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#1 |
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Minors (Double A)
Join Date: Jan 2014
Location: Florida
Posts: 135
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Multiple Financial Issues / Modifiers
As requested in this thread by Matt, I'm posting a bug report.
I'm having multiple issues with my file since porting it over to OOTP17. 1) If you sign someone to a minor league contract with a signing bonus, the money doesnt get added to the financial page (it doesnt get added to your player expense). This has actually been a problem since OOTP16 (atleast thats when it was discovered). What happens though, is that you could offer a free agent a $25M (or any number, $25M was an example) signing bonus and once they sign the money is nowhere to be found in your expenses. 2) I'm having issues where team expenses arent sticking through exports. I had a user release a player and pay his remaining contract in the current year, but when I imported his player was a FA but the expenses didnt stick to his team. This was also confirmed when he imported his export on a different PC. 3) I've also had a very hard time with modifiers and stats in this version. I've never changed modifiers once since OOTP13 and I've also never had a problem when porting over to the new games. This season (our first on OOTP17) though our Major League offensive numbers are VERY high compared to our history and I had to reset our minor league modifiers because the pitching was so dominate (our first sim with Rookie and Short A teams active there were 5+ no hitters in a 10 day span; in Rookie through Single A our leagues have one team per minor league hitting over .200 as a TEAM). I tested a bunch of future seasons and once the game auto adjusts the major league it seems to even out a bit but the offensive numbers are still higher than any time in the leagues history. 4) If you "restore defaults" to league modifiers and just spam check and uncheck the "Automatically adjust league totals modifiers for accuracy" check box, it will just continuously lower your modifiers. I dont know why someone would do that but it also seems like it shouldnt happen. I've uploaded our league .dat files to the FTP (The Dugout.zip). Last edited by NeuroticTruth; 05-02-2016 at 04:35 PM. |
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#2 |
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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Ah, I see the problems now. 1+2 won't make it to the hotfix we have planned for tomorrow (build already done), but will make it to the next patch after that.
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#3 |
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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Actually did a bit more testing, and for #2, it should work already. If we import a team, and see that a player is no longer on the team, then we should treat it as if the team released the player (with the default of paying out their contract over the length of the contract, not all at once). So it appears that as we have it now, in an online league you can't pay out a contract all at once, but you should see the payments over the length of their deal, and that should stick.
If, for whatever reason, the player wasn't on the team before the import (if you accidentally imported the team multiple times, or something weird happened), then we would not count it, no. |
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#4 |
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Minors (Double A)
Join Date: Jan 2014
Location: Florida
Posts: 135
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Yeah I misunderstood what was happening with #2, but also did more testing and found the same. That it doesnt treat it as paying out the contract but forces it to pay it out over the length of the remainder.
Is that something thats unintended and will be fixed? If not that becomes a major advantage for those that do the sims if they're able to cut and pay the remainder of a contract. ------------ Also, any suggestions or thoughts on #3 and #4? The biggest thing with #3 is that our HR/AB were up 8.3% (but looking at our history they were down a large percentage over normal the past almost 30 seasons) and R/G were up 9.3% while K/AB was down 8.4%. I know that adjusting modifiers can help those, but thats just importing modifiers that were working for us into the game (which we've never had issues with). |
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#5 |
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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The modifiers I imagine are simply a matter of the quality of talent in the league. If you want to keep the league overall numbers constant, they should adjust slightly each year. I'm not aware of anything that should cause your league numbers to be off from normal, but that might just have been normal variation or some slight change in talents.
For the cutting players, it's simply a limitation of the import/export functionality. Someday I'm sure we'll find a way around it, but there are always things that the commissioner would be able to do that others cannot. You'll just need to make sure they don't "cheat", or if you would like everyone to have the option, then manually edit finances if someone cuts a player with a multi-year deal. |
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#6 | |
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Minors (Double A)
Join Date: Jan 2014
Location: Florida
Posts: 135
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Quote:
-------------- I also found something else. During the Arbitration sim in the year 2057 (before we moved to the 2058 season) we had a player release two players with 1 year remaining on their contract (Tim Wigan who was 4M and Mijalko Antic who was a team option with a 6M buyout). He also released a player with years in 2058 and 2059 remaining (14.1M and 20.1M respectively). Instead of putting the money in the 2058 and 2059 years it moved the money to 2059 and 2060. He has $24,050,000 and $20,050,000 in expenses those years when they should be in 2058 and 2059. The team is Detroit if you can take a look for me. I uploaded a screenshot of Detroit salaries from the end of the 2057 season before we advanced to arbitration. |
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#7 |
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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Yep, you're right. We were off by one year if you cut a guy before the FA filing time.
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#8 |
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Minors (Double A)
Join Date: Jan 2014
Location: Florida
Posts: 135
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Another thing we found was that during INT FA your owner wouldnt let you bid at times. It would tell you that you dont have the funds to cover the bid when you clearly did. It was always when you had already entered some bids and were over the INT FA cap and into tax. Generally people would enter 7M+ in bids and go to put in more and it would tell them that despite the fact they clearly had free money still.
This happened to people with a $0 INT FA budget and people with millions in their budget. |
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#9 | |
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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Quote:
The tax is pretty high, so if you start with the standard 3M cap, a 7M bid actually counts as 11M that you need to have available. And if you already have a few mill spent, that adds even more. I'm pretty sure we do the math right, I did spend a little time a few weeks ago fixing things up. |
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#10 | |
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Minors (Double A)
Join Date: Jan 2014
Location: Florida
Posts: 135
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Quote:
I know 100% though that the funds were available. People with $50M+ free in their budget were only being allowed to spend $12M-18M on INT FA. |
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