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#101 | |
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All Star Reserve
Join Date: Mar 2002
Posts: 672
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SkyDog - your desired play style is not unique. This is how I'd like to play the game too. But the challenge quickly wears off because the AI is not good at developing and maintaining competitive franchises over multiple seasons.
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Right Field Sucks! Last edited by BleacherBum; 04-18-2012 at 09:03 AM. |
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#102 | ||
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Hall Of Famer
Join Date: Jun 2006
Location: All alone
Posts: 12,603
Infractions: 0/1 (1)
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Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support. |
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#103 | |
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All Star Reserve
Join Date: Dec 2001
Location: Nova Scotia
Posts: 503
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It seems more like today than it did all day yesterday. |
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#104 | |
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Minors (Double A)
Join Date: Feb 2004
Posts: 140
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1. Start at ML. Find the 25 "best" players for this level (could take power/speed, youth/experience, etc. into account, and likely massages for position requirements). Promote these 25 players. 2. Move to AAA. Find the 25 best players remaining in the system, promote them. 3. Move to AA. Find the 25 best players remaining, promote them. 4. Deal with A. 5. Deal with R. At some point in the process, the game runs out of players. THEN it applies the Joe Unknowns. Or fills them in at game time, I don't know (I know they have player IDs, but I don't know if the same ones are consistently used for the same teams). The problem is that the system is NOT analyzing what level a given guy should be at, it is looking for the best to fill each level, and even the most green 17yo is going to be preferable in a comparison to a ghost player - assuming that comparison is even made. Even if a GM manually fixes this on his own, this is still going to screw over AI teams if they don't have enough players, yes? |
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#105 | ||
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Front Office Football Central
Join Date: Feb 2002
Location: Souf Cackilacky
Posts: 1,762
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#106 | |
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Minors (Rookie Ball)
Join Date: May 2011
Posts: 22
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1) Manually insure that you have enough bodies to "fill out" your minors. (otherwise your A or R teams will have few players - see above) 2) Manually adjust the player strategy settings for your high potential prospects to "force start" at their desired position. I *believe* that if you force start your prized SS, the AI will still promote/demote him freely, but he will remain the starter for his team regardless. I say this because under player strategy there is a force start AND a team lock option (not sure what its called). So I can only assume they are two different features and work independently. I think there is clearly some low hanging fruit within the AI that can be improved with regard to how it manages the minor leagues. It is good for the community to point out this issue and highlight examples where you see the AI doing something that it shouldn't. That's how these things get fixed! And I agree that the biggest problem is that CPU teams likely aren't handling their prospects appropriately. What degree of impact this has on a detail conscious human player's advantage is unknown. But it seems to me that performing the two manual points above is probably the easiest way of playing the game (in its current form) the way you want to play. The position lock is a great feature. Allows you to insert your own overriding input even if you want the AI to do everything else. |
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#107 | |
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Hall Of Famer
Join Date: Mar 2002
Location: In The Moment
Posts: 14,474
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Quote:
Your suggestion may be simpler in your mind, but try to open your mind to the fact that not everybody is clamouring for the same thing you are. It's pretty obvious from reading this thread you can do the things you want now except that you don't want to do all the duties that come with being a GM - specifically you don't want to manage your minors. Lots of people don't have the problems you seem to have. So I guess anyone who doesn't agree with you should just stay out of the thread? Let's fix this so you're happy and damn the rest. If you're too lazy to manage your minors, which IS part of your role as GM, then play without them or assign those duties to the AI and stop complaining when the AI can't read your mind and do exactly every move you think it should. I can sit here and harp all day long just like you about how "simple" my idea is too, but I know it's not that simple, just like yours isn't. I also know my idea is just a suggestion to help improve the game so people who are too lazy to do their GM job can have their day in the sun too. But I guess as I said previously, if it doesn't agree with your idea, then I should stay out of the thread. No worries, I'm done here. |
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#108 | |
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Hall Of Famer
Join Date: Apr 2005
Location: Minnesota
Posts: 3,481
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He simply wants to sim seasons in a fast way but still feel he has some control over the team. I dont think bringing the word lazy into the thread because he doesnt want to micromanage his minor leagues is the right word. It takes a while to set up your minor leagues properly so if you are interested in fast simming through seasons you dont want to deal with that. I am not sure why the way he wants to play is hard for people to understand. |
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#109 | ||||
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Front Office Football Central
Join Date: Feb 2002
Location: Souf Cackilacky
Posts: 1,762
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#110 | |
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Front Office Football Central
Join Date: Feb 2002
Location: Souf Cackilacky
Posts: 1,762
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#111 |
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Hall Of Famer
Join Date: Jan 2002
Posts: 6,008
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I wonder if the issue stems from the Rookie and Short-A schedules.
Skydog, how far into your season have you gotten? Did you get to the point in the season when the Rookie and Short-A leagues are playing games? I wonder if the game puts everyone in Single A to start the season because that team is playing games. Just a thought. Last edited by spleen1015; 04-18-2012 at 12:23 PM. |
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#112 | |
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Front Office Football Central
Join Date: Feb 2002
Location: Souf Cackilacky
Posts: 1,762
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#113 |
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Hall Of Famer
Join Date: Dec 2003
Location: LEO
Posts: 3,789
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This is a highly complicated issue. For one, does it matter a guy is promoted too high when using the ghost players? Does this actually stunt his growth in OOTP? I have no idea because using ghost players is something I never have and never will do.
Second, when dealing with the proper development path for a player, there are too many out there to hand over that responsibility to the AI. Even in a pure logical construct. One thing we can agree on is that the AI should recognize where the potential talent lies. And this is just not for this particular rant, but for various other reasons which are all clear. The AI should have a good understanding of who the future stars are so they are handled properly in both the minors, and in trade negotiations, Rule 5 draft, burning of options, yada yada yada. However, the issue here seems that the players should be in their right spot regardless of anything else. So lets look at this issue in a vaccum. Player is a SS, has got skill, is still green. How do you develop him? One GM philosophy is that a player should have experience at every single level of the minor leagues. Another is that you want to stick your best prized prospects in AA, so they are playing against other future star players, and not against the psuedo major leaguers that AAA is filled with. Another is the idea of the position change. Do you change his position based on a log jam in the minors, or do you exercise enough forsight to change his position based on a future need on the major league club? A lot of human elements here, and I have only scratched the surface. So that AI wants to stick the guy as high as he can go. For all I know, this is a fine way to do it in OOTP, and seeing a bunch of red arrows next to their names should not cause any sort of distress. If you want the guys to be where you feel they should be, then put them there, lock them in their positions, lock them in their level, and revist their situation a month or so down the road and re-evaluate. I used to only pay attention to the AAA club and let the AI deal with the rest (aside from signing guys, I never ever let the AI sign a guy to my club. Ever.) Now I pay attention to the whole system, but only look at it at month intervals. This way I am not having guys getting caught inbetween levels and getting sent up and down and up and down, I have a gauge on who I got in the system, and I can have things set up to I am covered when the major league roster turns over (which only I have knowledge of, the AI will never be able to gauge what the major league roster will look like in the future because it has no way of knowing that I intend to re-sign this guy, let another guy go, will want to shop someone else, et cetera). So in conclusion, what needs to be determined is does the method used with the ghost players enabled actually harm development, and is the AI properly assigning value to potential?
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The Chicago White Sox 1906, 1917, 2005 World Series Champions 1900, 1901, 1906, 1917, 1919, 1959, 2005 American League Champions 2000, 2005, 2008 American League Central Division Champions 1983, 1993 American League West Division Champions OOTP | Orbiter | SSMS | FSX | LoL | MLP:FIM! |
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#114 |
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Front Office Football Central
Join Date: Feb 2002
Location: Souf Cackilacky
Posts: 1,762
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Markus has said that having a guy at the wrong minor league level will cause him problems. If that's true, then there's a "best" spot for every player at every juncture of his development. No human element in that.
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#115 | |
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Hall Of Famer
Join Date: Dec 2003
Location: LEO
Posts: 3,789
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Quote:
But I would raise the question here: If playing with ghost players, why is it neccessary to have the AI manage the minors at all? Would it not be just as easy to leave promotions/demotions in the hands of the human player, who then from time to time resorts the rosters according to the arrows and reports? since that seems to be the primary tool used here to judge a player's proper place in the system.
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The Chicago White Sox 1906, 1917, 2005 World Series Champions 1900, 1901, 1906, 1917, 1919, 1959, 2005 American League Champions 2000, 2005, 2008 American League Central Division Champions 1983, 1993 American League West Division Champions OOTP | Orbiter | SSMS | FSX | LoL | MLP:FIM! |
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#116 | |
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Major Leagues
Join Date: Mar 2002
Posts: 373
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Quote:
Can I please remind everyone in this thread about what Icy said, why it is not just about Skydog and his desire to play the role of GM in a hands off minors way. If the AI can't handle the minor leagues properly with a human overseeing his own team, then how in the hell is it managing correctly the other AI controlled teams in the leagues. Last edited by SunDevil; 04-18-2012 at 12:38 PM. |
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#117 |
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All Star Reserve
Join Date: Jan 2004
Location: The dull edge of the blade
Posts: 867
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I'm afraid the reality is that the AI still just doesn't do a great job with it's overall organizational management.
The league associated with this screenshot is a 24 team league, where I reduced the minors to AAA, AA, A and SA, with ghost players enabled, primarily for the purpose of making things easier for the AI. I always play this way. And while there's much less "shuffling" than in versions prior to 11, there are obviously still problems. For example, look at poor Ryan Buchter (AI operated Atlanta Braves), shuttling between AA Mississippi and A Rome, four times in 7 days!! I'm going to guess that, MiLB roster limits (I do 28 at AAA, AA and A, with none at SA) are a culprit somewhat as the AI seems obsessed with keeping the limited rosters right at their limit. On the other hand, at least in my league, current roster sizes of the unlimited SA range from 24 to 35, with most around 30. Wonder if roster limits and "ghost players" are a bad combination. Also, FWIW, I do micromanage my system and I enjoy it. I also believe, based upon observation and nothing else, that for the most part, the AI does just fine developing it's better prospects, but sees the scrubs as just that, and uses them as nothing but filler where needed. Last edited by t-bone shuffle; 04-18-2012 at 12:46 PM. |
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#118 | |
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Minors (Rookie Ball)
Join Date: May 2011
Posts: 22
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Precisely. Underscoring why this is more of a bug fix discussion than a new feature discussion. |
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#119 | |
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Front Office Football Central
Join Date: Feb 2002
Location: Souf Cackilacky
Posts: 1,762
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#120 |
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Hall Of Famer
Join Date: Jan 2002
Posts: 6,008
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Let me start by saying I believe this is an early that I think needs some work.
Are we assuming the AI handles minors the same way when it is handling them for a human versus handling when the team is fully AI? I just fired up a test league. When I created the league, it only had AAA. After the league was created, I added AA and A. I didn't create them at first because if you do, the game generates players to fill all levels. Ghost players are allowed. I simmed to the day after the draft and I don't see this top down approach being used. I even have 1 team with 1 player in AAA, 10 in AA and 15 in A. |
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