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#101 | |
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All Star Reserve
Join Date: Jul 2008
Posts: 861
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#102 | |
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Hall Of Famer
Join Date: Apr 2010
Posts: 2,368
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Related story... When I was till working, I was in IT and partially responsible for upgrading the company (about 5,000 PCs) to each new version of Windows. Once we would get the final commercial product, we would set up testing in all departments, running our specific custom programs against the new version to find out what didn't work. We would then modify our programs to avoid the issues and make sure everything worked across all departments before we rolled out the new Windows version. In one of these upgrades, I gotr called into the IT's department head's office asking why, after 3 months, we still couldn't roll out Windows. He actually asked me if it was because the Windows release was so bad or if my people weren't capable. (I bit my lip). I went on to explain that no matter how much testing Microsoft did before they released the product, there were simply too many specific, custom, variables in the world to test without access to those variables. Once the product was available - THAT"S WHEN that kind of testing would happen, and that was why we were still working on it. OOTP is no different. The program, after 24 years has added more options that, I sure, Markus ever imagined were possible. EACH of these variables can have unexpected results on the game engine, and MANY of them won't get tested until the customer base (HUGELY larger than the Beta team) actually tried it out. This is life. It even happens with Microsoft products, and they have a ton more people than OOTP. |
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#103 | |
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All Star Reserve
Join Date: Jul 2008
Posts: 861
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#104 | |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,711
Infractions: 0/1 (1)
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I assume a big factor in decent AI is system requirements need to be kept low to attract the biggest audience. If minimum requirements was say a 9900k and 32gb ram I assume would be able to run more complex AI. Then again I know nothing so as usual I'm just likely making an ass of myself by assuming |
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#105 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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#106 |
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Major Leagues
Join Date: Apr 2006
Location: New Jersey
Posts: 448
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https://www.youtube.com/watch?v=SV_8smWvq6U
I'm not one to point out a couple random weird bad trades as evidence that the engine needs to be overhauled because as Lukas has said, bad trades happen, that's fine... but the offseason of this video at the default settings is just simply not realistic in any way. |
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#107 | |
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Minors (Double A)
Join Date: Feb 2002
Location: Denver, Co.
Posts: 143
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#108 |
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Minors (Double A)
Join Date: May 2011
Posts: 169
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so if we wanted to start a game today.....best bet is to set trades to very low, hard mode, and 65/20/10/5?
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#109 |
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Major Leagues
Join Date: Dec 2020
Location: Stony Plain, Alberta
Posts: 490
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#110 | |
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Minors (Double A)
Join Date: Mar 2011
Posts: 193
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I still think the AI is offering more interesting trades. Say 20% vs 0% in 23. But current state is not playable unless you want total bizarro world (which hey, sometimes you do). |
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#111 |
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All Star Reserve
Join Date: Jul 2008
Posts: 861
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#112 |
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Bat Boy
Join Date: Mar 2020
Posts: 10
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Trade AI is Isane
In what world would the Baltimore Orioles trade Rutschman to the Braves for RF - Chris Sharpe (POT 30), RP Collin McHugh (POT 45) and C Andrew Keck (POT 30). Trade AI is wacked this year.
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#113 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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If you ask me…the trade AI wasn’t bad last year at all…just needed to get rid of the “make this work now” button and that is now optional…just sayin
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#114 |
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Minors (Single A)
Join Date: Jul 2018
Posts: 57
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The other issue with people's complaints about trading which again I have literally just seen one posted on another forum has nothing to do with the trading engine but how some players are rated. People can't wrap their heads around
how a highly rated prospect can get such an awful return yet said highly rated player whose hit well at every level is rated 2.5 stars by OSA and so the AI aren't exactly as high on the player as we are. There is definitely work that is needed to be done on the trading engine but some of the player ratings need to be sorted out too because it's affecting some of the AI trades as we perceive them. Last edited by Dr Naysay; 04-01-2023 at 01:38 AM. |
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#115 |
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All Star Starter
Join Date: Nov 2009
Location: Fort Worth, TX
Posts: 1,110
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Is this problem just effecting MLB (real-life) saves? Or do fictional leagues have the same problem?
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#116 |
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Major Leagues
Join Date: Jun 2018
Posts: 332
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Fictional too, I tested my European Baseball League on it and within two days the greatest player in league history was traded for a pair of 30/45 prospects
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#117 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,698
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While I did see a lot of trades none included any current superstar or even big star type players. I did see some trading of top prospects. The only "top prospect" trade I was involved in was Miami offering me a SP, the #10 overall on the list along with a "maybe a cup of tea RP". For that they wanted my top SP prospect that was a top #25 on the list, and not far behind the guy they offered in skills. My guy has no MLB service, is pretty much "can't miss". Their guy had about a half year of service and slight control issues with a 4 on the 8 scale, fully developed according to my scout. The rub? As soon as the trade was completed I got a "our players are concerned about "SP X's" affect on clubhouse moral". IOW a problem child. Skill wise the deal is in my favor, but overall? Maybe not. And no, I did not dig that deeply into the other trades. What was interesting to me is all of these players were only traded once. IOW it seemed once the AI GM's "got their guy" they kept him. It's possible I missed something. As the issue became reported, known, and discussed I was in the midst of my offseason and just getting to the winter meetings. So, not only did I review every trade clicking on every player (as I always have, IE not in response to the issue) I also wondered if this was like "sign and release"? IE players were being traded multiple times? In my game this was not happening. There seemed to be a lot of minor leaguers being traded for other minor leaguers. At first I didn't think much of it, IE the AI revaluating players/needs with a new version's algorithms and trying to fill needs. As I looked closer I found the same as the MLB deals, nobody being traded more than once. IDK what that means for sure, but it seems the AI wasn't "trading just to trade", at least in my game. What does my experience mean in the broad context of the subject? Maybe nothing Other than answering Cod's question along with the effects I'm seeing in my game.
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#118 |
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Major Leagues
Join Date: Apr 2010
Posts: 470
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I don’t know if it was PSU or another OOTP OG who said years ago
It’s your universe make it your own. That’s why I do commissioner mode for trades until deadline. Then allow some CPU trades to test AI |
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#119 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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#120 | |
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Major Leagues
Join Date: Dec 2020
Location: Stony Plain, Alberta
Posts: 490
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I'm not seeing it as bad as most are saying here. In my fictional save seldom do I question a trade and I make sure to read every AI to AI trade that takes place. Again, my settings are 60, 25, 10, 5, I have trading set to the hardest level, and AI trading set to very low. I don't sim games, I play every game one-pitch mode. Works for me. |
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