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#81 |
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Hall Of Famer
Join Date: Apr 2010
Posts: 2,368
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For the time being I'm keeping my v23 leagues in v23. Reading too much about the financial issues, and simply don't want to screw up my classic leagues. If we do get some corrections or guidance I'll reconsider.
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#82 | |
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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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Quote:
Can you not turn off two way players yet keep Shohei as one under his strategy settings? |
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#83 | |
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Hall Of Famer
Join Date: Feb 2002
Location: Idaho
Posts: 2,847
Infractions: 1/0 (0)
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Quote:
This should be configurable of course. I actually prefer a few more two-way players than is "realistic" since I play fictional, but if you're trying to simulate modern MLB, it doesn't make sense to have so many two way players in the minors. |
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#84 | |
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Hall Of Famer
Join Date: Feb 2002
Location: Up There
Posts: 15,644
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Quote:
I don't think OOTP recreates these restrictions, however. There was also the requirement that a player had to have pitched at least 20 innings in the majors and started at least 20 games as a position player or designated hitter, with at least three plate appearances in each of those games, before being eligible for designation as a two-way player. I'm not sure if that requirement applies to new players entering the majors. |
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#85 | |
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All Star Reserve
Join Date: Mar 2018
Posts: 740
Infractions: 0/1 (1)
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Quote:
After disabling two-way players, I set Shohei's individual strategy to override this, but it didn't play out that way. Computer immediately took him out of the everyday batting order and no matter what I tired I couldn't get him to stay in the lineup. As soon as I'd sim 1 day ahead, he'd be back out of the lineup. I ended up having to reenable two way players. But there's part of me that is kicking around the idea of removing Ohtani from the game completely or making him just a position player or just a pitcher and then disabling two-way. It stinks that I am even toying with that idea, but I don't know what other options there are Last edited by md40022; 04-19-2023 at 06:08 PM. |
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#86 | |
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All Star Reserve
Join Date: Mar 2018
Posts: 740
Infractions: 0/1 (1)
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Quote:
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#87 |
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Hall Of Famer
Join Date: Dec 2001
Location: In a van, down by the river
Posts: 2,802
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Never will. Fixing financials isnt a priority cause it doesn't increase revenue.
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Sometimes the best laid plans will never get you laid the way you plan.
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#88 |
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Hall Of Famer
Join Date: Jul 2004
Location: Zürich, Switzerland
Posts: 8,608
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But players can have colored socks now.
So it it all even! |
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#89 |
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Hall Of Famer
Join Date: Feb 2002
Location: Up There
Posts: 15,644
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#90 |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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A lackluster financial system is far too standard in sports management games (even in wrestling sims, which is a sport)
However, other management games shine in this area. The central selling point is the sport, and most people want to build fantasy rosters. As an Eagles fan (NFL), I am just in awe of how our GM, Howie Roseman, can navigate cap space, and I could only dream of doing the same in a sports sim in 2023. Last edited by SirMichaelJordan; 04-20-2023 at 09:49 PM. |
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#91 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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I would definitely agree with this...although I'd also point out we are 24 years into this thing.
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#92 |
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,698
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#93 | |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Quote:
The current model does not generate enough revenue, which is why I think cash max is used in the first place to add money from the previous year, even though this option becomes a cheat if you are using "Owner decides the budget. In my previous post, I should have mentioned that I up the media contracts to match reality and added concessions into merchandise. I then bumped up the player development baseline and scouting to offset the adjusted revenue figures. The average profit number looks good for the first season with the default roster set. However, as the years go on, that number gets lower and lower, especially with the default inflation settings and using the default cash max settings, as that will also drive up player contracts demands. Last edited by SirMichaelJordan; 04-24-2023 at 02:43 PM. |
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#94 |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Double post
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#95 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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So is there any consensus here? Is the issue likely related to inflation, the mlb setup (as opposed to game engine financial setups) or both?
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#96 | |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Quote:
If you do not want to increase revenue and expenses to balance out the revenue artificially, then its better to lower either inflation or the cash max. My current setup Inflation = 0% - 4% (3% if you want to be conservative) National Media Contract Baseline = $60mill ($65mill you want to factor in new deals like Peacock) Local Media Contract Baseline = $60mill (research suggest this number range from $40-$60mil on average: I choose 60) Merchandise = $40mill (I added concessions under this and research suggest $10 - $20mil for concessions) Staff Salaries = $1.5 mil (for some reason, managers are criminally cheap) Cash Max = $1 (personal choice as I want owners to decide budget 100%) Last edited by SirMichaelJordan; 04-24-2023 at 06:18 PM. |
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#97 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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Quote:
Hopefully these settings should fix the issues?? |
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#98 |
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Hall Of Famer
Join Date: Feb 2002
Location: Up There
Posts: 15,644
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In 2019, according to Forbes, the breakdown of MLB revenue was as follows (in millions of dollars):
3,200 = gate receipts (includes club seats and luxury suites) 2,200 = local media 0,925 = other stadium revenue (includes concessions, team stores, parking, etc.) 1,100 = sponsorships (includes ad signage, naming rights, etc.) 3,100 = national revenue In percentage terms: 30.4% = gate receipts 20.9% = local media 08.8% = other stadium revenue 10.5% = sponsorships 29.5% = national revenue Forbes also listed the following as the five highest local media contracts for the season: 188.0 million = LAN 156.0 million = NYA 116.0 million = ANA 112.0 million = PHI 104.0 million = BOS Last edited by Le Grande Orange; 04-25-2023 at 02:00 PM. |
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#99 |
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Hall Of Famer
Join Date: Apr 2012
Posts: 2,716
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Yes, if everything else falls in line assuming cash max isn't change to 0 or to a crazy high number or inflation isn't out of wack, player contracts shouldn't get ridiculous high.The increase revenue will keep the average profit at above $40mil and keep teams from losing profit so much and you'll have more teams in green than red.
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#100 |
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Hall Of Famer
Join Date: Feb 2002
Location: Up There
Posts: 15,644
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MLB average team revenue for selected years as derived from various sources. The values on the left axis are in millions of dollars.
The effect on revenue from the 199495 strike are evident, as is the enormous drop caused by the greatly shortened and no attendance 2020 season. But in both cases revenue had nearly recovered within three years ($64.95 million in 1993, $64.26 million in 1996; $345.8 million in 2019, $344.0 million in 2022). |
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