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| OOTP 16 - General Discussions Discuss the new 2015 version of Out of the Park Baseball here! |
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#21 |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,381
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I've thought that as well, but have been told by those who know, that fielding is on a different scale from batting and the higher ratings there are working as intended. Not sure I totally buy that even now to be honest, but I guess it is what it is for now.
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#22 | |
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OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 21,381
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Quote:
But during beta Markus ended up wanting them boosted significantly across the board, especially for the pitchers. So while I used to be pretty sure that the generated classes are right on, some of his comments during the discussion we had about the created guys makes me think that he actually prefers the higher talent drafts to the lower. At any rate, I do think we should find one scale and stick to it, so the game-generated classes are in line with the hand rated classes. I dunno how all that will shake out, we'll see. |
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#23 | |
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All Star Reserve
Join Date: Jul 2012
Location: Boston, MA
Posts: 951
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Quote:
And then there's the HS/college piece (HSers usually higher upside, much more raw, college polished but lower ceilings), pitchers who could start but may be bullpen arms (as opposed to HS bullpen arms out of the draft), etc. When I hit generated classes after seven years or so, I might see a total of 30 non relievers with more than 50 POT. So essentially, only 30 guys who might play every day. And obviously they won't all work out, but if you imcrease the talent, the number of busts wouldn't really change. |
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#24 |
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Hall Of Famer
Join Date: Dec 2001
Location: San Diego, CA
Posts: 2,168
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what I did was delete all of the real life guys from the draft database, and then rest the "reveal" date for the draft prospects. The game generated the exact amount of players I told it to (there were zero before after deleting the real life guys).
I share this because I'm wondering if we'll see this problem as well (weak classes)? We did a 40 round draft with 41 rounds of players created, and it did seem a bit low compared to what I was used to seeing. Nothing major though. Can anyone shed some light? Thank you!
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#25 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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you may want to turn off development for draft eligible players. i could be very wrong, but they seem to go down more than up. might help 1-5% of your problem.
do some simulations and find some player creation mods that produce the right distribution of talent based on you want. make sure all other settings are set as you will use them. i probably played out 100+ 2015's to get league total modifiers where i believe they should be. it's impossible to avoid no matter how well they make the program. people's perception and/or schemas for using historical data differ from one person to the next - rational or irrational is irrelevant. |
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