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Old 03-14-2024, 03:00 PM   #1
sprague
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High Draft classes

I know a couple of people mentioned they thought draft classes were weak.


I just tested a fictional game, the first draft class was a whopper-
18 team league
5 minors
28 round draft


there were 8 5 star potential players (two of which were rated to hit .370)
and around 10-12 4.5 star players.


So to me draft classes looked strong in the fictional world
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Old 03-14-2024, 03:05 PM   #2
polydamas
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I'm not sure if it is my new scout or not, but I've definitely noticed strong looking draft classes
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Old 03-14-2024, 03:35 PM   #3
sprague
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I have scouting off so this is pure right from the under the hood.
They look to be very strong.
Just letting people know as there were some suggestions that really drafts should be rated relatively lower to be more accurate in real world terms.
That might have been ootp 21 or 22 that was doing that.

If so I am not seeing that so far with this version
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Old 03-14-2024, 11:48 PM   #4
JxDxP
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I've noticed the generated draft classes are extremely strong. The only draft classes that aren't are the ones that are already there when you load up a save (Real draftpool prospects) It was like this last year as well. I try and tweak the player creation modifier to nerf them but it's never fully accurate.
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Old 03-15-2024, 03:01 AM   #5
Lukas Berger
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Quote:
Originally Posted by JxDxP View Post
I've noticed the generated draft classes are extremely strong. The only draft classes that aren't are the ones that are already there when you load up a save (Real draftpool prospects) It was like this last year as well. I try and tweak the player creation modifier to nerf them but it's never fully accurate.
The generated draft class levels are set to the level they are in order to keep the proper amount of talent coming into the league over time on the default development settings. You certainly can nerf them if you want, but this will likely mean your league talent falls off over time, which can leads to some weird statistical distributions. If you still want to do this, you'd definitely want to experiment with some development related tweaks as well to keep the talent levels high enough.
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Last edited by Lukas Berger; 03-15-2024 at 03:03 AM.
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Old 03-15-2024, 06:11 AM   #6
edg1931
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Scouting Drafts

I think the weaker looking draft class may have to do with the scout being used. If you have a scout that prefers tools, drafts look strong, but when you hire a scout who prefers ability, those look weak. I always prefer a neutral or tools scout, because of this reason and this has been going on for years in OOTP. I may be wrong though.

If people who have scouting turned off aren't seeing this issue, I would recommend if you're having weak classes to change your scout to one who prefer tools.
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Old 03-15-2024, 06:24 AM   #7
sprague
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Quote:
Originally Posted by edg1931 View Post
I think the weaker looking draft class may have to do with the scout being used. If you have a scout that prefers tools, drafts look strong, but when you hire a scout who prefers ability, those look weak. I always prefer a neutral or tools scout, because of this reason and this has been going on for years in OOTP. I may be wrong though.

If people who have scouting turned off aren't seeing this issue, I would recommend if you're having weak classes to change your scout to one who prefer tools.

I never use scouting, the drafts are ultra strong
Here is the screenshot, 18 team league, 22 round draft.

It is fine if as Lucas says this is expected for how things run, it just seemed there was mention draft classes might be lower in this edition more real to life.
Fine either way just good to know which is the mode
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Old 03-15-2024, 09:47 AM   #8
dw001da
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Quote:
Originally Posted by Lukas Berger View Post
The generated draft class levels are set to the level they are in order to keep the proper amount of talent coming into the league over time on the default development settings.
Lukas - How many draft rounds, teams, and levels of minors does this statement assume?

Thank you.
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Old 03-15-2024, 06:42 PM   #9
JxDxP
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Quote:
Originally Posted by Lukas Berger View Post
The generated draft class levels are set to the level they are in order to keep the proper amount of talent coming into the league over time on the default development settings. You certainly can nerf them if you want, but this will likely mean your league talent falls off over time, which can leads to some weird statistical distributions. If you still want to do this, you'd definitely want to experiment with some development related tweaks as well to keep the talent levels high enough.
I Figured! Which is why I Increased Batter/Pitcher and Aging/Development Speed Faster on both sides.

I Have been testing 100 years simulated at a time to see if i can get the balance of talent to maintain with the amount of talent when you 1st start a save.

I've made a bit of progress but it's still not perfect.

I Just wish velocity was it's own stat because when you lower the "Stuff" Modifier velocites take a huge hit.
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Old 03-15-2024, 10:57 PM   #10
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I took an export of 3 scenarios: the full MLB roster set, the initial draft with real people, and then a draft of fictional players with default TCR and draft settings. Context for the numbers. I recall a video mentioning the MLB average is 400 for a rating, which my distribution does align with. If I remember correctly, each level is a 50 point drop from there. I'll show just a single stat in my numbers analysis as it seems the same general pattern for others, but with some showing different distribution charts like power. I should also preface this relies on the draft export and league export functions being accurate.

The drafts containing all generated players are extraordinary in comparison to the real MLB players and the MLB draft. The average player in the draft is expected to have average MLB ratings at all major stats. The minimum player rating in most fields is expected to be at worst league average for a A+ potential.

The base draft numbers are much more what I would expect of real draft distribution. The average players potential is to be a league average A+ player in stark contrast to the min for generated players.

MLB Distribution for Potential Eye
Average -397.6
Median - 404
Min - 240
Max - 535

2024 Default Draft Distribution for Potential Eye
Average - 268.7
Median - 268
Min - 0
Max - 463

2024 Fictional Draft Distribution for Potential Eye
Average - 376.1
Median - 379
Min - 261
Max - 504

The real draft does contain many, many more players (2946) though compared to the default setting 900 for generated player drafts which does throw off the comparisons quite a bit. The allocation of stats though for those 900 generated ones gives each player a more higher chance it seems at being well above average when combining the full package. Many of the real draft players may have a good eye potential, but they are brought down by something else like lower power.

Even on the past OOTP versions, I would typically start feeling a disconnect with reality 5+ years in as the Top 100 prospects was littered with 70+ (20-80) potential with 100% accuracy. This is so far from reality and what the game opens up as at the beginning, and then I would start really modifying the Player Creation Modifiers, TCR, and development settings to make a league feel more authenticated.

I haven't really gotten into playing with the Player Creation modifiers yet to try to address this for this years version. Even if I can, as someone else mentioned, in the past I have observed modifying the Stuff one drops the leave average velocity. It would be very nice to have those be separate modifiers so pitchers aren't all throwing upper 80s to have a better distribution on generated player's stuff. I will do some testing though with many more generated players for the draft, but with a much lower player creation modifier. This hopefully will mean less players hit the jackpot on being good at everything and thus being a 70+ level prospect.

EDIT: I can't put the images in the message body. All are Potential Eye. Left to Right:MLB, 2024 draft class, generated draft class
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Image Image Image 

Last edited by Tesla51P; 03-15-2024 at 11:02 PM. Reason: Add distribution charts
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Old 03-15-2024, 11:15 PM   #11
JxDxP
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Quote:
Originally Posted by Tesla51P View Post
I took an export of 3 scenarios: the full MLB roster set, the initial draft with real people, and then a draft of fictional players with default TCR and draft settings. Context for the numbers. I recall a video mentioning the MLB average is 400 for a rating, which my distribution does align with. If I remember correctly, each level is a 50 point drop from there. I'll show just a single stat in my numbers analysis as it seems the same general pattern for others, but with some showing different distribution charts like power. I should also preface this relies on the draft export and league export functions being accurate.

The drafts containing all generated players are extraordinary in comparison to the real MLB players and the MLB draft. The average player in the draft is expected to have average MLB ratings at all major stats. The minimum player rating in most fields is expected to be at worst league average for a A+ potential.

The base draft numbers are much more what I would expect of real draft distribution. The average players potential is to be a league average A+ player in stark contrast to the min for generated players.

MLB Distribution for Potential Eye
Average -397.6
Median - 404
Min - 240
Max - 535

2024 Default Draft Distribution for Potential Eye
Average - 268.7
Median - 268
Min - 0
Max - 463

2024 Fictional Draft Distribution for Potential Eye
Average - 376.1
Median - 379
Min - 261
Max - 504

The real draft does contain many, many more players (2946) though compared to the default setting 900 for generated player drafts which does throw off the comparisons quite a bit. The allocation of stats though for those 900 generated ones gives each player a more higher chance it seems at being well above average when combining the full package. Many of the real draft players may have a good eye potential, but they are brought down by something else like lower power.

Even on the past OOTP versions, I would typically start feeling a disconnect with reality 5+ years in as the Top 100 prospects was littered with 70+ (20-80) potential with 100% accuracy. This is so far from reality and what the game opens up as at the beginning, and then I would start really modifying the Player Creation Modifiers, TCR, and development settings to make a league feel more authenticated.

I haven't really gotten into playing with the Player Creation modifiers yet to try to address this for this years version. Even if I can, as someone else mentioned, in the past I have observed modifying the Stuff one drops the leave average velocity. It would be very nice to have those be separate modifiers so pitchers aren't all throwing upper 80s to have a better distribution on generated player's stuff. I will do some testing though with many more generated players for the draft, but with a much lower player creation modifier. This hopefully will mean less players hit the jackpot on being good at everything and thus being a 70+ level prospect.

EDIT: I can't put the images in the message body. All are Potential Eye. Left to Right:MLB, 2024 draft class, generated draft class
This is VERY well written. This is what I Was trying to explain.

If Stuff didn't effect velocity I wouldn't mind this as much because I can make things more realistic.

But average velocity in the high 80's Low 90's isn't ideal.

I feel like the potential system for generated draft classes needs a small overhaul but Modifying everything makes thing a tad better Excluding the Velocity hit from lowering "Stuff"

I just lose interest seeing every prospect in the Top 100 Being 75+ Potential.

Last edited by JxDxP; 03-15-2024 at 11:20 PM.
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