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| OOTP 23 - General Discussions Everything about the brand new 2022 version of Out of the Park Baseball - officially licensed by MLB and the MLBPA. |
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#1 |
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Minors (Triple A)
Join Date: Aug 2010
Posts: 254
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Very few pitching prospects...
I just finished the 1974 season (game started in 1965-transfered over from OOTP22)
Noticed my minor league system only has about 7-8 pitchers in the "top prospects". Figured I would make some trades to build up minor league pitching, but realize most teams have fewer, with some teams only having 4 or 5 pitchers in their top 30 prospects. So basically, league-wise minor league systems have very few pitching prospects....maybe 20% are pitchers, 80% are hitters. Anyway to fix this? Also...when I "shop a player" its ALWAYS the same 4-5 teams...... I am assuming this is a budget issue. Thanks |
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#2 |
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Hall Of Famer
Join Date: Aug 2007
Posts: 2,027
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There was a bug on pitching stuff for newly created players. If you started before the latest patch while this has been fixed you won't see an effect until your next draft. Even then guys generated in any years before the patch was installed won't adjust ratings. So it could take years to weed them out.
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#3 |
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Hall Of Famer
Join Date: Aug 2007
Posts: 2,027
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"Also...when I "shop a player" its ALWAYS the same 4-5 teams......
I am assuming this is a budget issue." I am not sure if this has been fixed but in long sims in previous versions budgets would get out of whack over the years. Essentially everyone but my team was losing money. That meant few would want to trade and it was always big money guys unless you were trading min guys or MILC guys for regulars. My theory is it is the budget for the draft was often overstated. It corrected after the draft signings were finalized but that is in August so there was often several extra million budgeted for draft. You try to trade and because of the budget you didn't have money you actually had. I often found it saying I would be short of the owner's profit goal if they was one then around August I was meeting the goal. So I was often somewhat under payroll given the entire budget because draft was over budgeted. I start a new fictional game after the latest patch and the draft budget seems much more in line with the actual slot amounts and what you will actually spend on the draft but still a little high. This was about 40 years into my 22 sim. I had just taken over the Braves but they spent 12 million on the draft the year before but budgeted 22 for the next year draft. That would be very hard to spend but the game uses the budget amount for extensions and trades. I am not sure this is the only issue but it contributes to looking like everyone is losing money until the draft is over even though few teams actually lose money the budget is over max. |
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#4 |
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Minors (Triple A)
Join Date: Aug 2010
Posts: 254
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It does seem that most teams are in financial mess. With the difficulty of trades ( i like that) and this financial mess , I've been fleeced on trades, just to free up roster spits. Ie I just tried a 23 yr old Luzinski for scrubs. Went on to lead AL in RBIs.
As for lack of pitcher prosoects, I am playing with historic minors so I figure it should be ok...but nope. In a few years I'm going to have a big offense era, as there are very few 3 plus star pitching prospects... |
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#5 |
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Minors (Triple A)
Join Date: Aug 2010
Posts: 254
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I re-adjusted the league financials in the Settings to 1975 and it seemed to fix the financial mess. I noticed that contracts all went down an now many teams have money to spend again.
It did wipe out all the extensions I signed. |
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#6 | |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Quote:
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#7 | |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Quote:
The problem with stuff is that many fictional pitchers aren't being generated with nearly the amount of talent as their default roster counterparts. Stuff is a make up of velocity, pitch quality, etc but with stuff being tied to velocity, it needs to be at a certain level in order to have the right amount of pitchers throwing at a realistic velocity. if you lower Stuff then pitchers won't throw 98 mph as often but if you raise it, then too many pitchers will throw heat. Not enough pitchers are being created with an arsenal of quality pitches which is resulting in the stuff rating being low compared to default roster. For example the default roster have 1521 pitchers with a stuff rating of at least 6 (2-8 rating, 100% scouting) while a fictional roster from a MLB saved 100 years in the future only results in 338 pitcher with stuff rated above 6. That is a massive difference! Ironically stuff have the same problem as BABIP (contact) Last edited by SirMichaelJordan; 05-26-2022 at 03:02 PM. |
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#8 | |
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All Star Reserve
Join Date: Aug 2016
Posts: 628
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Quote:
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#9 |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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#10 |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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I should also mention that relative ratings were off so this was comparing raw ratings.
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