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Old 01-26-2009, 03:12 PM   #61
MidKnight
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FA Compensation

I'll roll with the "FA compensation is broken" example. As is, there lies two main problems with compensation:
  1. The first is a result of the game's in-game arbitration system. Namely, there is no ability to offer outgoing Free Agents a one-year arbitration deal. Currently, the only arbitration system in the game is that for those who have little service time. In reality, teams can offer arbitration to players whose FA contracts have run out. If the player accepts, then he returns to the team on a one-year deal. The amount is to be debated between the two sides, and if no agreement is reached then goes to arbitration hearings. This is likely a bit too complicated for OOTP at the moment, and instead a salary that the computer determines (ala the current arbitration) would work. If the player refuses, then (and only then) the team that offered it is eligible for compensation picks.

    This helps enforce parity and allows for lower market teams to have a chance at retaining a player for a year. Teams do run the risk of an unwanted player being offered arbitration (due to the desire for compensation) only to have him return.

    Brief arbitration primer: How Baseball Arbitration Works: MLB Rules Governing the Eligibility and Process of Arbitration

    There is no need to make OOTP's arbitration system complicated, but allowing teams to offer arbitration to outgoing free agents is a fundamental process in modern MLB, and is crucial to how the compensation system works.

  2. No supplemental rounds are currently implemented. The system of supplemental rounds helps make up for the fact that the lower half of the draft is protected for compensation.

    The system works like this: if an "A" ranked Free Agent is signed (and had been offered arb by his old team), then the team that previously had the player gets the signing team's first round draft pick AND a pick created in the first supplemental round - - sandwiched between the first and second rounds. If the signing team did poorly and has "protected" first-half draft picks, then the team that lost the player gets the first round supplemental pick and a SECOND round draft pick of the team that signed him.

    If a "B" ranked Free Agent is signed, then the signing team forfeits nothing, but the team that originally lost the player to FA gets a first round supplemental pick.

    Primer: Free Agent Compensation: MLB Rumors - MLBTradeRumors.com
These may not seem like major issues at first glance, but they are integral to how teams sign and build, which affects the amount of parity and planning in the league.

Edit: Clarified ambiguity. Thanks, Jaxxvain!

Last edited by MidKnight; 01-28-2009 at 02:24 AM.
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Old 01-26-2009, 03:22 PM   #62
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Originally Posted by Curtis View Post
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.
Then, the "broke" part of it is that it's not real life. The enhancement would be to make it an option as to whether to have the manager run the game as it is IRL or to try and win.

Personally, I prefer to see all the players play. It's an exhibition, not a real game.
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Old 01-26-2009, 03:36 PM   #63
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Originally Posted by PhillieFever View Post
This is awesome news Markus.Here's my list.

In game managing-As of now,AI managers do not call a good game of baseball,here's some of the things I've noticed while playing out(one pitch) my games(over 600 of them)

-the AI needs to play their defense in when the situation calls for it.Way too many times late in games(from the 6th inning on) I was able to take the lead or tie the game on a simple ground ball which would have been avoided had the AI played his defense in(basic example)



-Intentional walks are given out way to frequently,I've even seen the AI inentionally walk the tying or winning run late in the game.

-The AI's baserunning/base stealing is way too aggressive late in games,with a lead or without this needs to be toned down.

-In close games,the AI will pinch hit/run for superstars who should not be taken out as well as for players that they don't have suitable replacements for in the field.

-Another problem is lineup choices.Way too often the AI will start a guy at a position that he has no experience at while there is a suitable player on the bench.I can't tell you how many times that the Dodgers started Jim Lefebvre at SS(rating 2) when Maury Wills was on the bench(16)

-The current injury model seems to me to have not enough short term injuries(two weeks or less,a week or less) and way too many long term ones.Injury log has the evidence to corroborate this(I think)

-Another thing has to do with rain delays,something weird is going on here.In OOTP 8 you would get PBP lines saying still raining... until it stopped letting you know there was a delay.Now in OOTP 9 that dosen't happen and you're never informed of a rain delay which causes you to be unprepared when you pitcher suddenly becomes exhausted out of the blue.

Thats pretty much it for now,if I see anything else,I'll list it as I go.

T
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Old 01-26-2009, 03:37 PM   #64
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Originally Posted by MidKnight View Post
I'll roll with the "FA compensation is broken" example. As is, there lies two main problems with compensation:
  1. The first is a result of the game's in-game arbitration system. Namely, there is no ability to offer outgoing Free Agents a one-year arbitration deal. Currently, the only arbitration system in the game is that for those who have little service time. In reality, teams can offer arbitration to players whose FA contracts have run out. If the player accepts, then he returns to the team on a one-year deal. The amount is to be debated between the two sides, and if no agreement is reached then goes to arbitration hearings. This is likely a bit too complicated for OOTP at the moment, and instead a salary that the computer determines (ala the current arbitration) would work. If the player refuses, then (and only then) the team that offered it is eligible for compensation picks.

    This helps enforce parity and allows for lower market teams to have a chance at retaining a player for a year. Teams do run the risk of an unwanted player being offered arbitration (due to the desire for compensation) only to have him return.

    Brief arbitration primer: How Baseball Arbitration Works: MLB Rules Governing the Eligibility and Process of Arbitration

    There is no need to make OOTP's arbitration system complicated, but allowing teams to offer arbitration to outgoing free agents is a fundamental process in modern MLB, and is crucial to how the compensation system works.

  2. No supplemental rounds are currently implemented. The system of supplemental rounds helps make up for the fact that the lower half of the draft is protected for compensation.

    The system works like this: if an "A" ranked Free Agent is signed (and had been offered arb by his old team), then the team that signed him forfeits their first round draft pick AND a pick in the first supplemental round - - sandwiched between the first and second rounds. If the signing team did poorly and has "protected" first-half draft picks, then instead they forfeit their first supplemental round and a SECOND round draft pick instead.

    If a "B" ranked Free Agent is signed, then the signing team forfeits nothing, but the team that originally lost the player to FA gets a first round supplemental pick.

    Primer: Free Agent Compensation: MLB Rumors - MLBTradeRumors.com
These may not seem like major issues at first glance, but they are integral to how teams sign and build, which affects the amount of parity and planning in the league.
Seconding the FA compensation. These fixes would make me use the feature.
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Old 01-26-2009, 03:59 PM   #65
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It's been mentioned by a few people before, but there should be less (or almost none above high school) left handed middle infielders.

Also, I once saw a team's lineup made up entirely of lefties and switch hitters. That shouldn't happen.
I wrote myself a note about item 2 just the other day. I was playing out a game and my opponent had lefties batting 1 thru 5. Definitely shouldn't see that happen.
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Old 01-26-2009, 04:01 PM   #66
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I would like to see more of a negative influence if you take a player to arbitration. Teams and players both do about anything to avoid arbitration IRL and there is a reason for that. Taking a player to arbitration should lessen any preference he might have for your team (of course the effect would be bigger if you went through arbitration several times).

Last edited by markprior22; 01-26-2009 at 04:03 PM.
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Old 01-26-2009, 04:04 PM   #67
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That's outrageous. There's no excuse for not fixing that.
http://www.ootpdevelopments.com/boar...ll-exists.html
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Old 01-26-2009, 04:06 PM   #68
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Quote:
Originally Posted by Solonor View Post
Then, the "broke" part of it is that it's not real life. The enhancement would be to make it an option as to whether to have the manager run the game as it is IRL or to try and win.

Personally, I prefer to see all the players play. It's an exhibition, not a real game.
I like your enhancement. In my mind the 'broke' part of it IS the real life part. With this change you could model either 'real life'^ OR 'as it should be'.*

^= an exhibition
*= 'how Curtis thinks it should be', which is a real game

Last edited by Curtis; 01-26-2009 at 05:02 PM. Reason: decided the word 'circus' wasn't adding anything to the discussion
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Old 01-26-2009, 04:07 PM   #69
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The AI in general needs to handle its pitching staff better. I see games where the starter is yanked very early and the entire bullpen is already tired. Two things that would help are 1) making the starter stick it out longer and 2) calling up minor league pitchers if the bullpen is completely trashed.
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Old 01-26-2009, 04:30 PM   #70
cuervo72
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1. Please include Work Ethic and Intelligence on the player html. These seem to be semi-important for dev, so it would be nice (especially for online leagues) to have these appear.

2. History Team Year

"Last 2 columns are Fielding Percentage and Range Factor (except Catcher where last column is Runners Thrown Out Percentage)" - this is false; the report shows the same stats for Catchers as is shown for IF and does not show RTO or RTO%.

3. Dev for players who changed to/from P. If you "convert" a P to a position player, he will not receive bad dev. His ratings may improve though. This could be a loophole; convert a pitcher with high talents to a position player to eliminate dev risk.
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Old 01-26-2009, 04:38 PM   #71
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Sometimes, I like to play with 25+ man rosters. However, the AI teams do not appropriately allocate a proper ratio when increating the roster space.

For instance, if a 25 man roster, it's usually 14 hitters 11 pitchers or a ratio of 56/44

When changing it to 30, it will just increase the hitters from 14 to 19. After some research, 95% of the time, it will be 19 hitters - 11 pitchers. I've seen 18-12 on a small occasion.

Not a huge issue, but maybe having the AI go by a roster ratio when having a pro roster in excess of 25.

In my 30 man rosters, I would have liked to see the AI have more of a 16/14 or 17/13 roster ratio.
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Old 01-26-2009, 05:17 PM   #72
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Spring training is broken, not having the ability to have non-roster invitees and forcing all spring training players to be on the 40 man roster makes spring training unrealistic.
I agree with the very first post, there needs to be a way to undo changes. I also play out all games and the most frusterating thing is to be in the 13th inning of a 3-3 game and while trying to pinch hit for my pitcher I accidently drag my last bench player over my 8th slot hitter. Then the only way to undo this is to purposely crash my pc. To go along with this would be the ability to restart a season. I worked for months creating perfect rosters last year. I played a few games and wanted to make some tweaks and start the season over. Soon enough I found out that was impossible to do unless I wanted to start everything over. To be honest, I have played the game very little since. These small changes / additions would improve the game tremendously.
Thanks for listening
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Old 01-26-2009, 05:18 PM   #73
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When playing an MLB type structure that also incorporates foreign pro leagues (like the ***), foreign free agent staff move between leagues far too freely. Granted this is largely a cosmetic issue but for people that like some measure of realism, it is disheartening to see multiple GM's and managers of MLB teams hired from foreign leagues. I've tested it repeatedly and within several years, at least 25-33% of important staff positions are from non-MLB leagues. It is big enough news when an MLB/American manager takes the helm in Japan, imagine the news that would be generated in the US if a Japanese manager would take control of a club here?

Please treble down the frequency with which this happens.
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Old 01-26-2009, 05:19 PM   #74
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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.
+1, please, please, please!
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Old 01-26-2009, 05:21 PM   #75
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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.
Not meaning to be overly harsh on Markus, but the database structure is full of 'flaws' - but that'll be low on the list because people don't see it. I gave up making suggestions on how to improve the database because it won't happen.
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Old 01-26-2009, 05:41 PM   #76
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A few off the top of my head:

- When you move fences in, home runs do not increase. When you move fences out, home runs do not decrease.

- Speed and Steal do not work in logical fashions. Speed does not influence success rate to any statistical degree. Steal does not influence a player's ability to get a jump. If anything I would think these would be reversed, but I would expect success to be a combination of speed and savy, with speed being dominant.

- Velocity does not influence a pitcher's strikeouts.

- The number of pitches a pitcher has does not influence his role.

- Pitcher's Hold rating does not reduce SB success rates (though it does reduce attempts).

- Player creation and growth is strange. Wish I could be more specific.

- Position conversion doesn't work right.

- Defense is also weird, but without more sophisticated tools it's too hard to figure out what's wrong.

- Players peak at 25. Roughly.

- Almost no 19 year-olds created in a draft class.

- AI drafts almost all the pitchers in the later rounds -- generally because pitchers are created with low talents, then develop up. Most pitchers of any value in a draft class are MR, which is obviously wrong.
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Old 01-26-2009, 05:47 PM   #77
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Fix Minor League Stats

I'll second the request for fixing minor league stats. I don't use the minors because pitchers are far too dominant.

I'm not sure why it's coded that way and hope there's an easy fix. I would prefer to use minors rather than the reserve roster. But the crazy stats bother me.

Thanks for inviting comment! Much appreciated.
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Old 01-26-2009, 05:51 PM   #78
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A few off the top of my head:

...

- Player creation and growth is strange. Wish I could be more specific.
LOL. I think I've seen a few specifics posted somewhere.

Thanks for your research on those issues. I used your research to set my player development settings. Good to see you posting.
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Old 01-26-2009, 05:54 PM   #79
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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.
No, you misunderstand the bug. Regardless, it was verified fixed way back in version 9.0.23 and so isn't a worry now.
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Old 01-26-2009, 06:08 PM   #80
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It's been mentioned by a few people before, but there should be less (or almost none above high school) left handed middle infielders.

Also, I once saw a team's lineup made up entirely of lefties and switch hitters. That shouldn't happen.
How someone bats isn't the issue. Plenty of players (although mostly outfielders) throw right and bat left; Ty Cobb and Ted Williams come to mind. So how a lineup stacks up has little to do with whether a team's infielders are throwing lefty.
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