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Old 04-19-2012, 05:00 AM   #161
Icy
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Please Markus now that you are at it, check also the discrepancies between the arrows in the transaction screen and the text in the minors report that Skydog mentioned.
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Old 04-19-2012, 05:01 AM   #162
Markus Heinsohn
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Alright. Here was the problem: In SkyDog's game the minor league system has a number of players which is pretty close to a complete system, in which case the AI switches to the mode which 'properly' sets up the system and ignoring the ghost player option.

It's a matter of balancing right, however I did make a tweak in the next patch which will handle this better.

Regarding the arrows on the transaction screen, keep in mind that these do take the current performance (stats) more into account than the actual roster AI, so in some cases you still will see some red arrows for players who are currently having bad seasons or green arrows for players having good seasons.

Hope this helps

Last edited by Markus Heinsohn; 04-19-2012 at 05:09 AM.
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Old 04-19-2012, 05:02 AM   #163
Markus Heinsohn
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Originally Posted by Icy View Post
Please Markus now that you are at it, check also the discrepancies between the arrows in the transaction screen and the text in the minors report that Skydog mentioned.
Yup. Fixed.
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Old 04-19-2012, 05:04 AM   #164
Ben E Lou
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Quote:
Originally Posted by Markus Heinsohn View Post
Alright. Here was the problem: In SkyDog's game the minor league system has a number of players which is pretty close to a complete system, in which case the AI switches to the mode which 'properly' sets up the system and ignoring the ghost player option.

It's a matter of balancing right, however I did make a tweak in the next patch which will handle this better.
How about a "force ghost minor league management" option as well eventually?

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Regarding the arrows on the transaction screen, keep in mind that these do take the current performance (stats) more into account than the actual roster AI, so in some cases you still will see some red arrows for players who are currently having bad seasons.
That's fine, but the huge discrepancy is still problematic. One metric is suggesting that he belongs in AAA, while the other is suggesting that he belongs in rookie ball.
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Old 04-19-2012, 05:05 AM   #165
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Ah, ok. Cross-post on my second point there. Cool.
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Old 04-19-2012, 05:08 AM   #166
Ben E Lou
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But on the first point, I'd still be concerned about "handle this better." I have, what, maybe 90 guys in the minors? Even if I have 120 out of 125, I'd want the 30 or 40 or whatever number belong in rookie ball to be down there rather than force-filling from the top down. I think we need an option to use the ghost-filling logic no matter how many players we have.
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Old 04-19-2012, 05:41 AM   #167
Markus Heinsohn
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Originally Posted by SkyDog View Post
But on the first point, I'd still be concerned about "handle this better." I have, what, maybe 90 guys in the minors? Even if I have 120 out of 125, I'd want the 30 or 40 or whatever number belong in rookie ball to be down there rather than force-filling from the top down. I think we need an option to use the ghost-filling logic no matter how many players we have.
I disagree here. If I have for example 5 minor league teams, and 10 third basemen. 5 of those 3B are just ready for the rookie leagues, the other 5 single A or better. Now, do you want those 5 3B in rookie league, or rather 2 of them in short-season A ball and 3 in the rookie leagues? I'd take the latter.

Edit: The problem is that this area cannot be made 'right' for every taste, so I'm coding it to fit my thoughts on how it should behave. Sure, people will disagree, but there is no clear 'proper' way for the AI to handle things.

Last edited by Markus Heinsohn; 04-19-2012 at 05:44 AM.
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Old 04-19-2012, 05:46 AM   #168
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Originally Posted by Markus Heinsohn View Post
I disagree here. If I have for example 5 minor league teams, and 10 third basemen. 5 of those 3B are just ready for the rookie leagues, the other 5 single A or better. Now, do you want those 5 3B in rookie league, or rather 2 of them in short-season A ball and 3 in the rookie leagues? I'd take the latter.
Well sure. On a point like *that* I would agree. But if you have that many 3B, then that's your own fault. I'd be more concerned that I had, say, 90 players total, but only 3 first basemen in the organization, one ready for AAA, one single-A, and one for rookie ball. I wouldn't want it force-filling from the top down in that scenario by any means.
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Old 04-19-2012, 05:49 AM   #169
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Originally Posted by Markus Heinsohn View Post
...but there is no clear 'proper' way for the AI to handle things.
...which is why you should have a "use ghost logic no matter what" option there. With smart drafting, that logic would work in all circumstances. I'm simply never going to have five third basemen who are only ready for the rookie leagues, and I'd argue that most people who'd like to focus on the same things I focus on would be the same way. Only the nitwits out there would create a bottleneck like that in their own system (unless of course some bug/exploit showed up that made such a thing advantageous)...

Last edited by Ben E Lou; 04-19-2012 at 05:53 AM.
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Old 04-19-2012, 06:43 AM   #170
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Originally Posted by SkyDog View Post
...which is why you should have a "use ghost logic no matter what" option there.
With the tweaks I did this is not necessary. The game now checks if it can indeed set up a proper system and only then overrides the ghost player option, which makes perfect sense IMO.
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Old 04-19-2012, 06:47 AM   #171
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Originally Posted by Markus Heinsohn View Post
The game now checks if it can indeed set up a proper system and only then overrides the ghost player option, which makes perfect sense IMO.
Heh. Semantics. That's the same thing.
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Old 04-19-2012, 06:53 AM   #172
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Heh. Semantics. That's the same thing.
But it's not an option.
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Old 04-19-2012, 07:19 AM   #173
Ben E Lou
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Originally Posted by Markus Heinsohn View Post
But it's not an option.
Now, now. We've clearly established *years* ago that deep down I don't *really* care about how a change/fix affects others' way of playing the game. I was just being magnanimous there. As long as it works fine for what I want (which of course it does...I'd turn on the "option" 100% of the time), you know I'm cool.
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Old 04-19-2012, 07:40 AM   #174
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Thank you Markus.
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Old 04-19-2012, 08:04 AM   #175
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Thumbs up

Not sure if the changes Markus is making will fit everyones needs, but I have to give him credit for getting on the boards and communicating with us. I play a very popular baseball video game where communication on their own forums isn't anywhere near the customer service I have found here.

No game will be perfect to everyone, but at least it isn't for a lack of listening here. Thanks Markus!
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Old 04-19-2012, 08:18 AM   #176
Ben E Lou
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..Not sure if the changes Markus is making will fit everyones needs...
All joking aside, I suspect that they will on this front. Sounds like the nature of this "quirk" (not really a bug, but more of a use case that the developer hadn't fully considered) was such that those with small-to-medium minor league non-ghost rosters using ghost players needed no changes. And I'd suspect that the huge majority (if not every single one) of those with larger rosters expected it to work like I expected it to: if I have ghost players turned on and the AI is managing minors, then prioritize putting 'em where they belong above all else. Sounds like that's what's going to be happening now.
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Old 04-19-2012, 10:15 AM   #177
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Found the setting to change roster sizes in minors. Set SS-A and Rookie Ball to 40, others to 25. More top-down stuff:

Thats been around for some time
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Old 04-19-2012, 10:27 AM   #178
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Quote:
Originally Posted by Markus Heinsohn View Post
Alright. Here was the problem: In SkyDog's game the minor league system has a number of players which is pretty close to a complete system, in which case the AI switches to the mode which 'properly' sets up the system and ignoring the ghost player option.

This is good information, thanks.


Sounds like a nice addition for the user manual team to make!
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Old 04-19-2012, 10:59 AM   #179
Ben E Lou
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This is good information, thanks.


Sounds like a nice addition for the user manual team to make!
Well, it sounds like that is changing soon...
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Old 04-19-2012, 11:40 AM   #180
Torvald
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GM Minor League AI

It would be great if you could start managing through the minor up to the majors, but I agree with alot that is on this thread

One thing is the AI GM of the team just doesn't care if there is a playable roster at your level. Currently I have 4 1Bs, 1 2Bs, and no other infielders. Also there are times that you get down to 8 pitchers. Really not able to win games with your roster the computer give you

This game is awesome, but that is something I would addressed.
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