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| OOTP 26 - General Discussions Everything about the brand new 26th 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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#1 |
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Bat Boy
Join Date: Jul 2023
Posts: 8
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AI releasing pitching prospects
I’ve tested this in normal starts and in live starts, teams will release a few of their 50 potential pitching prospects randomly. It’s even worse after the draft because then you can come away with 4-5 pitchers that were just drafted in 2nd and 3rd round.
Is this a bug other people are experiencing? Is this being addressed in new patch? |
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#2 |
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Hall Of Famer
Join Date: Jun 2014
Location: Juust a bit outside...
Posts: 6,248
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Online leagues will always be king due to the never-ending game of AI whackamole.
__________________
"Cannonball Coming!" Go Bucs!! Founder and League Caretaker of the Professional Baseball Circuit, www.probaseballcircuit.com An Un-Official Guide to Minor League Management in OOTP 21 Ratings Scale Conversion Cross-Reference Cheat Sheet |
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#3 | |
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Minors (Single A)
Join Date: Apr 2020
Posts: 53
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#4 |
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Hall Of Famer
Join Date: Mar 2003
Location: Near the Great Wall. On the GOOD side.
Posts: 3,769
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Tinstaapp
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#5 |
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Minors (Double A)
Join Date: Aug 2020
Location: Detroit
Posts: 188
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This is something that has distorted immersion in my most recent MLB save. Two pitchers who were both in the top 10 overall prospects at the time of their releases signed with different teams and stayed in the top ten. I signed a guy who my scout rated as a 45 potential but was released after being a relatively high pick, but now he has inflated my farm ranking due to his newfound top 20 pedigree.
The only thing I can think of that would explain this is roster limits in the minors. I use the default service time requirements and the real-life roster limits of 28 for AAA/AA, 30 for A+/A and I even bump it from 35 to 40 for the rookie leagues. Maybe I only cap the high minors? |
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#6 | ||
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Minors (Double A)
Join Date: Apr 2023
Posts: 140
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#7 |
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Minors (Double A)
Join Date: Jan 2022
Posts: 162
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I also believe it's roster limits. I don't believe the ' AI' does a good job discerning between filler players and prospects. The minors is filled with filler players. They are crucial to success, but they get released before a real prospect.
If I have a filler player 45/45 in AAA, he is there for backup and the general health of the team. When a prospect 40/60 comes along, the filler player goes first if I HAVE to get rid of one of them. Usually, it's another bench guy I get rid of. I don't think the AI gets it sometimes. If I see it coming, I'll try to trade the filler player for younger Milb players. The AI seems to understand his value during trades, but not so much with roster management. It's tough for OOTP since they have allowed us to configure the game anyway we see fit. Maybe the patch fixes it. |
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#8 | |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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Absolutely could be part of the problem. if what you see doesn't happen without the rules in place, obviously that is the cause.
the defaults are no rules for age or svc time or roster limits in MiL, so you added or changed those. Strongly recommend removing roster limits from mil teams. if you've done svc time rules i'd revert those too and rethink them. age limits can be used to avoid pooling in a reactive way. roster limits in rookie leagues are absolutely a horrible idea. adjust new players added each year to fix that type of problem. Anytime you do something that changes number of new players made per year (draft, iafa etc) or rules regarding how they traverse the mil system, you better do some due dilligence. Use a throwaway league to test the new rules to make sure pooling or weird ai transactions don't occur. you'll need to zoom out ~10 years to see the full effect of changes to roster rules in mil top-to-bottom. if onlylooking at rookie league, obviously only need enough years to cover what your rules cause in regard to turnover. When it comes to mil roster rules, less is more. Don't try to force a square peg through a round hole. There are some things you can influence, but if you try to force it to do something it simply can't, bad things will happen. I've played around with mil service time and age limits in minors a lot. The only things that work are the very basic control ovr them. e.g. i tried to make one rookie league the 'younger' one with age rules while a coinciding rookie league should have been receptive to the rest of the younger/newer players added to the system, but it simply doesn't work... so i reverted it. no need trying to force it to do something it cannot do. There were more than enough of each type of player that it should have worked, but it didn't because of the way the AI works. That's not a criticism of the ai. Very possible that if it was configured in a way that would allow such a thing to work it could have 2x as many problems otherwise, so i'm not assuming anything in that regard. What i found does work is some minimal upper-age restrictions and don't mess with AAA much.. maybe a liberal max roster limit, but otherwise it wills screw things up. Don't mess with rookie league roster limits. just gonna screw things up, lol. There's too much of a gap between hs and college ages that age limits early on screws things up, lol... common theme. if you are getting too many new players, slim down rounds in draft or iafa or discoveries etc... if you do use rules, make soem common sense extrapolations based on how many enter the league per year, how many leagues at each level you have andwhether that can actually properly fill it up or not. a rule to mitigate pooling can be useful. this is a reactive thing and not a proactive behaviour.. if you see a ton pooling in one area, look at why it's happening... is it age-related? is it because too many are pumped into the system to start? choose how to react based on why/how of it happening. Less is more when it comes to MIL age/svc time and roster limits. i'll do somethings to ensure older players don't linger but trying to tightly control it or shape it in a specific way will not work. get that out of your head to avoid the frustration. there are so many levers and dials as to how you can set up a league, it shouldn't take anything away from the game. somethings you simply cannot makework the way you want to. you can do that in so many other ways, it shouldn't matter too much. There is what you want and what the game can do... you'll have a lott less consternation stickign to what is possible. Quote:
Last edited by NoOne; 08-10-2025 at 06:01 PM. |
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#9 | |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,725
Infractions: 0/1 (1)
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#10 | |
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Hall Of Famer
Join Date: Jun 2014
Location: Juust a bit outside...
Posts: 6,248
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Quote:
You are correct that the AI sucks at meeting human expectations on who is releasable and it's best to never set limits for rosters
__________________
"Cannonball Coming!" Go Bucs!! Founder and League Caretaker of the Professional Baseball Circuit, www.probaseballcircuit.com An Un-Official Guide to Minor League Management in OOTP 21 Ratings Scale Conversion Cross-Reference Cheat Sheet |
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#11 |
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Minors (Double A)
Join Date: Jan 2022
Posts: 162
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Keep in mind, there is a long list of star players that were released once. Ortiz, Bautista. etc... It does happen. I once picked up a prospect that turned out bust.
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#12 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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I’d say you can likely do this:
No age limits. Service limits: 28 AAA/AA 30 A+/A 44: R 35: DSL |
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