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| OOTP 21 - General Discussions Everything about the brand new version of Out of the Park Baseball - officially licensed by MLB and the MLBPA. |
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#1 |
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All Star Starter
Join Date: Jan 2013
Posts: 1,343
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Teams Releasing Newly Drafted Players
For some reason im seeing a some recently drafted players get released by teams a month later. I mean they get drafted, play a couple games/pitch a couple innings, and then get released a month later. These guys are anywhere from 6th-whatever round picks, 45 potential players. I use 150 TCR, .85 aging, 1.1 dev, 0/50/25/25 AI settings, real life minor league roster rules.
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#2 | |
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Minors (Double A)
Join Date: Feb 2020
Location: Palm Coast, FL
Posts: 166
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Quote:
Using roster limits will force the AI into making those kind of cuts. |
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#3 |
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All Star Starter
Join Date: Jan 2013
Posts: 1,343
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#4 |
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Banned
Join Date: Jun 2018
Posts: 1,727
Infractions: 0/2 (5)
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I think it has more to do with the draft being completely screwy right now
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#5 |
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All Star Reserve
Join Date: Mar 2015
Location: Australia
Posts: 652
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It is more likely to be the roster limits.
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#6 |
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Banned
Join Date: Jun 2018
Posts: 1,727
Infractions: 0/2 (5)
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I've played with roster limits and service time since 19 and never noticed it. But right now in 21 you got teams drafting an absurd number of pitchers so I can see a lot of draft picks being cut.
But even myself sometimes I could cut a handful of draft picks a year. They just might not be good or I'm full at the inn. |
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#7 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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if your rules are too restrictive, it will cause major problems.
50 players isn't such a big deal in comparison... the crap ones won't play anyway. set mil dpeth charts to potential, not overall... further ensures the 'better' prospects play more. if you have minor league systems that are not equivalent in # of teams per level of minor leagues, then you cannot escape the thing you do not like... some teams with smaller systems or simply fewer teams at any one level will inevitably pool players. this is favorable to not having enough in the larger systems. i'm all for improving this portion of the AI... it's decision making in this realm is flawed for certain.. a little robustness should avoid it. As it stands now, i never make a league without even # of teams in all MiL systems and levels. Except my team... i don't want a 500 prospects when i can do it with 250, because i can be rational when i dump the trash out. i quit picking after round ~20, or as needed, and just release those players immediately afterward that the ai gm picks. very very rarely will a team cut an early round pick in real life... he better be caught in a hotel room with some dead h%%kers and very hard drugs, lol, even then they likely avoid any repercussions... too much money is invovled to throw it away on integrity and character... lol. it defintely happesn too often with the wrong roster rules. and, it's a recurring early bug for yearly releases.. maybe not each year, but you can definitely find it multiple times in patch notes or complaints early on. if it's not confrimation bias, they'll fix it up. Last edited by NoOne; 04-25-2020 at 09:51 PM. |
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#8 | |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Quote:
It's best to not use any active roster limits below A ball. |
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#9 | |
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Banned
Join Date: Jun 2018
Posts: 1,727
Infractions: 0/2 (5)
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Quote:
I cannot live with unlimited rosters. It just bothers me too much to play that way.Even if the devs were able to get it to 50 with good AI I could live with it but not unlimited. Cause oh its the yankees and redsox with 9000 minor leaguers in their DSL. any fallout from limits I can live with just make sure foreign and indy leagues are active. if someone questionable gets cut that will play some place and find their way back to the mlb. |
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#10 | |
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All Star Starter
Join Date: Jan 2013
Posts: 1,343
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Quote:
My rookie leagues had a roster limit of 35 but maybe bumping that up to 40-50 or just leaving it off would be better. I still have service time limits to help keep the numbers down somewhat. |
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#11 |
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Banned
Join Date: Jun 2018
Posts: 1,727
Infractions: 0/2 (5)
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in 21 I changed to
AAA/AA = 30 A/A+/A- = 35 R = 40 DSL = 45 I think it was a good compromise between real life and the game. Remember MLB teams don't have equal minor league Rookie leagues. Like the Athletics have 2 Rookie plus 1 DSL. Phillies have 2 rookie and 2 dsl. While Yankees have 3 rookie and 1 dsl. Redsox 1 rookie and 2 dsl. Big changes next year for the minors. MLB plans to cut 40 teams out. And milb was fighting it but pretty much will have cave to mlb because of the global pandemic. At least that was the last thing I read about it stated. |
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#12 | |
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All Star Reserve
Join Date: Mar 2015
Location: Australia
Posts: 652
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Quote:
All others levels are always under 30. |
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#13 |
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All Star Reserve
Join Date: Sep 2019
Posts: 500
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I only use service time too. With the right set up, players move properly through the system. The most I've ever seen in rookie ball is 50 and I have never see anyone of value get cut. A lot of the DSL teams will keep around 35-40 in real life, so it isn't that far off of reality. Plus, those that don't cut it will go to free agency rather than clutter up the higher levels. These players eventually join the Independent Leagues in my universe and if they somehow improve enough, an MLB team will sign them.
Last edited by 1991Twins; 04-26-2020 at 01:35 AM. |
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#14 | |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Quote:
An easy way to check is to look at prior draft recap. 1st round draft picks get picked up right away so unless you are checking right away, you won't notice. |
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#15 |
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All Star Starter
Join Date: Jan 2013
Posts: 1,343
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I feel like my problem all along was setting the rookie league roster limit to 35 exactly, so ill keep the DSL, AZL, and GCL without roster limits, but limit Pioneer and Appalachian League rosters to 35 because that is techinically an advanced rookie league (my reasoning is the absolute lowest league im fine if theres pooling, but in an advanced rookie league i want roster sizes to be manageable to get all players PT). Ill be also running 200 TCR again, .85 and 1.2 aging/dev, and 0/67/22/11 AI settings and report back. Im hoping this does the trick and I can finally start my save.
Also, keeping the general AI roster settings at 7 relievers 13 position players for now. That part is 100% open to change because I have almost 0 clue what changing it would do to minor league rosters. Last edited by itsmb8; 04-27-2020 at 12:08 AM. |
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#16 | |
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All Star Starter
Join Date: Jan 2013
Posts: 1,343
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Quote:
The problem I have though, is rosters in the rookie leagues are still too high. All teams have great roster sizes but pool all the excess players onto one team, so that one AZL/GCL team has 50-85 players, which is just blasphemous. And ideas on how to fix this? |
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#17 |
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All Star Reserve
Join Date: Sep 2019
Posts: 500
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Here are the service time limits that I use:
Rookie = 2 years Short A = 3 years Low A = 4 years High A = 5 years Double A = 9 years Triple A = None This keeps roster sizes for me to a max of approximately 50. Players are promoted within 2 years of being with the organization. The bonus that I've found is that I don't have players pool up at different levels either. |
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#18 | |
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All Star Starter
Join Date: Jan 2013
Posts: 1,343
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Quote:
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#19 |
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All Star Reserve
Join Date: Sep 2019
Posts: 500
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I did read once to never have roster limits for AAA or rookie league if you do choose to use roster limits. The logic was that AAA would be a place where DL guys from the MLB league would rehab and the AI may not know how to respond to it. So, I've always not had AAA limits on service time.
Sidenote: Thanks so much for always making the authentic MLB jerseys. I've downloaded your work before and it has brought me added enjoyment in my leagues. |
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#20 | |
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All Star Reserve
Join Date: Mar 2015
Location: Australia
Posts: 652
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Quote:
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