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Old 01-09-2019, 12:26 AM   #21
Eugene Church
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Originally Posted by krownroyal83 View Post
Seen that as well. In my fictional league after like 8-10 years, talent league wide has taken a nose dive, although pitching hasn't been so bad. Most of the highest rated players are pitchers. It's gotten to the point that i just make my own drafts now so i can get the even amount of talent and increase the talent where it used to be.
I just converted my long-running league from OOTP12 to OOTP19.

Even in 12 the draft talent was very poor... I have being creating my own draft for quite a few years so that I would get a decent rookie class each year.

I suppose I will continue the same way in OOTP19 (edited it... originally read OOTP12).

Last edited by Eugene Church; 01-09-2019 at 09:46 PM.
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Old 01-09-2019, 10:31 AM   #22
krownroyal83
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I just converted my long-running league from OOTP12 to OOTP19.

Even in 12 the draft talent was very poor... I have being creating my own draft for quite a few years so that I would get a decent rookie class each year.

I suppose I will continue the same way in OOTP12.

How do you go about creating your own rookie class? I mean i know how the process works i'm just wondering how you do it. I've only started doing it myself so i don't know whether or not i've got it right yet. I know i'm putting more talent in the league than the game was but i'm not sure if that's going to put my league back at the talent level it once was or i've just stopped the bleeding. Another reason why there is a lack of talent in my league is I expanded from 8 to 14 teams over a 8 year period, that certainly doesn't help.
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Old 01-09-2019, 10:48 AM   #23
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yeah i've been noticing the talent pool is getting worse as more time goes on in a save. it's getting to the point where outside of the first round of the draft, there's really no point in doing the rest of the draft. and then you get not even great players, especially pitchers, with a high overall rating just because they're among the best at their position because the position is weak league-wide. i give the devs the benefit of the doubt, but with all the emphasis on perfect team i hope we still get some big improvements for ootp 20
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Old 01-09-2019, 10:54 AM   #24
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Originally Posted by Eugene Church View Post
I just converted my long-running league from OOTP12 to OOTP19.

Even in 12 the draft talent was very poor... I have being creating my own draft for quite a few years so that I would get a decent rookie class each year.

I suppose I will continue the same way in OOTP12.

I'm surprised at these posts about the draft and talent, by all who are commenting, not just Eugene. Just quoting your post, Eugene, to highlight the issue

Have you guys actually drafted players from these pools and allowed them time to develop? Or did you just look at all of the 20/20 or 20/25 ratings and think the pool was poorly stocked, and then moved onto making your own?

I run a standard MLB, AAA, AA, A, SA, RA setup with 4 feeders, 2 HS and 2 College. My feeders are nothing special just OOTP default builds. I have plenty of talent in my game coming from draft pools with very few players showing ratings above 20/25 and most starting as 20/20. Like real life there are very few standout, can' miss prospects. Out of these "low" rated pools there are many gems and of course high rated busts. Once past the very few highly rated draft pool players I have to dig in and draft by tools and intangibles and hope to find the gems. Feels real to me and I enjoy it and it's pretty obvious the AI is doing similar things and drafts quite well.

There's always room for improvement but, at least in my game, I'm seeing a "good enough" realistic player pool (draft and active MLB) using default settings. YMMV
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Old 01-09-2019, 12:29 PM   #25
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I've been moving slowly through a fictional league (play out each game) that is in year 11 (goes back OOTP 11) and I haven't really noticed a substantial talent drop off.

Each draft has a few no brainers, but as mentioned above, I otherwise evaluate a player's HS/college stats, look at his personality and tools as a way to guess at a guy's potential to development.
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Old 01-09-2019, 02:59 PM   #26
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I just hope the entire development cycle wasn't spent on Perfect Team when OOTP player development, especially of pitchers, is so fundamentally inaccurate as to make the game unplayable.

I've posted this graph previously in the development settings thread. It shows the percentage of pitchers, by age, who pitched 40+ innings in a season in real life (average taken from from 2016, 2017, and 2018) vs the OOTP output from a long term fictional league (also a three year average) with default development settings and feeder league draftees only.




OOTP pitchers are about 2 years older than their real life counterparts. This cannot be fixed by altering the development settings because the feeder leagues are broken, as documented in another multi page thread. OOTP is producing far too many high school draftees by default. Almost exactly the inverse of real life, which from 2015-17, was 63% college, 26% high school, 10% junior college and a handful of others.

If you try to fix that by creating more college feeder teams than high schools, you'll get to many MLB ready 21/22 year old college seniors, which in turn throws off the age distribution above.

This is a glaring issue which I really hope is addressed in OOTP20. Maybe once a month I pick the game up thinking there's a way to solve with the in game settings only to waste hours simming in circles.
I am also concerned that the developers will begin to focus more on PT than on OOTP because PT has potential to make more $ with PP purchases and an eventual app. My focus is still on OOTP and want to see more work on 3D animations, AI in terms of in game management and trades, and statistical accuracy.

Im also still hopefully OOTP will produce a football sim, but want it to be focused on realistic game play, results and stats and not just about micro-transactions.
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Old 01-09-2019, 06:39 PM   #27
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I would like to see more realism in the financial model. I know this part of the game is rarely considered "fun," but the truth is that money is the most important part of modern baseball.
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Old 01-09-2019, 09:41 PM   #28
Eugene Church
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I'm surprised at these posts about the draft and talent, by all who are commenting, not just Eugene. Just quoting your post, Eugene, to highlight the issue

Have you guys actually drafted players from these pools and allowed them time to develop? Or did you just look at all of the 20/20 or 20/25 ratings and think the pool was poorly stocked, and then moved onto making your own?

I run a standard MLB, AAA, AA, A, SA, RA setup with 4 feeders, 2 HS and 2 College. My feeders are nothing special just OOTP default builds. I have plenty of talent in my game coming from draft pools with very few players showing ratings above 20/25 and most starting as 20/20. Like real life there are very few standout, can' miss prospects. Out of these "low" rated pools there are many gems and of course high rated busts. Once past the very few highly rated draft pool players I have to dig in and draft by tools and intangibles and hope to find the gems. Feels real to me and I enjoy it and it's pretty obvious the AI is doing similar things and drafts quite well.

There's always room for improvement but, at least in my game, I'm seeing a "good enough" realistic player pool (draft and active MLB) using default settings. YMMV
Sweed, you make some good points... actually, I may be the problem, not the game AI... Since the early years of OOTP2006 I have not used the minors because the stats were so far off from reality... haven't used the rookie draft much in quite a few seasons... I thought the talent level was just too poor... my rookie class was terrible... to fix this, I just go to the free agents screen and create my rookies (age 18-21)... I never use raw rookies... I use established player creations so they can come into my league and contribute... I create a wide range of talent... a very few stars... some goods... many average... and a lot of bench players.

This has worked well for me... I end up with a decent influx of rookies... but I think I'm creating too many good pitchers now and will have to take a real, hard look at what I'm doing and make some adjustments in my method.

In my next dynasty league, I plan to just let the AI run the whole shebang and just report on what happens in the league... no more commissioner mode... I may even use the minors, too... maybe AAA, AA and A.

What I will do in the new league is just let the game play out as it is designed... I will not make any alterations or changes.

Last edited by Eugene Church; 01-09-2019 at 09:43 PM.
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Old 01-09-2019, 09:55 PM   #29
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How do you go about creating your own rookie class? I mean i know how the process works i'm just wondering how you do it. I've only started doing it myself so i don't know whether or not i've got it right yet. I know i'm putting more talent in the league than the game was but i'm not sure if that's going to put my league back at the talent level it once was or i've just stopped the bleeding. Another reason why there is a lack of talent in my league is I expanded from 8 to 14 teams over a 8 year period, that certainly doesn't help.
I go to the Free Agents screen and create fictional players... I create a very few number of "stars"... some good players... many average players... and lots of bench players...and no "scrubs"... I create "fully developed" players... ages 18-21... (just to let you know, I think I'm am creating too many good young players... may have to alter my method soon)

Each new season I go to the Reports section and choose the "Positional Rankings"... I look at the team's biggest need... and then choose those players from the Free Agents' list... I used to give each team three new rookies, but have cut it down to two, because the talent level was getting too good... I do this without seeing the players' ratings... I use the Default setting which doesn't show player ratings...

I don't want to know the talent of the player I am assigning to the teams.

I just fill the weak spots on their roster.

Let me know if you need more details about my method.

Last edited by Eugene Church; 01-09-2019 at 10:01 PM.
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Old 01-09-2019, 10:33 PM   #30
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Originally Posted by Sweed View Post
Have you guys actually drafted players from these pools and allowed them time to develop? Or did you just look at all of the 20/20 or 20/25 ratings and think the pool was poorly stocked, and then moved onto making your own?
I can tell you this - whenever I click on a 5-star Overall "stud" player to see where he came from, it's almost always 1st Round Pick, or International FA. Rarely see someone drafted 2nd round or later.

Last edited by Critical Mass; 01-12-2019 at 11:42 PM.
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Old 01-10-2019, 12:26 AM   #31
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I can tell you this - whenever I click on a 5-star Overall "stud" player to see where he came from, it's almost always 1st Round Pick, or International FA. Tarely see someone drafted 2nd round or later.
I would hope most 5 * studs are high picks, low pick 5 * should be rare , but I'll attach some pics of low round stars from a quick look around my league. Too me in round two I'm looking for solid players that may have two strong tools IE 55-65 on the 20*80 scale (I don't use stars so not familiar enough to guess how many stars that would be on the 20*80 scale).

Though I don't think that is the issue others are bringing up. I took the complaining posts as saying draft classes weren't producing enough talent to fill out one's league, and that's just not true. At least in my league.

Here are a few players from my league...

Al Baugh, 6th round, 186th overall, has won the last 2 cy young awards at the age of 23 and 24.

Eleazor Gotcher 30th pick, 15th round.

Chayo Cabarrubias 29th pick, 21st round

Bin-Yin Go 3rd pick, 5th round

Matt Hornsby 15th pick, 4th round
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Old 01-10-2019, 12:39 AM   #32
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Sweed, you make some good points... actually, I may be the problem, not the game AI... Since the early years of OOTP2006 I have not used the minors because the stats were so far off from reality... haven't used the rookie draft much in quite a few seasons... I thought the talent level was just too poor... my rookie class was terrible... to fix this, I just go to the free agents screen and create my rookies (age 18-21)... I never use raw rookies... I use established player creations so they can come into my league and contribute... I create a wide range of talent... a very few stars... some goods... many average... and a lot of bench players.

This has worked well for me... I end up with a decent influx of rookies... but I think I'm creating too many good pitchers now and will have to take a real, hard look at what I'm doing and make some adjustments in my method.

In my next dynasty league, I plan to just let the AI run the whole shebang and just report on what happens in the league... no more commissioner mode... I may even use the minors, too... maybe AAA, AA and A.

What I will do in the new league is just let the game play out as it is designed... I will not make any alterations or changes.
Hey Eugene, if it works well for you more power to you

Minor leagues stats have come a long way since v2006, I absolutely recall how off they were. With auto-calc you can set your expected stat output and autocalc will take care of the rest. You can do this to with feeder leagues too.

I'd encourage you to give it a try if you're starting a new game but we're all different so whatever floats your boat is cool
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Old 01-10-2019, 10:37 AM   #33
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125 years of my fictional league and I've been tracking top prospects. The #1 prospect has been a non-pitcher only 21 times in that span.
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Old 01-10-2019, 10:44 AM   #34
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I can tell you this - whenever I click on a 5-star Overall "stud" player to see where he came from, it's almost always 1st Round Pick, or International FA. Tarely see someone drafted 2nd round or later.
You should experiment with increasing talent change randomness. I've had good luck with seeing more late round picks become stars by putting it up around 175 to 200.
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Old 01-10-2019, 04:19 PM   #35
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Hey Eugene, if it works well for you more power to you

Minor leagues stats have come a long way since v2006, I absolutely recall how off they were. With auto-calc you can set your expected stat output and autocalc will take care of the rest. You can do this to with feeder leagues too.

I'd encourage you to give it a try if you're starting a new game but we're all different so whatever floats your boat is cool
Much appreciate you sharing your knowledge and your experience in OOTPB.

I'll give the minors a try in my next dynasty league... I will also let the AI control everything.
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Old 01-10-2019, 05:35 PM   #36
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Hey Eugene, if it works well for you more power to you

Minor leagues stats have come a long way since v2006, I absolutely recall how off they were. With auto-calc you can set your expected stat output and autocalc will take care of the rest. You can do this to with feeder leagues too.

I'd encourage you to give it a try if you're starting a new game but we're all different so whatever floats your boat is cool
The minor league stats with recalc have one big flaw remaining (which may not be a flaw if you like surprises, and it may go away if you retire according to real life, which isn't something I use).

Bear in mind, this isn't to knock any method Sweed or Church use, just to give some interesting insight.

Every now and then I'll see some stud player I never heard of. And I go in, excited to see if some AAAA player somehow made it big.

But it never is. It's nearly always some guy who washed out in Rookie or Class D ball and had 30 innings in real life before retiring. So the recalc engine cuts out on these guys and the development engine seems to take over. Every now and then, one of these guys becomes the next Juan Marichal.

And that's cool if you want these surprises. But less if you wish that Steve Dalkowski somehow harnessed his control and became Sandy Koufax.

It's partly what prompted me to post the suggestion for Recognizing historical prospects that failed in real life, but allowing them to pan out. It seems that surprise stars never come from the failed "next-Mickey-Mantle", they come from the guy who had so little data, OOTP doesn't know what to do with him.
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Old 01-11-2019, 10:01 AM   #37
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More AI, trading logic, roster management, sim speed...online league improvements

Less Perfect Game, UI upgrades.

OOTP 19 was catered to the fringe player, let's give some love to the hard cores that have been with you all since the beginning.

IMO.
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Old 01-11-2019, 11:51 AM   #38
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More AI, trading logic, roster management, sim speed...online league improvements

Less Perfect Game, UI upgrades.

OOTP 19 was catered to the fringe player, let's give some love to the hard cores that have been with you all since the beginning.

IMO.
I echo these sentiments. Lets get back to basics. I will take a smarter AI over Perfect Team any day of the week. Take care of the people who were around when OOTP was just words and numbers on a screen (but it was awesome).
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Old 01-11-2019, 04:45 PM   #39
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Originally Posted by Shoeless' Socks View Post
More AI, trading logic, roster management, sim speed...online league improvements

Less Perfect Game, UI upgrades.

OOTP 19 was catered to the fringe player, let's give some love to the hard cores that have been with you all since the beginning.

IMO.
I don't think Markus will neglect the Hard Core Faithfuls that buy OOTPB year-after-year.

I hope he did well financially with Perfect Game... Markus deserves it... I don't resent the time he spent on it because he had already taken care of the Hard Cores and me with OOTP19.

I don't know how much time he spent on Perfect Game, but OOTP19 looks pretty darn good at first glance... I just recently converted to it, so I haven't played it enough to know it's shortcomings... But I do know OOTP15, 16, 17 and 18 were excellent for the simple way I play the game and was far superior to OOTP12 which I was forced to play by other circumstances... don't get me wrong OOTP12 was outstanding for the 7 years I played it... never ever had a problem with it in a technically sense... no crashes whatsoever... ditto for versions 13, 14, 15, 16, 17 and 18.

Oh, I can criticize OOTP12... better and smarter AI would have been nice... and of course, my old standbys: lack of variety in News Stories and PBP... and more variety in the Hard Code, but that's about it... I could live with its other flaws.

I am almost 79 years old... I just hope I live long enough to see the sound and the animation of the game perfected to the point that I will use... so far, it is just amateurish and needs much improvement... I don't use it yet.

This is my DREAM VERSION of OOTPB... I would dearly love for my Islandian Pro Alliance players to perform like they were real players on TV and I didn't have to read the PBP text... I would be extremely happy with smooth-flowing realistic animation... I don't really need the sound... although if it is done well, it would be nice... that would be "lagniappe" as we say in Looziana… that means "a little something extra"... this used to be a common business practice years ago... don't see it anymore... it's just a phrase of speech now.

definition: lagniappe (pronounced "lan-yap")… "a small gift given to a customer by a merchant at the time of a purchase" (such as a 13th doughnut on purchase of a dozen).

Last edited by Eugene Church; 01-11-2019 at 06:43 PM.
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Old 01-11-2019, 05:10 PM   #40
Eugene Church
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Hey, OOTPB Development Team !!

Feel free to chime in anytime you want with some new features or key areas of improvement in OOTP20.

That was the purpose of my thread... I didn't intend it to be a borderline basher thread.

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