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Old 11-18-2022, 05:25 PM   #61
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Rule isnt about who is taken and who isnt taken. or about who is protected and who isnt protected.

it is about you can select rule 5 players and immediately trade for prospects who arent rule 5.

so the AI team has to have them on the 40 man the entire season. the players wont make it out of preseason but they just gave up a prospect for the rule 5.

why cant the AI see that it is a rule 5 player so you might not want to trade anyone for them.

same thing for waivers. i am not saying their are studs there. but there are players on waivers the AI will trade prospects for if the human shops them. so if they are willing to give up prospects for a waiver why not claim the player?

ive literally claimed the same player multiple times in the same season and traded him for prospects every time. to me that is a symptom of a larger problem behind the scenes.

all loopholes, holes, bugs, exploits are symptoms of larger problems behind the scenes. this is true in all games. if that many exploits exist then the program has faulty logic. bottom line.

it is up to the devs to find this fault and fix it. whether all of this comes from the finance model or some other module in the game. something is certainly not correct.
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Old 11-18-2022, 05:28 PM   #62
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In regards to Rule V I noticed that at least in 2022 practically every minor leaguer did not have the accurate professional time. Seemed like everyone drafted before 2021 was off by 2 years and anyone drafted after 2021 was off by one. I imagine the cancelled 2020 was cause for 1 year and then it didn't count this year as I live started after the season ended
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Old 11-18-2022, 06:50 PM   #63
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Originally Posted by jimmysthebestcop View Post
Rule isnt about who is taken and who isnt taken. or about who is protected and who isnt protected.

it is about you can select rule 5 players and immediately trade for prospects who arent rule 5.

so the AI team has to have them on the 40 man the entire season. the players wont make it out of preseason but they just gave up a prospect for the rule 5.

why cant the AI see that it is a rule 5 player so you might not want to trade anyone for them.

same thing for waivers. i am not saying their are studs there. but there are players on waivers the AI will trade prospects for if the human shops them. so if they are willing to give up prospects for a waiver why not claim the player?

ive literally claimed the same player multiple times in the same season and traded him for prospects every time. to me that is a symptom of a larger problem behind the scenes.

all loopholes, holes, bugs, exploits are symptoms of larger problems behind the scenes. this is true in all games. if that many exploits exist then the program has faulty logic. bottom line.

it is up to the devs to find this fault and fix it. whether all of this comes from the finance model or some other module in the game. something is certainly not correct.
You said in your post the AI won't take them because their 40 man is full. I showed, in my league, that is not true. You also said teams waive studs in your post. It's what you said and, what I responded to. If you want to amend your post feel free.

As I said I couldn't care less if they do or don't fix those holes. You say you do all of that stuff so either you find it fun or can't control yourself. You could claim it's "just testing" to prove the holes are there. Fair enough but once it's tested and proven then there is no reason to do it, is there?

Financial additions, again as already noted, would be time better spent IMHO.

In any case I responded because I don't see these studs you speak of nor a lack of AI teams selecting players in the rule 5. I supported that with data.
Whether you want to post any of these studs from your data is up to you. Whether you want to amend your post is up to you. I'm just responding to what I read.
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Old 11-18-2022, 11:04 PM   #64
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not my job to figure out the fix. but i lean towards the finance system and the 40 man combination.

and the thing is most players who play the games and not sim them never understand the true problems of ootp. because they are focusing on the actual day to day games. and ootp does a great job at the game of baseball. even play evaluation for quality or trading is pretty damn good.

it is just anything to do with finances and the game flat out fails. cant make excuses for the game. so many exploits and oversights if you actually spend time as a GM you will see how absolutely absurd the AI is and just how extremely easy the game is.

owner controls budget should leave. the last thing the AI needs is less budget. there should be options too boost the AI. give them more budget cheaper players etc that adds difficulty not self imposed BS house rules.

you can literally take any bottom basement small market team. get rid of every single player that makes over the minimum and absolutely clean up.

it is extremely easy to get 100% fan interest even on awful teams.so many different ways to game/exploit the system. then max out ticket prices now all of a sudden you are a mid budget team in just your second year.

rule 5, free agency, waivers and trade deadline trades. you can gain so many prospects every year its crazy. int free amat agency. again just sign the top prospect and you can trade him for a top mlb ready prospect while that int guy at the very least is 5-6 years away. if at all ever.

the amount of prospects you can get for just waiver claims all year is staggering. if the ai is willing to trade prospects for them why not claim them?????

singing players to pseudo 3 year deals. 1 year deal with 2 year team options back loaded and you can sign popular players boost fan interest to 100% and trade them for prospects even if you have to eat 1 year in salary. the AI team is forced to either pay the insane salary or let them go while you gain prospects.

this goes for all free agents during off season and especially noticeably at trade deadline where you can trade them to playoff teams eat the salary and get top prospects.

video games arent real life. so get out of here with all these bs house rules. close or remove all of the countless finance loopholes, exploits, bugs and mistakes.

i can only play ootp for maybe 2 weeks a year. cause it is so mind numbingly broken when it comes to GM and finance.

AI teams have maybe 12-24 prospects who are over 2.5 stars potential. as a human i can gain over 100+ 2.5 star prospects within the first 3 years of any save. not saying they are studs or all stars but the shear number able to be gained is ridiculous.

and it comes down to the AI not able to deal with 40 man/finances.

not to mention the AI will literally trade for players they just waived or just traded. then waiver them again. and you know what i will claim them and trade them again and again and again. its broken. house rules dont fix it.

i have 0 confidence any of this will ever get addressed. all these finances problems have been in the game since i started playing in ootp 18 and they are all still here or even worst now.

Quick question regarding the "owner decides budget" option. If I turn this off, what will happen to salaries league wide? Will they be unrealistically inflated due to the excess cash floating around? If so, I suppose that is still better than the AI being hamstrung or stifled from being able to spend money on team needs...but still
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Old 11-19-2022, 07:33 AM   #65
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Create player from scratch, manually.
Waiver trades ability to waive players before making traded. Like irl.
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Old 11-19-2022, 01:07 PM   #66
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Quick question regarding the "owner decides budget" option. If I turn this off, what will happen to salaries league wide? Will they be unrealistically inflated due to the excess cash floating around? If so, I suppose that is still better than the AI being hamstrung or stifled from being able to spend money on team needs...but still
i dont ever make it far in a save as after 5-7 years my team is pretty much unbeatable with even all my minor leagues either winning or making their finals.

and i almost never have any veteran or star players on my team. everyone is either league rookie minimum or players where i bought out their rookie contract and arbitration.

all that being said i dont think owner controls budget changes contracts at all. there are plenty of other settings that change this inflation etc.

it is just owner controls budget is so bad cause all the owners act exactly the same way. they just reduce over all budget. even with the big team dodgers, yankees, phillies etc. teams that money aint aint an issue.

plus the financial model is so out dated because it doesnt involve these huge local tv contracts at all. or the possibility of getting it. that is what makes teams take the next financial level.

you will never get an owner that loves the team and spends more. i think in all the test i ran it happened with 1 owner like 1 time. so every owner reduces budget some a little bit which is meaningless to some 100s millions. and this never changes.

i remember the brewers owner was brutal. it killed the AI team. they could make the finals, sell out. max interest etc. the more the team makes the more the owner cuts out.

this should be replaced with like team philosophy or something. which would help who the AI tries and trades away or acquire. Their trading block. How aggressive etc.

I mean i am tired of seeing big market teams dodgers/yankees put their star closers/relivers on the trading block at deadline to reduced budget when they are the #1 teams. it should never happen not even 1 time. Once is too much.

To be honest I only played ootp 24 for about 3-4 weeks with 2 saves. The Marlins and I forget the first team. I only GM I dont ever play a game or view a game. Only sim games. It was just too easy. Smallest payroll and best team. With almost all my minor leagues in the finals. This is after 3-5 seasons and think I was top 10 in budget. Cause yeah if its in the game I going to do it. Which means max fan interest and max ticket prices.

I could never do a long term save my team would just be in the WS for 20 years straight.

It isnt about the game evaluating players or trades for players. Not about star ratings or attributes it is about finances.

A GM game is 80% finances. OOTP is just plain awful at it. I dont think it can ever improve because the devs focus in on the field baseball and not GM baseball.

The gm game is just filled with too many holes, bugs, exploits, wrong logic etc. IF you dont do it then it doesnt leave you with much else to do it in a 100% gm game.

Who wants to just sim and not control the organization? The moment you control an organization the game breaks as a gm. That is why i can only play like 7 years cause it is unplayable after that.

I dont want to manage the games. So what else is there. This is why i play ootp for like 3-4 weeks and put it on the shelf until next version,
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Old 11-19-2022, 03:14 PM   #67
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We need real historical minors to work correctly in several key areas:

1. Players whose stats were in the minors for a given season or recalc period need to have their ratings calculated correctly. Unfortunately, there are many instances of players who only played in class A or AA but whose ratings and talent are calculated to be at an MLB level. I've reported this with numerous examples in a support ticket.

2. When playing a game with real historical minors, rookies should not be imported during initial league creation, as they are currently. For example, if you start a game in 1980, the rookies who debuted in the minors in 1980 will already be in the database and assigned to minor league teams rather than imported into the draft pool for a mid-season draft.

With historical minors, the amateur draft should take place during the season, as it does in real life, and players who made their pro/minor league debut in that season should not be imported until the draft pool is created. This way, they can begin short-season class A or B/C ball after the draft, like players did historically in real life.

Likewise, if the draft is scheduled and held during the season, as happens in real life, OOTP should not import rookies who made their debut in the next season, which is what it currently does. This causes rookies to be imported one year too early unless you hold the draft after the current season.

3. The AI has to become better at assigning players to the correct minor league levels based on their ratings. I've seen too many cases of players with borderline MLB or AAA talent ending up in class A or AA, and sometimes the reverse.
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Old 11-19-2022, 03:28 PM   #68
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I'm not sure about the "real" part cuz I don't know exactly what you mean, but as far as the real NA, NL, AA, UL, PL league structure, players, etc., those should be do-able.
What I meant is... what I already do manually

1871 - 75 : One empty league and the NA
1876 - 81 : One empty league and the NL
1882 - 91 : Two leagues, AA and NL
1884 : Three league: AA, NL and UA (as an independent ML since we can't do three leagues in the same structure)
1890: Three league: AA, NL and PL (as an independent ML since we can't do three leagues in the same structure)
1892 - 1900: One empty league and the NL
1901+ : I change nothing since the structure is fine

All those leagues are major league and part of MLB history for the records and all so I don't want this implemented like the FL... sadly the way I do it meant that what a player do in the Union Association and the Player League isn't part of his MLB career stats record.

The empty league is because I keep it for the American League after 1900 (when it isn't it's because the AA is the first league) and the empty one is always the first league because in the game MLB structure this is the American League spot.

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"get the right players in the right organizations at approximately the right time"

... and not...

"100% accuracy"
This is exactly what I want since doing the players move from one affiliate to another would be insane and, to be honest, ridiculous. I just want a file that say player XYZ is part of your organization keep him in your system for the season (unless released in real life).

Another thing I forgot previously... I'd like is an option in the editor to prevent a player to be put on the ML team before a specific date... if you play historical a lot of players become rookie ineligible because a team decide to keep them on the team the entire season (wasting them as pinch hitter or reliever if they were SP, notice that I play with real line up) but in real life they were only september call up and were there for less than a month.
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Old 11-19-2022, 04:06 PM   #69
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Originally Posted by AESP_pres View Post

1871 - 75 : One empty league and the NA

All those leagues are major league and part of MLB history for the records

[/B]
Actually, the NA is not a major league. bRef treats it as such and so does OOTP but, per MLB, it is not. I have not seen this MLB decision reversed. For the record, I support keeping it as an ML in OOTP but I also feel that way about all of the NeL games (not just the select teams/seasons recently granted that status by MLB).

https://ourgame.mlblogs.com/why-is-t...s-7507e1683b66
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Old 11-19-2022, 05:43 PM   #70
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To be honest if BBref say it's a major league this is more relevant for me than anything the MLB organization can or can't say... I mean the MLB association is a business not an historical reference.
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1991 1992 1993 1994 1995
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Old 11-19-2022, 06:01 PM   #71
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What I meant is... what I already do manually

1871 - 75 : One empty league and the NA
1876 - 81 : One empty league and the NL
1882 - 91 : Two leagues, AA and NL
1884 : Three league: AA, NL and UA (as an independent ML since we can't do three leagues in the same structure)
1890: Three league: AA, NL and PL (as an independent ML since we can't do three leagues in the same structure)
1892 - 1900: One empty league and the NL
1901+ : I change nothing since the structure is fine

All those leagues are major league and part of MLB history for the records and all so I don't want this implemented like the FL... sadly the way I do it meant that what a player do in the Union Association and the Player League isn't part of his MLB career stats record.
I hear you. "Ideal" is what you want. However, if that pre-1900 MLB structure above were actually post 1900, it would be doable right now in OOTP simply by editing a few files (and thus not having to do the manual work that you do each season in OOTP). But it would be like the Fed Lg: Treated as a minor league in OOTP. And what's crucial about this is that OOTP's minor league module already - pretty much flawlessly - handles the numerous folding, creating & reappearing of teams & leagues. OOTP's MLB module, however, is pretty rigid and not customizable the way minors are. So, my point here, is that what you want for both pre-1901 majors, and for both pre- and post- 1901 minors, is fairly easily doable from a programming perspective (based upon what I know, which is - to be clear - not from the perspective of an OOTP programmer) if done via OOTP's minor league module... meaning it could be reality sooner rather than later. The same might not be true for pre-1900 majors, if done in OOTP as major league (like AL & NL currently are).... Hopefully that makes sense


Quote:
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This is exactly what I want since doing the players move from one affiliate to another would be insane and, to be honest, ridiculous. I just want a file that say player XYZ is part of your organization keep him in your system for the season (unless released in real life).
Completely agree. There would be no point in attempting to move minor leaguers to their correct teams via historical txns. Not only would it be a complete beast to compile that data, but it would also be undone by AI. IOW, IRL Davey Lopes spent the '69 season in A-ball. In OOTP, however, and for any number of reasons, AI (or the gamer) may see fit to bump him up to AA. Also, just because Steve Garvey or Fred Lynn was promoted from double A to triple in real life because he was killing it, that doesn't mean you'd want to see him promoted in OOTP if he's struggling in double A. (And then if you factor in player development... yikes...)

So ya: MiLB historical txns would have to be organizationally based, not team-based. At game-creation - and as players are later imported in future OOTP seasons - minor-leaguers would import to their historically-correct team. At that point, though, OOTP (or the gamer) would take over and decide where those players would be within an organization. (Note: Every non-affiliated/independent MiLB team would then be treated as a separate organization, with players being put on the active roster, on the reserve roster, or - possibly - released. Not a problem, but just some clarification.)
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Old 11-20-2022, 04:59 AM   #72
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Overhaul how ratings work in relative to league totals. Also fix league totals so the game doesn't evolve into players smashing HR and SO records.

Also fix how adding a massive talent increase can break the game.


I also want more full histories of leagues, so more licenses are needed. I want to see the full history of the MILB, *** and KBO.

If that can't be included. I'd like it made easier to for us to edit and import it. More ability to mass edit the world and it's stats and histrory.

Last edited by OutS|der; 11-20-2022 at 05:02 AM.
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Old 11-20-2022, 11:24 AM   #73
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Many good ideas here, but my request is far more basic.

Fewer bugs and fewer work arounds we need to perform by the very first patch.
The current version, IMO, had too many and frankly for the very first time OOTP tested my patience.
More dev testing and quality control prior to release is all I ask....even if there are very few new features
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Old 11-20-2022, 02:41 PM   #74
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Overhaul how ratings work in relative to league totals. Also fix league totals so the game doesn't evolve into players smashing HR and SO records.
How do you know smashing HR and K records isn't the future?
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Old 11-20-2022, 02:45 PM   #75
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Overhaul how ratings work in relative to league totals.
Ratings don't actually work. If they did the ratings for a particular year would produce historical totals without the need for running the league totals routine.

And if the player mix changed, say Barry Bonds and Mark McGwire exited the game with career ending injuries, the league home run totals would drop instead of the current situation where they're given to other players.
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Old 11-20-2022, 02:51 PM   #76
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A big one for me is-

with the new rules coming next season to MLB, there must be an option to allow only two pickoff throws. And my very earnest, wishful wish is:

(we're definitely going to see this in spring training) Baseball people already saying this is going to happen and will be commonplace for at least some teams: shift ban on the infield, so there will be a "two outfielder" setup with the third outfielder going to short right field in place of where an infielder would usually be for a deep shift. Either this could be added to shift options, or it'd be so cool to be able to have a custom shift creator. I understand this might be difficult to program into the game. But it does sound like a shift we're going to be frequently seeing in real-life baseball, and as the truest sim out there, it'd be great if OOTP could replicate this "two outfielder" shift.
The thing is, the shift as it stands now has a really small effect on the game, like the widespread use of it reduced BABIP by around 10 points over the last decade. It’s very, very hard to predict what effect a 2 OFer field will have, or how prevalent it’s going to be; in this case I’d prefer it not get added, really, until we know what the effects are, so in a mid season patch at the absolute earliest.
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Old 11-21-2022, 02:34 AM   #77
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What I want are the following:

-Better GM experience (relationships with other GMs, realistic job application experience, relationships w/ coaches, etc)
-Focused player training (working on mechanics, new pitches, etc)
-Real Spring Training experience (Grapefruit/Cactus league, split squad games, games vs minor league/college teams, Minor League spring training, etc)
-Full college leagues (maybe HS too, playable or not, full games, structures, stats, etc)
-All minor league stadiums in 3D
-More 3D engine updates
-More IRL MLB rules (optioned players must stay down for x days, minor league rule 5, non-tender deadlines, etc)

Probably more that im missing
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Old 11-21-2022, 07:24 AM   #78
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What I want are the following:

-Better GM experience (relationships with other GMs, realistic job application experience, relationships w/ coaches, etc)
-Focused player training (working on mechanics, new pitches, etc)
-Real Spring Training experience (Grapefruit/Cactus league, split squad games, games vs minor league/college teams, Minor League spring training, etc)
-Full college leagues (maybe HS too, playable or not, full games, structures, stats, etc)
-All minor league stadiums in 3D
-More 3D engine updates
-More IRL MLB rules (optioned players must stay down for x days, minor league rule 5, non-tender deadlines, etc)

Probably more that im missing
I agree with an improved GM experience. I know they don't want to be like FM, but the interviewing process you go through in that game is a lot of fun and very realistic. The entire process is good, from applying for jobs, getting your application rejected from a higher level club because you don't qualify, to the actual interview, and then weighing your options from offers you get.

And certainly, more interaction with the players and coaches. Just getting an email from a player complaining because he's not playing enough, doesn't really do much for me. Would be nice to be able to have a conversation with that player on your future intentions.

I've been buying the game since OOTP4, but decided to skip this year's version, and continue to play 22. New features just weren't enough to push me to buy, and the rollout I thought was weak, and just didn't get me
excited to purchase 23, like previous rollouts did. Fingers crossed for 24.
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Old 11-21-2022, 08:14 AM   #79
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i dont ever make it far in a save as after 5-7 years my team is pretty much unbeatable with even all my minor leagues either winning or making their finals.

and i almost never have any veteran or star players on my team. everyone is either league rookie minimum or players where i bought out their rookie contract and arbitration.

all that being said i dont think owner controls budget changes contracts at all. there are plenty of other settings that change this inflation etc.

it is just owner controls budget is so bad cause all the owners act exactly the same way. they just reduce over all budget. even with the big team dodgers, yankees, phillies etc. teams that money aint aint an issue.

plus the financial model is so out dated because it doesnt involve these huge local tv contracts at all. or the possibility of getting it. that is what makes teams take the next financial level.

you will never get an owner that loves the team and spends more. i think in all the test i ran it happened with 1 owner like 1 time. so every owner reduces budget some a little bit which is meaningless to some 100s millions. and this never changes.

i remember the brewers owner was brutal. it killed the AI team. they could make the finals, sell out. max interest etc. the more the team makes the more the owner cuts out.

this should be replaced with like team philosophy or something. which would help who the AI tries and trades away or acquire. Their trading block. How aggressive etc.

I mean i am tired of seeing big market teams dodgers/yankees put their star closers/relivers on the trading block at deadline to reduced budget when they are the #1 teams. it should never happen not even 1 time. Once is too much.

To be honest I only played ootp 24 for about 3-4 weeks with 2 saves. The Marlins and I forget the first team. I only GM I dont ever play a game or view a game. Only sim games. It was just too easy. Smallest payroll and best team. With almost all my minor leagues in the finals. This is after 3-5 seasons and think I was top 10 in budget. Cause yeah if its in the game I going to do it. Which means max fan interest and max ticket prices.

I could never do a long term save my team would just be in the WS for 20 years straight.

It isnt about the game evaluating players or trades for players. Not about star ratings or attributes it is about finances.

A GM game is 80% finances. OOTP is just plain awful at it. I dont think it can ever improve because the devs focus in on the field baseball and not GM baseball.

The gm game is just filled with too many holes, bugs, exploits, wrong logic etc. IF you dont do it then it doesnt leave you with much else to do it in a 100% gm game.

Who wants to just sim and not control the organization? The moment you control an organization the game breaks as a gm. That is why i can only play like 7 years cause it is unplayable after that.

I dont want to manage the games. So what else is there. This is why i play ootp for like 3-4 weeks and put it on the shelf until next version,
We're all still waiting for that stream you promised us to show everyone how great you are at OOTP.....
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Old 11-21-2022, 11:13 AM   #80
jcard
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Quote:
Originally Posted by Syd Thrift View Post
The thing is, the shift as it stands now has a really small effect on the game, like the widespread use of it reduced BABIP by around 10 points over the last decade. ItÂ’s very, very hard to predict what effect a 2 OFer field will have, or how prevalent itÂ’s going to be; in this case IÂ’d prefer it not get added, really, until we know what the effects are, so in a mid season patch at the absolute earliest.
The only caveat that I would add is that any conclusions are only as good as the refinement of the raw data. For example, does the data account for the potential mitigating impact that might arise when hitters facing the shift change their approach to one more focused on fly power? By increasing HRs and Ks the effect on BABIP as a discrete statistic can underestimate the impact of the shift. I do not know the particulars off-hand, but am reluctant to embrace any claims without having an understanding of the underlying methodological details.
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