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Old 12-28-2022, 01:16 AM   #21
PSUColonel
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Quote:
Originally Posted by jimmysthebestcop View Post
I dont know. I want the AI to put minor leaguers on the IL. I mean you can easily have over 100 players in the combined minors on the IL at any given time. 100 might be the extreme case but it is certainly common for several dozen 3-5 dozen players on the il.

That to me is tedious and I cant be bothered with it. But if i have all my good prospect players locked I can just click the let AI sort the minors button. It will just rearrange the scrubs to fill out the roster over the minors.

That is how I handle it. Not saying there a problem or not. But I probably dont see it cause i micro my minor leagues pretty hard.

I only want my scrubs minor leaguers moved around for injury purposes. I only check for promotions in july and end of season unless someone is absolutely killing their minor league.

Also I wouldnt recommend having roster limits equal to real life. MLB/Milb did change the rules going into the 22 season. And ootp cant really duplicate the new rules. Especially with service limits cause there are exceptions. I would add +5 players to whatever the milb is setup in real life and maybe a +10 players to DSL leagues.

I find it best to have some kind of limit cause unlimited was plain awful and no idea why that is the default setting, makes absolutely no sense that is default. I remember ootp 18 was my 1st game and just seeing the large market teams have 100 players in AAA was awful. Promotions were all screwed up. Super old life long milb players everywhere. It was awful.

Even service time you can add a +1 year to every thing the milb has in real life. The game in my opinion just needs some kind of limit to keep the flow of players correct but it is still a game and not real life so you dont want it 100% strictly matching mlb/milb rules.

Plus if it is unlimited it makes it super easy for the human player I cannot imagine the assets you can get on any difficulty. it would be like easy mode.I would probably have a A+ team that could compete in the MLB with no limits, it would be insane.

i just dont know if its a problem or not colonel. I certainly dont want to see any IL for my minors there are just too many injuries. IF you have say 9 minor league systems its easy to over 50 players cycling on the IL all the time. That is way to many clicks for me.

I already think ootp has an excessive amount of clicks. IT easily has 4 or 5 times the amount of clicks FM has In my opinion. Most of it is from an outdated ui but thats another story lol

I don't think the limits changed for the 22 season.

I am using:

AAA 28 players no service limit
AA. 28 players no service limit
A+ 30 players 5 years (which means no more than 6)
A 30 players 4 years (which means no more than 5)
R Complex 35 players 3 years (which means no more than 4)
DSL 35 players 3 years (which means no more than 4)
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Old 12-28-2022, 03:37 AM   #22
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Originally Posted by PSUColonel View Post
I don't think the limits changed for the 22 season.

I am using:

AAA 28 players no service limit
AA. 28 players no service limit
A+ 30 players 5 years (which means no more than 6)
A 30 players 4 years (which means no more than 5)
R Complex 35 players 3 years (which means no more than 4)
DSL 35 players 3 years (which means no more than 4)
That isnt actually correct, i believe that is the rule prior to last season it is
Here are the roster limits by league:

Triple-A: International, Pacific Coast - 25 active.
Double-A: Eastern, Southern, Texas - 25 active.
Class A Advanced: California, Carolina, Florida State - 25 active; 35 under control; no more than two players and one player-coach on active list may have six or more years of prior Minor League service.
Class A: Midwest, South Atlantic - 25 active; 35 under control; no more than two players on active list may have five or more years of prior Minor League service.
Class A Short-Season: New York-Penn, Northwest - 35 active. No more than three players on the Active List may have four or more years of prior Minor League service.
Rookie: Appalachian, Pioneer leagues - 35 active. No more than three players on the Active List may have three or more years of prior Minor League service.
Rookie: Arizona, Gulf Coast leagues - 35 active. No player on the Active List may have three or more years of prior Minor League service.
Rookie: Venezuelan Summer, Dominican Summer - 35 active. No player on the Active List may have four or more years of prior Minor League Service. No Draft-eligible player from the U.S. or Canada (not including players from Puerto Rico) may participate in the DSL or VSL.

https://www.milb.com/about/faqs-business#19

so the real rules cant really be replicated in ootp cause some leagues have reserves and service time isnt universal. you are allowed a couple exceptions or whatever they would call it. example look at A+ milb are only allowed 2 players with 6 or more years out of 35 the rest are 5 or more.

edit....
in either case i think the player amount is too restrictive for ootp ai. i would probably do 35 for everything except R/DSL and do 45 for them. OOTP might be able to produce realistic stats and numbers but it cant come close in terms of GM AI but unlimited the AI goes the complete opposite way and its out of control. You go to tight it stifles the AI. OOTP problem is its same rules for human and AI which should be different settings.

I think anything around 35-45 players is a good amount it will also help with those IL problems. If not there are times during season so many players are on IL I have to sign dozens of free agents to fill minor rosters. So padding the numbers some stops thats problem. I also feel like the AI doesn't move people up n down non stop if they have a little extra players. Still too much movement but the more restrictive roster size is the more random moves the AI makes.

This is partly why I dont see how enamoured users are with OOTP. As a sandbox game its great. Create something and watch. But once the human interacts with the world the program cracks like humpty dumpty.

Last edited by jimmysthebestcop; 12-28-2022 at 03:49 AM.
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Old 12-28-2022, 04:06 AM   #23
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These rules are prior to the MiLB realignment. You will notice it mentioned short season A ball which no longer exists. There’s actually no limit at the rookie complex level, but I am using 35 so teams don’t hoard players.
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Old 12-28-2022, 10:29 AM   #24
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These rules are prior to the MiLB realignment. You will notice it mentioned short season A ball which no longer exists. There’s actually no limit at the rookie complex level, but I am using 35 so teams don’t hoard players.
damn its posted on the milb site lmao good ctach colonel! thx
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Old 12-28-2022, 11:37 PM   #25
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OK...the AI is DFAing players for no apparent reason with this setting. I think something is wrong. I did not DFA any of these players with the exception of Didi Gregorious.

Why is there also 0 days? This does not seem right.
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Old 12-28-2022, 11:43 PM   #26
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Yep, and the AI is moving players around my minor league system also. Remember, this is with settings (other than setting depth charts/lineups/pitching staff & player strategy) to human controlled.

Anyone know what is going on here? Have they really changed things up this badly or is this a bug?



EDIT: Something I am noticing...the AI is doing it with minor league teams that have a player doing a rehab assignment. So my AA roster is allowed 28 players...but with a rehab assignment it's 29/28 players. The AI doesn't seem to like that, and therefore it will throw a player on the DFA list. But why is it ding this when I am supposedly in control of minor league transactions????

I also thought it was perfectly permissible to have more than the allowed number of player on a minor league roster IF there is a rehab assignment(s) as one of the roster spots???

Last edited by PSUColonel; 12-29-2022 at 12:58 AM.
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Old 12-30-2022, 05:34 AM   #27
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the game doesn't handle rehab assignments or suspensions accurately at all. Those are the 2 biggest flaws I've seen still rolling over year after year
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Old 12-30-2022, 08:48 PM   #28
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the game doesn't handle rehab assignments or suspensions accurately at all. Those are the 2 biggest flaws I've seen still rolling over year after year
Hmm..I didn’t seem to think it was so bad for the human in prior versions. I think it’s something to do with automated AI transactions when you have options set to have your manager set lineups & pitching. Something seems different, because when I take control, this no longer happens.

This wasn’t happening I don’t think I’m previous versions…it’s not the bad AI…it’s the fact the AI is doing things without my “say so”
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