as starters. Thus they would, at least initially, be looking for starter money.
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Old 01-26-2009, 01:48 PM   #43
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That text output can not be derived fully from the database. A player doesn't have an injury or contract history in the database, only in the text file for themselves. All output in the game should be derivable from the source database.

The ratings rollover at 255 is a major flaw. Set a player to be max (or near max) and there's a chance that one of the vsL or vsR rating will reset to near 0 messing the player up totally.
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Old 01-26-2009, 01:52 PM   #44
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The ratings rollover at 255 is a major flaw. Set a player to be max (or near max) and there's a chance that one of the vsL or vsR rating will reset to near 0 messing the player up totally.
What? There's no excuse for the 255 limit bugaboo to still be around. Hard drive space is cheap and plentiful, it's well past time to raise the data storage quotas.
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Old 01-26-2009, 01:55 PM   #45
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Markus:

Don't forget to finally make every single sort sticky and to finally give us a group select, a group move, and a group delete function.
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Old 01-26-2009, 01:57 PM   #46
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Originally Posted by Malleus Dei View Post
What? There's no excuse for the 255 limit bugaboo to still be around. Hard drive space is cheap and plentiful, it's well past time to raise the data storage quotas.
It doesn't have anything to do with the data type (unless he actually wanted to increase the rating range). It is an error checking problem that allows the rating to be "increased" over the number 255 causing the rollover. A larger data type shouldn't be needed to fix this problem. It may take quite a bit of work to completely fix this, though, depending on the design.
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Old 01-26-2009, 01:58 PM   #47
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Originally Posted by Malleus Dei View Post
What? There's no excuse for the 255 limit bugaboo to still be around. Hard drive space is cheap and plentiful, it's well past time to raise the data storage quotas.
That was fixed for things like RBI, etc, but the fundamental ratings still seem to rollover. I'll find a link to the thread about it when I get the chance.
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Old 01-26-2009, 01:58 PM   #48
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That was fixed for things like RBI, etc, but the fundamental ratings still seem to rollover. I'll find a link to the thread about it when I get the chance.
Right. Those were data type problems. I don't think those are around anymore.
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Old 01-26-2009, 02:12 PM   #49
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Here's some actual game footage of one of the problems I'd mentioned in my post.This is Ken Reitz playing 2B for St.Louis with a rating of 1 when Mike Tyson(not the ear chewer) a 17 rated 2B is 100% healthy and on the bench
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Old 01-26-2009, 02:16 PM   #50
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Here's another one of the problems I'd mentioned.it's the top of the 9th and St.Louis leads 1-0.In their at bat they use 2 pinch hitters and a pinch runner,and by doing that they weakened their fielding at 2 positions while improving at another,not something you want to do in a close game.
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Old 01-26-2009, 02:27 PM   #51
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Quote:
Originally Posted by Eugene Church View Post
Please fix the Hard-Code PBP typos and errors.
All of them are listed and corrections are suggested in this very lengthy thread posted by the Text Team on the Beta Forum last year:

http://www.ootpdevelopments.com/boar...oded-text.html

This is not a technical flaw, but it is a flaw not to have all of the basic plays of a baseball game in the game.

In the Hard-Coded PBP, corner outfielders and shortstops need to be programmed to catch a foul ball. I have seen a second baseman, catcher, first baseman and third baseman catch a foul fly, but none of the others.

However, the Text Team did purposely put it in a fly ball category several times so the corner outfielders would finally catch a foul ball. It should be in the Hard-Code PBP.

Not all infielders drop throws. I think I have seen a second baseman drop a throw and a first baseman... maybe a pitcher at first base. But the other infielders and catcher need to drop a throw on a force out.

Have an infielder, pitcher or catcher throw late to a base on a ground ball or bunt. They should also commit an error on bunts, either fielding it or throwing it away.

Have an infielder, pitcher or catcher drop a bunt that is popped into the air.

An occasional three-base or four-base error... where an outfielder boots the ball and it gets by him and goes deep to the wall, allowing the runner to get to third or circle the bases.

Two errors on the same play: the infielder makes a wild throw to first, it gets by the first baseman, he retrieves it and throws the ball away trying to get the baserunner at second or third base. In another play, the right fielder could retrieve the ball and throw it away, too.
This is helpful, Eugene. May I point out one mistake, though? Corner outfielders DO catch fly balls in foul territory. The text team did NOT create a special category. Markus added these plays to pre-existent flyball categories. He deserves the credit for that.
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Old 01-26-2009, 02:38 PM   #52
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-The AI should know how to handle the All-Star Game and make efforts to get all the players into the game if possible.
I agree with your entire post, except for this point. It would be realistic, but I hate this in real life (it's one of the reasons I refuse to watch the ASG today — it's no longer a game, it's a circus). I'd much rather that the AI managed to win.

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The number one priority of all should be the ability to create a player by entering only stats. The fact that this isn't in the game is outrageous.
Second, but I'm not sure this (or the group select/delete stuff) meets Markus' criterion for this thread, since they would be new features.
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Old 01-26-2009, 02:41 PM   #53
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I would like to be able to edit a league's database to be able to remove defunct teams/leagues. During league creation you may add and remove teams a number of times before settling on the exact setup you want. The problem is that "deleting" a team in the setup doesn't necessarily remove it from the database. What ends up happening is that your league files get filled with "ghost entries" that literally haunt you for the remainder of your league's existence since there's no way to remove them. A simple user interface that allowed us to dig into the database and edit/remove these entries ourselves would be most welcome.
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Old 01-26-2009, 02:41 PM   #54
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That was fixed for things like RBI, etc, but the fundamental ratings still seem to rollover. I'll find a link to the thread about it when I get the chance.
That's outrageous. There's no excuse for not fixing that.
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MD has disciples.
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Old 01-26-2009, 02:42 PM   #55
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Second, but I'm not sure this (or the group select/delete stuff) meets Markus' criterion for this thread, since they would be new features.
You really want to argue with me and take the position that these things are not fundamental flaws that should have been in place versions and versions ago?
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Old 01-26-2009, 02:46 PM   #56
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Originally Posted by Malleus Dei View Post
You really want to argue with me and take the position that these things are not fundamental flaws that should have been in place versions and versions ago?
No one wants to argue with you MD... he's just pointing out what Markus stated this thread was for

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Note: This is NOT a thread to suggest NEW features... please stick to fundamental parts (AI etc.) which are already in the game and you feel do not work properly. Please don't forget to back up your claims and give me a detailed problem description
When you read through this topic, there are just as many suggestions for new things as there are actual flaws for current features.

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Old 01-26-2009, 02:51 PM   #57
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I have always felt the baserunning is way too station to station with 2 outs. Way too often a runner on second with 2 outs will fail to score on a single(not an infield single). I have also seen this way too often---runner on 1st, 2 outs, batter singles and the man on 1st stops at 2nd. Next batter singles and the lead runner stops at 3rd. I think the odds of this are very slim. The runners will be moving with 2 outs. I could be dead wrong about the odds of this happening. If I am it won't be the first time.

Thanks for this thread. It only reenforces why so many of us are addicted to your game.
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Old 01-26-2009, 02:55 PM   #58
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No one wants to argue with you MD... he's just pointing out what Markus stated this thread was for
Markus wrote "please stick to fundamental parts (AI etc.) which are already in the game and you feel do not work properly", right?

Player creation is in the game. It doesn't work properly because we can't create players based on just stats.

Select/move/delete are all in the game. They don't work properly because we have to do them for each player one at a time, sometimes for several hundred players, instead of having group select/move/delete capability.

Player ratings are already in the game. They don't work properly because they can roll over.

See? No new features.
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Old 01-26-2009, 02:55 PM   #59
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Tone down stealing of Third Base a great deal. Right now, AI players are trying to steal third WAYYYY too much.
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The AI does steal third at the same rate as real life teams do.
According to this web site: http://members.tripod.com/bb_catcher...olen_bases.htm

from 1957-2007, 87.8% of attempts were of second base, 10.16% were of third and 2.04% were of home, which means that there should be just short of nine attempts at second for every attempt at third. I'm not seeing that.

The same page has interesting statistics on catcher pickoffs at various bases (fewer than half were at first base) and on stolen base success rates at various bases (attempts at third are more likely to succeed than attempts at second).
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Old 01-26-2009, 02:58 PM   #60
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These are applicable to on-line play. I don't play solo.
2. When you release a minor leaguer with a major league salary anytime from the end of the minor league season until beginning of free agency, you get charged in player expenses with a portion of the player's salary equal to the number of games by which the major league season exceeds the minor league season. (Nutlaw confirmed and logged this as BZ 1189.)
This should not be considered a bug.

If the player has a major league contract he needs to be on the 40 man roster. As a result, he is paid a major league salary based on the major league season. If you release him before the end of the season you still owe him the balance of his contract.

The way you want it, essentially allows you to pay him less, by releasing him a month before the season ends without consequence. He's only been paid his ML salary from April - August, but ML salaries are prorated by the game through September... if you can release him without penalty in September you've saved a month of salary. The game has it right in my opinion.
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