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OOTP 25 - General Discussions Everything about the brand new 25th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame.

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Old 06-28-2024, 08:49 PM   #21
atlbrave1
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Originally Posted by Rain King View Post
When he says "MLB Setup" I believe he means a Fictional game using the "MLB Setup" for the league structure.

I just tested that and am seeing the same default settings as their screenshot.
Correct. Create New Game ---> Fictional ---> MLB Configuration ---> Advanced ---> Turn off League Evolution ---> Start New Game.

Set it up this way to get the engine to create players from beginning.
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Old 06-28-2024, 09:00 PM   #22
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My reason for running this was in response to Garlon. I get their point, there are a lot of data points that could be changed that could lead to all sorts of results but I've seen this issue across various setups. For multiple versions I have created an 80s league using league totals, modifiers and PCMs to recreate the baseball from my youth (man I'm getting old) and usually also do a 2010ish league where there are more relievers, HRs, etc - more modern day, but with about 10-15% less strikeouts. I see the same distribution issue across all various types to the point where I am fairly certain it isn't an issue that can be solved with PCMs, totals or modifiers, but is in the game engine itself.

There have been versions where I thought the outliers were too great (can't remember which one off top of my head, maybe 21 or 22, I spent a long time adjusting PCMs and totals to get a closer distribution. Maybe this is karma coming back to me for that), so I know this can be done.
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Old 06-28-2024, 09:28 PM   #23
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Originally Posted by atlbrave1 View Post
The bigger outliers in this example are actually big K hitters. Leaderboard for league history reflects 24 seasons with 220+K. In MLB there have only been 2 such seasons. I have seen this in my other tests as well for OOTP25.
All these seasons are post-2023. K rates are significantly higher today than they’ve ever been. Of course you’ll see more super high K seasons.
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Old 06-28-2024, 09:38 PM   #24
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I still don't understand how the recommended Auto-calc of modifiers got unchecked as it defaulted to on when I tried to use that set-up. Alternatively, why the league totals are not locked, or some other visible check isn't toggled "on" to show how the league totals that drive the results are being overseen.

I confess I don't set up my games that way so please excuse me if I'm misunderstanding but with those toggles unchecked and personalized entries in so many places, I'm not sure any conclusions can be reached with regards to needed coding changes that affect everything the game does. I mean, if Matt changes something based on that not knowing it's based on personalized changes to all those variables, it impacts every single game we all play come the next build.
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Old 06-28-2024, 09:57 PM   #25
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Originally Posted by LansdowneSt View Post
I still don't understand how the recommended Auto-calc of modifiers got unchecked as it defaulted to on when I tried to use that set-up. Alternatively, why the league totals are not locked, or some other visible check isn't toggled "on" to show how the league totals that drive the results are being overseen.
Auto-Calc is definitely not checked by default when I create a Fictional League and I don't believe it should be.

Locking League Totals also makes no sense when playing Fictional.

Both of those settings are used when trying to replicate a real life season or for specific historical purposes...which is not appropriate if you are running a default fictional league.


You could certainly choose to use those settings in a fictional setting, but I'm not quite sure where you are getting that they are "recommended" for a generic fictional league.

Last edited by Rain King; 06-28-2024 at 10:00 PM.
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Old 06-28-2024, 10:01 PM   #26
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All these seasons are post-2023. K rates are significantly higher today than theyÂ’ve ever been. Of course youÂ’ll see more super high K seasons.
Maybe I wasn't clear in my point for that. My issue at a very basic point is that there appear to be significantly less outliers from a K rate for relievers. I found it interesting though that at a very general level (i.e., no math done) that there appeared to be more extreme K seasons for hitters. Could be a lot of reasons (AI doesn't care about avoid Ks for example), just an observation.

Also, based on the league totals the game defaults to, strikeouts are actually 15% lower than in 2023. Still a high K total for sure, but still surprised to see so many seasons above or well above the 220K mark. As I stated before I think it is most likely the AI not caring about avoid Ks and giving more playing time than a MLB manager would to those types of players.

As a general aside about real life baseball, I think that strikeouts today are more a product of pitching than of hitting. There was a balance point when hitters were concentrating on working counts and lifting the ball (2000 - 2015) where I thought hitters were more of the cause of strikeouts than pitchers and that has flipped with velocity increases, spin technology and greater pitching data. Maybe that has nothing to do with OOTP, and I don't pretend to know how the game engine works, but I think if you were weighting K's as an event possibility in today's terms, I would say it is more pitcher dependent than hitter dependent and therefore Stuff should impact K probability more than Avoid Ks.
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Old 06-28-2024, 10:07 PM   #27
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Originally Posted by Rain King View Post
Auto-Calc is definitely not checked by default when I create a Fictional League and I don't believe it should be.

Locking League Totals also makes no sense when playing Fictional.

Both of those settings are used when trying to replicate a real life season or for specific historical purposes...which is not appropriate if you are running a default fictional league.


You could certainly choose to use those settings in a fictional setting, but I'm not quite sure where you are getting that they are "recommended" for a generic fictional league.
In a purely fictional setup, which I have primarily played for years, I don't think auto calc has ever been checked. Fictional, for me anyways, has always started in the current year and moved forward, therefore the settings made at league setup are the same throughout the history of the league (which is why I spend so much time messing around them).
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Old 06-29-2024, 12:32 AM   #28
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Quote:
Originally Posted by Rain King View Post
Auto-Calc is definitely not checked by default when I create a Fictional League and I don't believe it should be.

Locking League Totals also makes no sense when playing Fictional.

Both of those settings are used when trying to replicate a real life season or for specific historical purposes...which is not appropriate if you are running a default fictional league.

You could certainly choose to use those settings in a fictional setting, but I'm not quite sure where you are getting that they are "recommended" for a generic fictional league.
Appreciate the explanation. This is how others learn. The manual says "If you are not using historical leagues or fictional leagues based on historical data, you should leave both of these boxes unchecked." So, I get it, but I thought he was trying to model the 80s or run a 2010-ish league in which case you are trying to hold to a historical benchmark.

If I were creating such a fictional league, I'd have selected 198x or 2010 league totals and I'd have locked them and selected auto-recalc so the Opening Day preseason sims adjusted the modifiers based on the incoming and changing talent over the years to hold to those totals. That's what I was getting at. As I said, I don't do fictional but was taking the opportunity to ask a question myself to better understand. That's all.
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Old 06-29-2024, 03:45 PM   #29
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Quote:
Originally Posted by LansdowneSt View Post
Appreciate the explanation. This is how others learn. The manual says "If you are not using historical leagues or fictional leagues based on historical data, you should leave both of these boxes unchecked." So, I get it, but I thought he was trying to model the 80s or run a 2010-ish league in which case you are trying to hold to a historical benchmark.

If I were creating such a fictional league, I'd have selected 198x or 2010 league totals and I'd have locked them and selected auto-recalc so the Opening Day preseason sims adjusted the modifiers based on the incoming and changing talent over the years to hold to those totals. That's what I was getting at. As I said, I don't do fictional but was taking the opportunity to ask a question myself to better understand. That's all.
Yep, I understand where you are coming from. I think of my setup as a current MLB setup with current rules (except 3 batter minimum) and financials, but instead of today's statistics I want to see 1980's (or sometimes 2010) stats. It has never been as simple as just select the year for the totals and it runs fine. I always feel like there is some fine tuning to do to get to where I like it (also there are typically some adjustments that need to be made to account for AI handling of players etc, as stats will sort of skew 10 years in to a different level than in year 1.) It usually takes me 10 - 15 sims of 25 years each to get close to what I want to see. The customization is what I love about the product, but as noted here, also lets me see some things that don't look quite how I would like them to.
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Old 07-25-2024, 07:11 PM   #30
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I am happy to state this appears fixed in the current version.
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