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Old 04-02-2017, 11:14 PM   #1
BorgPokerPro
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Difference between 17 and 18 as I ponder

Hey All

Trying to decide if its worth it for me personally to upgrade to 18 from 17, I m curious what are the noticeable changes that really make a difference. Maybe that can help me decide.
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Old 04-02-2017, 11:20 PM   #2
TuckerDuckson
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>Revamped Injury System
>New Decent Morale System
>WBC
>Negro Leagues
>Tournaments
>Challenge Mode (Which is amazing)

To name a few
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Old 04-02-2017, 11:48 PM   #3
BorgPokerPro
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Quote:
Originally Posted by TuckerDuckson View Post
>Revamped Injury System
>New Decent Morale System
>WBC
>Negro Leagues
>Tournaments
>Challenge Mode (Which is amazing)

To name a few
When you say revamped injury system in what ways?
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Old 04-03-2017, 01:02 AM   #4
TuckerDuckson
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Quote:
Originally Posted by BorgPokerPro View Post
When you say revamped injury system in what ways?
Many injuries are not just straight DL stints. Many are now Day to Day, giving you flexibility. Basically you can just DL the guy so he can fully recover or you can still play him but you risk him having setbacks/unclear recovery times. Also, these Day to Day injuries have different effects on the players ability to play the game. So like a mild calf strain would effect a players ability to run by a minor amount, while a case of bursitis would effect a players ability to throw by a moderate amount. This plays into their effectiveness and their ability to field/bat/run. It's pretty cool.

Plus, players can get multiple Day to Day injuries. For example, a player can get a minor hamstring strain and back spasms, and they both effect their ability to play in their own ways.

Basically it puts an emphasis on roster management and testing your bench, along your GM prowess in knowing when to DL or when you still play your players. It's pretty cool.
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Old 04-03-2017, 02:29 AM   #5
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3D upgrade too. Love the little guys, much better than the pawns. You have to turn them on FYI.

It is definitely worth the upgrade. For me, Negro Leagues is worth the price of admission. Tournaments are great as is challenge mode.

Many may not agree with me; however, I also buy each version out of a sense of loyalty to Markus and company. This is the only game that gets this level of respect from me. Markus, Lukas and everyone else on the team works for a wage. I want to do my part in keeping the game/team afloat. Sure, there have been a few versions which I could probably have skipped (not this one), but $35 a year is a pittance for all the enjoyment this product has given me over the years. Maybe that makes me a 'Fan Boy' - I don't really care.

As always, YMMV.
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Last edited by Dargone; 04-03-2017 at 05:11 PM.
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Old 04-03-2017, 08:03 AM   #6
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Quote:
Originally Posted by Dargone View Post
3D upgrade too. Love the little guys, much better than the pawns. You have to turn them on FYI.

It is definitely worth the upgrade. For me, Negro Leagues is worth the price of admission. Tournaments are great as is challenge mode.

Many may not agree with me; however, I also buy each version out of a sense of loyalty to Markus and company. This is the only game that gets this level of respect from me. Markus, Luke and everyone else on the team works for a wage. I want to do my part in keeping the game/team afloat. Sure, there have been a few versions which I could probably have skipped (not this one), but $35 a year is a pittance for all the enjoyment this product has given me over the years. Maybe that makes me a 'Fan Boy' - I don't really care.

As always, YMMV.
Thanks, You saved me a lot of typing, but biggest comment I can add is take this game for what it is.....A Baseball simulation....It will never be like in REAL LIFE because the MLB itself is not always REAL LIFE. For instance yesterday. For the 1st time in history of MLB Madison Bumgarner hit 2 HR's on opening day as a STARTING PITCHER. REAL LIFE....Not for over 100 years
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Old 04-03-2017, 10:57 AM   #7
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Quote:
Originally Posted by BorgPokerPro View Post
Hey All

Trying to decide if its worth it for me personally to upgrade to 18 from 17, I m curious what are the noticeable changes that really make a difference. Maybe that can help me decide.
Previous posts have already listed the new & improved features; I'll add my testimonial. The updated trading system with the new retain contract feature (retention of a percentage of a traded player's salary) enable me to make good trades in my imported game that I could not make with OOTP 17 (because, for example, one team lacked budget room for a straight-up deal).

The injury system in 18 is richer and adds challenges. I had not seen month-long day to day injuries (the so-called "nagging" injuries) until 18.

The 3D is smoother and looks better, especially with those uniformed pawns enabled - how do they pull those tiny unis on?

Finally I look forward to managing a Negro League team and getting to know the players - never thought I'd be able to do that; 18 allows it to happen.
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Old 04-03-2017, 11:24 AM   #8
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Main issues in 18 not 17 according to post and it may be for some people not all
- Super slow sim
- skins not working properly
- baseeunners getting gunned down 100% time
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Old 04-03-2017, 12:12 PM   #9
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Quote:
Originally Posted by TuckerDuckson View Post
Many injuries are not just straight DL stints. Many are now Day to Day, giving you flexibility. Basically you can just DL the guy so he can fully recover or you can still play him but you risk him having setbacks/unclear recovery times. Also, these Day to Day injuries have different effects on the players ability to play the game. So like a mild calf strain would effect a players ability to run by a minor amount, while a case of bursitis would effect a players ability to throw by a moderate amount. This plays into their effectiveness and their ability to field/bat/run. It's pretty cool.

Plus, players can get multiple Day to Day injuries. For example, a player can get a minor hamstring strain and back spasms, and they both effect their ability to play in their own ways.

Basically it puts an emphasis on roster management and testing your bench, along your GM prowess in knowing when to DL or when you still play your players. It's pretty cool.
Oh wow.. I thought all this was just standard for the high/modern setting. I always used normal injury settings, prior to 18.

Oh yeah! These injury settings are a BIG upgrade then! For all the reasons mentioned.
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Old 04-03-2017, 01:22 PM   #10
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Originally Posted by Dargone View Post
3D upgrade too. Love the little guys, much better than the pawns. You have to turn them on FYI.

It is definitely worth the upgrade. For me, Negro Leagues is worth the price of admission. Tournaments are great as is challenge mode.

Many may not agree with me; however, I also buy each version out of a sense of loyalty to Markus and company. This is the only game that gets this level of respect from me. Markus, Luke and everyone else on the team works for a wage. I want to do my part in keeping the game/team afloat. Sure, there have been a few versions which I could probably have skipped (not this one), but $35 a year is a pittance for all the enjoyment this product has given me over the years. Maybe that makes me a 'Fan Boy' - I don't really care.

As always, YMMV.
Yep, THIS.
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Old 04-03-2017, 02:35 PM   #11
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Originally Posted by Dargone View Post
Many may not agree with me; however, I also buy each version out of a sense of loyalty to Markus and company. This is the only game that gets this level of respect from me. Markus, Luke and everyone else on the team works for a wage. I want to do my part in keeping the game/team afloat. Sure, there have been a few versions which I could probably have skipped (not this one), but $35 a year is a pittance for all the enjoyment this product has given me over the years. Maybe that makes me a 'Fan Boy' - I don't really care.
I agree with this sentiment.

To me, $35 is an investment in the development team that keeps churning out new products and engaging with the customer base in an attempt to give them what they collectively want.
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Old 04-03-2017, 02:50 PM   #12
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Originally Posted by Bunktown Ballers View Post
For the 1st time in history of MLB Madison Bumgarner hit 2 HR's on opening day as a STARTING PITCHER. REAL LIFE....Not for over 100 years
Was one awesome Opening Day. 3 great games.


Have never played with any of the OOTP titles or any Sport sim before , think it's about time.

Last edited by Spahnie; 04-03-2017 at 02:51 PM.
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Old 04-03-2017, 06:08 PM   #13
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I had my doubts, but signed on b/c of the Negro League updates, roster updates, and 3d changes. But the option to see the highlights after the games were played would have been enough for me. When enabled, it takes somewhat longer to save all of the detail (which seems to cause people to note the slowness) but I absolutely love this feature. Wow, that and the 3d (which seems to run OK on an old dual-core mac from 2009) seems fine enough and looks great.
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Old 04-03-2017, 06:20 PM   #14
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trouble with extraordinarily slow sims?

make sure your # of threads in the ootp settings matches phyiscal cores of your cpu... don't go over it this year, as of yet - if at all ever.

you can re-create this yourself. try matchign # of cores and threads then try anything over that and compare just 1 or 2 days of sim-time. if this doesn't change the speed for you, it's somethign else - but this can definitely cause slow sim speeds as of now.

last year it didn't bog down if you chose more threads in the settings than cores... it also provided no benefit... so maybe it was avoiding the problem and this year it's not? anyway it's possible this will be fixed and possible it's just hte nature of parrallel processing of this particular application. the bottleneck won't be your cpu in most cases anyway.. .so extra threads is an e-peen at some point (diminished returns and possibly negative effects at some point... i.e. it takes more info to break thigns up systematically for each thread, at some point it will actually reduce your app's speed.. it's a curve you want to operate on a high point (max y), not a max x-value.)

physical cores, not logical ones... greek to you? google your cpuid.

Last edited by NoOne; 04-03-2017 at 06:24 PM.
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Old 04-03-2017, 07:47 PM   #15
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Thanks for the note on physical CPUs. I saw the initial posts and set it too high (doubling it for hyper-threading), but it appears that I needed to simply set it to 2 in my case.
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Old 04-04-2017, 04:44 PM   #16
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Quote:
Originally Posted by TuckerDuckson View Post
>Revamped Injury System
>New Decent Morale System
>WBC
>Negro Leagues
>Tournaments
>Challenge Mode (Which is amazing)

To name a few
What makes the morale system 'decent'? It has to be way better than it was in 17 for me to plunk down my dollars this time around. I want to have an open mind... but OOTP has wandered into an area with player morale that it should have maybe touched on lightly but not to the extent it did in last year's version. I've always loved this amazing game but player morale has driven a stake right through the heart of my enjoyment.
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Old 04-04-2017, 05:04 PM   #17
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What makes the morale system 'decent'? It has to be way better than it was in 17 for me to plunk down my dollars this time around. I want to have an open mind... but OOTP has wandered into an area with player morale that it should have maybe touched on lightly but not to the extent it did in last year's version. I've always loved this amazing game but player morale has driven a stake right through the heart of my enjoyment.
It's mainly the new "Team Chemistry" page. It gives you a full rundown of how your overall team is doing moral wise. It makes it easier to see how the overall moral is going, shows you your bench coach (and your manager if you are a GM only) works with your players, either a bad or good relationship. Also, it shows your teams "leaders", "pranksters", "cancers" etc etc. Plus, it nicely places all player complaints together.

Overall, that is what makes it decent, the extensive organization and ease of access to moral. Plus, Moral seems a lot more balanced than it was in OOTP16/17 but that's just my opinion.
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Old 04-04-2017, 07:26 PM   #18
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Originally Posted by TuckerDuckson View Post
It's mainly the new "Team Chemistry" page. It gives you a full rundown of how your overall team is doing moral wise. It makes it easier to see how the overall moral is going, shows you your bench coach (and your manager if you are a GM only) works with your players, either a bad or good relationship. Also, it shows your teams "leaders", "pranksters", "cancers" etc etc. Plus, it nicely places all player complaints together.

Overall, that is what makes it decent, the extensive organization and ease of access to moral. Plus, Moral seems a lot more balanced than it was in OOTP16/17 but that's just my opinion.
Ok, that's very useful... thank you. Your last sentence is the key, if it now seems more balanced to you. If the game gives better access to the info about morale but the same factors are being used to cause morale to degrade team performance, it would just be as frustrating to me. I want morale to have an impact on my team, but don't want a full-time job making chemistry tweaks ala Football Manager. Baseball ain't that kind of sport.
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Old 04-04-2017, 07:39 PM   #19
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Ok, that's very useful... thank you. Your last sentence is the key, if it now seems more balanced to you. If the game gives better access to the info about morale but the same factors are being used to cause morale to degrade team performance, it would just be as frustrating to me. I want morale to have an impact on my team, but don't want a full-time job making chemistry tweaks ala Football Manager. Baseball ain't that kind of sport.
As long as you have a strong leader and a decent coaching staff, moral seems fine, even if you are getting destroyed in the standings.
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Old 04-05-2017, 05:47 AM   #20
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Many injuries are not just straight DL stints. Many are now Day to Day, giving you flexibility. Basically you can just DL the guy so he can fully recover or you can still play him but you risk him having setbacks/unclear recovery times. Also, these Day to Day injuries have different effects on the players ability to play the game. So like a mild calf strain would effect a players ability to run by a minor amount, while a case of bursitis would effect a players ability to throw by a moderate amount. This plays into their effectiveness and their ability to field/bat/run. It's pretty cool.

Plus, players can get multiple Day to Day injuries. For example, a player can get a minor hamstring strain and back spasms, and they both effect their ability to play in their own ways.

Basically it puts an emphasis on roster management and testing your bench, along your GM prowess in knowing when to DL or when you still play your players. It's pretty cool.
I like this feature too. Much more challenging and less bloodthirsty than the old "half your team is injured one month before the pennant race you are in ends. Put them all on the DL and hope the popcorn guy can hit."
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