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OOTP 27 - General Discussions Everything about the brand new 27th 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 03-10-2026, 09:38 AM   #181
mcercone
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It's like Christmas!

One of my favorite days of the year!! Can't wait until the release today and start to dive into the new trade AI and advanced statistics... Let's go!
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Old 03-10-2026, 03:23 PM   #182
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I know people are excited, but it just feels some posts are a bit disrespectful; like they're dealing with a potential scammer instead of a game that has been launched sold and enjoyed my many over 27 iterations..
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But...




















...what time?

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Old 03-18-2026, 02:51 PM   #183
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Please explain further. I saw that it makes talent change positive for non human teams. That means 29 teams will have players who are better than normal. How can that not change how the league plays?
I'm still pondering this but have not come to an answer. Is there one?
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Old 03-18-2026, 02:56 PM   #184
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I'm still pondering this but have not come to an answer. Is there one?
Will's post began with "It's a very subtle effect".
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Old 03-18-2026, 03:01 PM   #185
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I'm still pondering this but have not come to an answer. Is there one?
No clue how much impact it would have overall. I assume it could be tested for, but there would be an awful lot of noise to work through for any conclusions.

I'm assuming that it's pretty subtle overall, but that's purely speculation.

I guess here's one way to look at it. Human teams typically have much better coaches top-to-bottom in their organizations, that AI development bump from the difficulty setting could offset that.
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Old 03-19-2026, 02:09 PM   #186
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If it's not noticeable then what's the point?

I think difficulty settings are a good thing. But making AI teams players better can't help but distort the league... unless its so slight that it doesn't do anything.

Why not give AI teams better scouting than human teams? Or dial AI teams into using the best strategy instead of the scatter of strategy we see now.
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Old 03-19-2026, 02:22 PM   #187
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Why does it have to be "noticeable"? Things can have an impact without being outwardly obvious.

Subtle does not equal none.
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Old 03-19-2026, 02:46 PM   #188
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Originally Posted by HafTaLuvIt View Post
If it's not noticeable then what's the point?

I think difficulty settings are a good thing. But making AI teams players better can't help but distort the league... unless its so slight that it doesn't do anything.

Why not give AI teams better scouting than human teams? Or dial AI teams into using the best strategy instead of the scatter of strategy we see now.
Difficulty setting for a game like OOTP is, was, and will always be a bad idea. Waste of coding time that was always going to complained about if/when they did it. And now that they did it....
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Old 03-19-2026, 07:20 PM   #189
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For mine, as I've said elsewhere, the devs seem to have missed the point here. It has been some time since I've seen anyone complain that the game needs to be harder. What most of us feel and many have made issue with is that the game needs to be smarter.

Obviously, the devs also claim to have addressed this in v27. Still way too early to see whether or not this has been successful. Others want the waiver mayhem fixed. I want that, but more so to see improvement in how the AI compiles a farm system so that clubs have the right mix of players and coverage at all positions right through the franchise. Not eight 1B and 12 RP at Single-A.

Either way, especially now that Will and co have very kindly made it so you can apply house rules to any difficulty level, I will only ever be using the default difficulty setting. I'm not a fan of warping the outcomes as the harder settings aim to do, and can't believe they won't have an adverse effect on historical saves, even if it is only "subtle".

Just my $0.02.

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Old 03-19-2026, 07:41 PM   #190
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Agreed, I don't want the CPU to cheat to win like it's NBA Jam or something. I'd prefer them to work smarter as well.

Having the GMs have their own personalities like one GM is Preller or DiPoto-esque and goes crazy and it's obvious they are an outlier or someone is Mozeliak and just signs the Kyle Gibson's of the world and is highly risk averse. Certain CPU teams just having smarter organizations or whatnot I suppose or certain noticable org building traits. Easier said than done I would think.
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Old 03-19-2026, 10:50 PM   #191
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I'm still pondering this but have not come to an answer. Is there one?
On the RTR video, it was explained that the AI teams get one slightly better player every few years. So the effect takes place over time, not right away. With smart decision-making, it should be possible to close the gap
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Old 03-21-2026, 01:56 PM   #192
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A non noticeable "impact" isn't an impact. It isn't even a nudge!

And then there's this from the video. Will starts off saying how subtle it is and then.... and THEN....

-----------

https://www.youtube.com/watch?v=jAGlrehH1N8&t=101s

10:25

over time all these little bits will add up ... when you play regularly you won't notice it... it will add up over time... it can really snowball... literally any team can make them into a 100 plus perennial post season team...


-----------------

We're not going to notice a junk team becoming a dynasty?
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Old 04-05-2026, 01:01 AM   #193
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Quote:
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I've been asking since helmets came into the game. Sadly from the screenshots and video it's looking like nothing has changed. I'd love to find out that's such an early build that new helmets weren't included.
Yeah was very disappointed
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Old 04-05-2026, 11:07 AM   #194
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Yeah was very disappointed
While I would have preferred having a "helmet tab" like caps have, I am happy that they at least did something. Logos and ear flaps, even if limited to one model, is better than the generic two flap "tank commander/ high school" helmet we had.

I'm hoping this gets upgraded to a tab in v28.
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Old 04-05-2026, 11:13 AM   #195
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While I would have preferred having a "helmet tab" like caps have, I am happy that they at least did something. Logos and ear flaps, even if limited to one model, is better than the generic two flap "tank commander/ high school" helmet we had.

I'm hoping this gets upgraded to a tab in v28.

Me too


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