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Old 02-06-2010, 05:01 PM   #161
StyxNCa
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Originally Posted by ShaneCarson View Post
Since I was not aware that the engine determined the outcome of the play before it determined how the play unfolded, I think that allowing you to determine baserunning decisions would be impossible without a change.
Well change it then. It's assinine to lose games because the AI decides to get a runner tossed out for the 3rd out in a 1-run game in the ninth. This is highly frustrating. Since we can't hire or fire base coaches, sit down in the dugout and talk to a coach or player, then we should have some say over what happens while it's happening.

Sure, we can spend a year or so going through every player and every situation in the team/player settings area but then who would have time to play the game? Besides, from what I have read a few times, when a human manages a team those settings don't come into play. That's only for simmers.

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Old 02-06-2010, 05:03 PM   #162
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lol, you're always a downer.

I try to be just for your amusement. Glad to see my efforts aren't wasted.
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Old 02-06-2010, 05:09 PM   #163
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I am sure the game already takes this into account if you set the baserunning strategy for the team as a whole, and for each individual baserunner...
As I stated before, those settings don't come into play if a team is managed by a human of what I've read in the forums in the past is true

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I also think it adds more of a level of realism anyway as well. A manager is never the one making any baserunning decisions. He merely coaches the team the level of aggression he wants to see out on the field. And even if the base coach gives the sign to either stay or stop, it is still ultimately up to the runner himself whether he stays or goes. Players can be unpredictable. It also adds a level of communications problems as well. If you say "send the runner" like you used to be able to do, the always goes no matter what. This is far from being true IRL.
No it doesn't. We don't have the luxury of human interaction with either coaches or players in the dugout or the locker room nor can we hire or fire base coaches who suck. Everyone talks about IRL but that is a real flimsy way to think when talking about things that do involve human interactions in a real life game. Therefore, the missing interaction needs to be compensated for somehow in the game.
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Old 02-06-2010, 05:19 PM   #164
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I have never understood the value of historical replay, as much as I respect its fans.
I find it most interesting to play with familliar name. The way I do it the fact I know the players doesn't really give me an advantage since all my team players must have played with my team in real life also at one time or another.
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Old 02-06-2010, 05:28 PM   #165
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Originally Posted by StyxNCa View Post
No, I didn't mean the lineup screen before the game starts. I am talking the in-game screen where if you accidentally drop someone in the wrong slot you're SOL. Nothing you can do about it.
Oh, that! Then I totally agree! It is irritating when that happens. Or you grab the wrong person to place into a slot you need for someone coming off the bench.
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Old 02-06-2010, 05:29 PM   #166
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I find it most interesting to play with familliar name. The way I do it the fact I know the players doesn't really give me an advantage since all my team players must have played with my team in real life also at one time or another.
I replay certain seasons because of the memories it brings back of the good things that were going on in my life at the time. It's kind of like disappearing into the past for me.
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Old 02-06-2010, 05:36 PM   #167
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Oh, that! Then I totally agree! It is irritating when that happens. Or you grab the wrong person to place into a slot you need for someone coming off the bench.
I played a 19 inning game once where I ended off using my last pitcher as a catcher because I accidentally dropped another player in the catcher slot after putting my backup catcher in back in the 13th inning. I couldn't use the accidental player as catcher since he was coming in to play LF and I had already put my 2nd to last reliever into the batting slot of the original LF. All I had left on the bench was my closer so he was drafted to catch.

It surprised me that the relief pitcher I had bought in to pitch lasted as long as he did. His endurance said he shouldn't have. Anyway, we lost in the 19th. The other team was stealing on us left and right.

At the time I said a few choice words aimed at Markus.

I will say this for Markus. Way back he did me a favor by enlarging the lineup slots and I appreciated that since my aim is awful and I was having major problems getting people into the correct slot.

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Old 02-06-2010, 05:44 PM   #168
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I played a 19 inning game once where I ended off using my last pitcher as a catcher because I accidentally dropped another player in the catcher slot after putting my backup catcher in back in the 13th inning. I couldn't use the accidental player as catcher since he was coming in to play LF and I had already put my 2nd to last reliever into the batting slot of the original LF. All I had left on the bench was my closer so he was drafted to catch.

It surprised me that the relief pitcher I had bought in to pitch lasted as long as he did. His endurance said he shouldn't have. Anyway, we lost in the 19th. The other team was stealing on us left and right.

At the time I said a few choice words aimed at Markus.

lol. That is why I try to keep all of my players in for as long as possible. I played 21 innings once, and the opposing team was down to a single RF sitting on the bench. They had to bring him in to pitch. I still had my closer and set-up man left.

Having said that, I do feel your pain in accidently dropping another players into the catcher slot. I actually not only placed a player in the wrong slot, I placed the wrong player in the wrong slot. I picked up the wrong players (a pitcher) and dropped him into the catcher position after my third baseman got injured.

So I had a pitcher in the catcher slot, and a first baseman playing third (had to do that, i had no other back up third basemen at the time.) So, I had to go back, replace the pitcher with my backup catcher. So now I was down by three players: Starting thrid baseman, starting catcher, and a relief pitcher for that game......
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Old 02-06-2010, 06:25 PM   #169
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Since I was not aware that the engine determined the outcome of the play before it determined how the play unfolded, I think that allowing you to determine baserunning decisions would be impossible without a change.
I think that baserunning results are determined after the batting result. That would be, at least, the logical assumption. So the engine determines a hit or out or whatever else for the batter's plate appearance, and then determines the result of any baserunning. This is speculation; I haven't tested to confirm the order of events.
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Old 02-07-2010, 05:43 AM   #170
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I gave up on OOTP as an historical game a few versions back so none of the historical sales pitch hooks me. New stats. Sorry, I don't look at 2/3 of the stats that are there now. The new ones are just more space takers that I wouldn't look at.

The mass select feature is great but isn't worth $30 to me. Now, if you bundle that with the ability to verify lineup changes during a game before making it "official" and add the ability to make baserunning decisions rather than having the AI do it, I may spend $30 but as it is now there is nothing other than the mass select that interests me so let me know when you fix the actual game playing things such as the two examples I've mentioned and I will consider shelling out more money.

These have to do with actually playing the game. They are not bells and whistles or just added junk to use as a sales pitch.
I would bet 99% of the population never looks at some of these stats in real life so why do we need them here. This game already has to many mindnumbing stats as it is, plus some people cant even agree on what some of the stats are for to begin with. I know if some of the things that SHOULD be in a baseball game of this magnitude isn't added I definitely will not plunk down another $30. I also don't agree with someone saying its all about what features are requested. I would imagine the ease of adding a new feature plays a huge part in what gets added and what doesn't.
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Old 02-07-2010, 06:51 AM   #171
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Since I was not aware that the engine determined the outcome of the play before it determined how the play unfolded, I think that allowing you to determine baserunning decisions would be impossible without a change.
The reason why controlling baserunners is not possible (apart from the fact that it would be unrealistic since as a manager you have no control during the play) is that the game screen itself has no connection to the game engine. The way the GUI system works it is technically impossible to have user input while the engine unfolds the play and generates the play-by-play... but maybe I'll find a way around this eventually

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Old 02-07-2010, 06:51 AM   #172
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Originally Posted by Qwerty75 View Post
I think that baserunning results are determined after the batting result. That would be, at least, the logical assumption. So the engine determines a hit or out or whatever else for the batter's plate appearance, and then determines the result of any baserunning. This is speculation; I haven't tested to confirm the order of events.
That's, of course, how it works...
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Old 02-07-2010, 08:33 AM   #173
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I would bet 99% of the population never looks at some of these stats in real life so why do we need them here. This game already has to many mindnumbing stats as it is, plus some people cant even agree on what some of the stats are for to begin with.
I tend to agree with this part of your statement. I don't use a fraction of what's in the game now. I just don't care of those stats and these that are being added don't interest me in the least either.

Mass select is a needed feature, however.
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Old 02-07-2010, 08:42 AM   #174
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I tend to agree with this part of your statement. I don't use a fraction of what's in the game now. I just don't care of those stats and these that are being added don't interest me in the least either.
The new stats are very valuable for player evaluation purposed... I really like them! Finally there are fielding stats which tell me how good a player really is fielding is position.
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Old 02-07-2010, 09:40 AM   #175
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The reason why controlling baserunners is not possible (apart from the fact that it would be unrealistic since as a manager you have no control during the play) is that the game screen itself has no connection to the game engine. The way the GUI system works it is technically impossible to have user input while the engine unfolds the play and generates the play-by-play... but maybe I'll find a way around this eventually
OK. I did it. You now can control baserunners in situations where it makes sense This is optional of course...
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Old 02-07-2010, 10:04 AM   #176
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OK. I did it. You now can control baserunners in situations where it makes sense This is optional of course...
Awesome. That is a great feature.
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Old 02-07-2010, 10:07 AM   #177
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The new stats are very valuable for player evaluation purposed... I really like them! Finally there are fielding stats which tell me how good a player really is fielding is position.
Does the new fielding engine actually use somethig like ultimate zone rating to determine the player's range rating? For example, using Retrosheet data to determine what % fielders field balls in the different zones and computing range from there.
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Old 02-07-2010, 10:12 AM   #178
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Does the new fielding engine actually use somethig like ultimate zone rating to determine the player's range rating? For example, using Retrosheet data to determine what % fielders field balls in the different zones and computing range from there.
Sort of... we will use a modified historical fielder database which has zone ratings computed, and we'll be basing player fileding rating using that.
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Old 02-07-2010, 10:21 AM   #179
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OK. I did it. You now can control baserunners in situations where it makes sense This is optional of course...
Damn! That's great news!
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Old 02-07-2010, 10:28 AM   #180
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The new stats are very valuable for player evaluation purposed... I really like them! Finally there are fielding stats which tell me how good a player really is fielding is position.
I understand what you're saying, but are you saying we couldnt evaluate players given the stats in X? I also understand that you really like them, but to some, they might be overkill and clutter.
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