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Old 01-12-2021, 07:45 AM   #21
progen
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Here's a very lengthy discussion on this topic. I found it to be helpful!

https://forums.ootpdevelopments.com/...d.php?t=317611

Last edited by progen; 01-12-2021 at 07:46 AM.
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Old 01-12-2021, 08:36 AM   #22
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My method works. It involves playing dumb and emotional.

That's all.

Yes, Berto doesn't have any position rating anymore and he's as wide as he's tall, but he's been with the Raccoons for *14* seasons, how could I possibly let him go??

That's the spirit.
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Old 01-12-2021, 10:06 AM   #23
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Quote:
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This is where I put them
Got it. What I don't get is what effect you think it has.
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Old 01-12-2021, 10:21 AM   #24
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You can reduce the effect of terrible defense by signing pitchers who allow a lot of HRs.
Aarrgh! Need the Thanks button!
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Old 01-12-2021, 03:18 PM   #25
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Simply using a salary cap seems to help prevent super teams from being able to stay together.

I also usually only entertain trade offers the ai teams propose to me.
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Old 01-12-2021, 06:20 PM   #26
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Here's a very lengthy discussion on this topic. I found it to be helpful!

https://forums.ootpdevelopments.com/...d.php?t=317611
I recall that thread. In-fact I was one of the last posts in that thread, 2nd to last, where I list my settings / way of playing. Pretty much what I noted earlier here.

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Old 01-12-2021, 08:47 PM   #27
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Got it. What I don't get is what effect you think it has.
IMO a younger player is a less developed player

so

more time in development means (IMO) more fog of war.
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Old 01-14-2021, 07:59 AM   #28
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A few things I do:
-Trade difficulty very hard and heavily favors prospects
-start with a bad, smaller-market club
-don't claim players under 25 off waivers
-don't claim players under 25 in the rule V
-when you use "make this work now" and the CPU suggests players, don't use any minor league player 27 or older (the AI sometimes will fall in love with some guy who is 29, in A-ball for his leadership, and having a career year).
-don't extend players who are pre-arb unless they suggest that type of deal first AND don't sign them to anything less than Acuna's real-life extension.
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Old 01-14-2021, 11:46 AM   #29
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I've been making fictional leagues since the days of Season Ticket Baseball and many of the settings I use are described above. However the best way of ensuring you have meaningful rivals has not been mentioned, and it is simple.

Allow randomness to consistently challenge you.

A 4 x 8 league of 32 teams pretty much ensures that at least one of the 31 other teams in any given season will be a solid challenge for you to take on. It will likely be a different team each season, but there will be hefty stumbling blocks every year.

Also, in the 4 x 8 only allow the top two in each division make the playoffs. You can' 'get hot in the playoffs' if you don't make the playoffs with an 85-77 team.
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Old 01-14-2021, 01:40 PM   #30
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IMO a younger player is a less developed player

so

more time in development means (IMO) more fog of war.
Fair enough but I get 16 year olds in my game by leaving it at zero.
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Old 01-14-2021, 04:35 PM   #31
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Fair enough but I get 16 year olds in my game by leaving it at zero.
True but you also get (or at least I did) 20 and 22 year old in the draft class too. My way avoids that.
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Old 01-15-2021, 03:38 AM   #32
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Allow randomness to consistently challenge you.
I like this idea. Having a large number of rivals competing for limited playoff spots increases the chances of some of them just getting enough good luck to beat you in the race.

Other things that increase randomness would be increasing scouting inaccuracy and increasing frequency of random talent changes. Is there anything else?

I think reducing the max starting age of players wouldn't hurt me, though, if I have a high youth development budget compared to other teams. Sure, the young players would have more time for their potential to change, but my young players would tend to develop more reliably than those in most other teams.



Something else I was considering would be to control other teams at times, similar to how you would play chess against yourself. For example, take control of the other teams periodically, and have them make mutually beneficial trades with each other. Like have a rebuilding team take on the salary of an overpaid veteran of a playoff contender, along with getting a prospect, allowing the other team more salary space to then acquire someone useful to them.
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Old 01-15-2021, 01:27 PM   #33
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I play a hybrid version of stats-only. The only ratings that I have visible are the "Other" ratings because these can be hard--though not impossible--to decipher through stats alone.

You can make this even more challenging by lowering the scouting accuracy and, further, toying with Talent Change Randomness. Personally, I leave scouting accuracy on default, but TCR is set at 145.


Oh...and don't fleece the AI. You need to have discipline. There are instances where you can pull a fast one on the trade AI, but don't. It's not fun.
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Old 01-15-2021, 09:04 PM   #34
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I play a hybrid version of stats-only. The only ratings that I have visible are the "Other" ratings because these can be hard--though not impossible--to decipher through stats alone.

You can make this even more challenging by lowering the scouting accuracy and, further, toying with Talent Change Randomness. Personally, I leave scouting accuracy on default, but TCR is set at 145.


Oh...and don't fleece the AI. You need to have discipline. There are instances where you can pull a fast one on the trade AI, but don't. It's not fun.
I tend to stay away from Franchise type well-knowns, or Draft pick #1 / Top famous prospect.

However, per the AI - there appear to be some "hard stops" built-in at this point in the player valuations, that provide more guard-rails. Not to say it can't be done, but it is tougher, and getting harder for me to figure-out if I just got a good deal, or if I managed to get over on the AI; I am even starting to wonder at times, if my own player valuations are off, and the AI was able to get one over on me because my scouting is messed-up; well, sometimes.

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Old 01-15-2021, 09:30 PM   #35
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I manage three teams, so that I always have at least two legit competitors.
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Old 01-16-2021, 12:28 AM   #36
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I've been making fictional leagues since the days of Season Ticket Baseball and many of the settings I use are described above. However the best way of ensuring you have meaningful rivals has not been mentioned, and it is simple.

Allow randomness to consistently challenge you.

A 4 x 8 league of 32 teams pretty much ensures that at least one of the 31 other teams in any given season will be a solid challenge for you to take on. It will likely be a different team each season, but there will be hefty stumbling blocks every year.

Also, in the 4 x 8 only allow the top two in each division make the playoffs. You can' 'get hot in the playoffs' if you don't make the playoffs with an 85-77 team.
Bigger divisions make a big difference. It's a lot easier to make the playoffs in a 4 or 5 team division than it is a 12.

Current setup that I like is two divisions/leagues of 12+ teams. Division winner gets first round bye, 2nd plays 3rd in a 9 game series (2a 7h).
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Old 01-16-2021, 10:42 PM   #37
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Bigger divisions make a big difference. It's a lot easier to make the playoffs in a 4 or 5 team division than it is a 12.

Current setup that I like is two divisions/leagues of 12+ teams. Division winner gets first round bye, 2nd plays 3rd in a 9 game series (2a 7h).
Good point - sort of goes back to the older MLB alignment / structure, where the overall season results played a greater role.

This is interesting, as I am looking to possibly start a new fictional baseball universe in 22.

If I do go with this new fictional universe, I will go with this larger structure.

Thank you both for these notes on the larger league size.

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Old 01-17-2021, 02:57 PM   #38
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Just a few things to add here:

Don't put roster size limits on the lowest minor league level.

I always do a deep dive into why the AI team would make the trade. If I can't find a reasonable reason I won't do it. But you can be surprised sometimes. I once had a division rival offer their #2 SP mid season for one of my better prospects. We were 2 1/2 games apart. I couldn't find a good reason and knew certainly I wouldn't deal within the division mid season. Intrigued, I backed up at this point and made the deal. Advanced 2 days, then watched as they used the $$ saved in the deal to sign their #1 draft choice. I let it stand.
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Old 01-23-2021, 02:34 PM   #39
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IMO a younger player is a less developed player

so

more time in development means (IMO) more fog of war.
I am interested in this option but I'm not sure I quite fully understand.

So, in essence, in a draft class, there aren't any more "college players" in that everyone is between age 17-18. Do I have that right?

That seems like it could be a good move because I usually scoop up the high-rated college relievers that have a fast track to the Majors quite early in my drafts a lot of the time.
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Old 01-23-2021, 02:50 PM   #40
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So, in essence, in a draft class, there aren't any more "college players" in that everyone is between age 17-18. Do I have that right? .
You are correct Might have to do more tweaking to get it the way you want it to work.
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