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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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#21 |
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Minors (Single A)
Join Date: May 2017
Posts: 66
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Someone mentioned the more/less offense more/less pitching options under dynamic league evolution. What exactly do those *do* relative to the modifiers and such? Just curious as I've never personally used them in either a real-world live start or something fictional.
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#22 | ||
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OOTP Developer
Join Date: Jun 2009
Location: Here and there
Posts: 16,244
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Quote:
As for the totals with the modifiers manually, I think it will vary a little also depending on what the "natural" modifier is in those runs. From the totals in the spreadsheet, the runs with auto-calc were coming in around the 5450 totals that was expected, but the totals without auto-calc were more in the 6800 range. Basically, your league that you were running there has a "natural" about 20% increase in HR over a neutral league. So when you change the modifier to 1.2, you were getting your 20% increase over those numbers. Could be a number of factors, but I would wager that when the auto-calc ran, it set the HR modifier to something like 0.8 or 0.85 in order to get the totals to match the 5450 it expected. The totals and modifiers are confusing, but they should be a lot less confusing than they used to be. The basics are that the totals are what things are targeted for, and the modifiers are there to adjust around the totals. Auto-calc can adjust the modifiers, but it does not touch the totals. But also, if you don't run auto-calc (or keep the modifiers at their default), then the actual league results will differ from the targeted league totals depending on the actual talent and factors in the league. It could be any number of things (talent levels, strategy, park factors, DH enabled or not, etc...), so it gets confusing sometimes if the modifiers are being used to get the league level to match the league totals, or are being used to adjust the league totals away. And I'm sure by my writing that, I'm just confusing people more now too ![]() Quote:
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#23 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,143
Infractions: 0/1 (1)
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#24 | |
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Minors (Single A)
Join Date: May 2017
Posts: 66
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#25 | |||
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Global Moderator
Join Date: Nov 2002
Posts: 12,031
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Quote:
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But yeah, while I appreciate the explanation of why the tests probably got the results they did, I'm not sure it's a good thing what the un-auto-calculated tests showed. I mean, maybe that's what some people would want from a default 2024 historical MLB league, maybe, but is it probably what most would want? The increased ratios I mentioned definitely surprised me. I don't know. I'd think most would want the auto-calculated, but of course that is the default so is there really anything worthy of arguing over when the defaults aren't used. Maybe, maybe not. Quote:
__________________
My OOTP Wishlist | My FAQ List OOTP Wiki | Your Recommended Team Nicknames, By City (A Crowdsourced Project) For Beta/Devs: Full screen (1920x1080) |
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#26 |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,143
Infractions: 0/1 (1)
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Too bad the person with the most experience using pre-calc has been banned.....well is there a plural form of the word banned
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#27 |
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Bat Boy
Join Date: Jan 2026
Posts: 14
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Am I missing something or just maybe haven't picked up the lingo yet. Where would I find a "pre-calc" or "re-calc" and what do they achieve? The only thing I have seen is the Auto calc so maybe I'm just missing something.
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#28 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,069
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Quote:
Thanks.
__________________
Quoted from another sports gaming forum.. Quote:
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#29 |
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Major Leagues
Join Date: Apr 2022
Posts: 339
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I enjoy letting the league environment drift. After all, real life baseball drifts. I kind of wish there was an option to add random perturbation to the league modifiers to help simulate this. I know there's the league evolution for more or less offense, but that's too big and chunky and doesn't touch other things like starting pitcher innings or stolen bases.
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#30 |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,761
Infractions: 0/1 (1)
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I guess my request fell on deaf ears.....
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#31 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,143
Infractions: 0/1 (1)
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Quote:
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#32 | |
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Minors (Single A)
Join Date: May 2017
Posts: 66
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But I digress, yes, please let's do this! |
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#33 | |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,091
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G |
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#34 | |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,091
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Quote:
Pre-calc is best explained by Matt in his long post, above, and is a setting option in the STATS & AI tab. We could really do with some better names for all of these... |
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#35 |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,091
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Yeah, but then again, not really.
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#36 |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,143
Infractions: 0/1 (1)
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Ah that's why I said the user would set the range. It would be silly to ever go from 1915 to 1998. That being said, If I used told the game to choose modifiers from 1978-1989, things would progress pretty much without a hiccup.
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#37 | |
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Bat Boy
Join Date: Jan 2026
Posts: 14
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Is it advisable to also run auto calc on all of the minor league Teams? |
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#38 |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,091
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Gotcha.
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#39 | |
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Minors (Rookie Ball)
Join Date: Mar 2026
Posts: 33
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Quote:
Auto-calc is presented as a way of fine tuning the output but its actual purpose is to compensate for gross errors like the coaching issue. There are problems with some settings where development produces highly unrealistic aggregate league talent. But regardless of errors auto-calc makes such leagues perform like historical ones. The problem is that auto-calc treats any deviation from historical - even those desired and intended by users - as errors and over rides the effect. It's a huge bandaid that covers much more than the actual wound. |
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#40 | |
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Minors (Rookie Ball)
Join Date: Mar 2026
Posts: 33
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Quote:
The ability of the league to evolve exists due to the development feature. If it could be counted on too develop plausible aggregate league talent turning auto-calc off and using pre-calc modifiers would produce the effect you want. And it would be more natural since the player talent would evolve on a path rather than vary randomly year to year. |
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