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Old 08-17-2006, 10:30 PM   #201
ukhotstove
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Originally Posted by Bishop
Is tonight the night for 8,000?
Im waiting to go to bed I hope so it's 3:30am
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Old 08-17-2006, 11:11 PM   #202
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Originally Posted by battists


Now there's an excellent point.

When I read these threads, more than anything I'm frustrated and saddened by nearly everyone's inability to stay out of arguments and avoid getting flat-out angry. I just don't see what everyone has to gain about either being sarcastically critical of people, or angrily critical about a game.

At the end of the day, it's a $35 game, and IMHO not worth anger for any reason whatsoever. Frustration? Sure. Disappointment? Sure. Anger? I don't see the need. I do understand that some people may have budgets that prevent them from buying lots of games, but I also realize that these are people who can afford a PC, an internet connection, and a $35 game, so I have a hard time feeling like these are people on the verge of destitution.

Anyway. Don't worry. Be happy. Can't we all just get along? Can I use a few more catchy phrases in this post?
The frustration comes from disappointed anticipation and is understandable. It comes from the love of the game and what it could be. The anger comes from overindulgence in frustration and is not understandable. I agree $35, even when it's all you can spend on a game for a whole year (some of us have families to support, you know), is not worth getting angry about.

The louder you shout (metaphorically speaking) at other people, the louder they feel they must shout to be heard. So just post your opinion and leave the personal attacks aside. And don't try to shout others down.

Just my opinion.
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Old 08-17-2006, 11:33 PM   #203
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Im waiting to go to bed I hope so it's 3:30am
you have your wish. Just finsihed up a dynasty writeup to make it #8000
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Old 08-18-2006, 01:01 AM   #204
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Originally Posted by The Wolf
Some of those are simple enough they don't need a lot of fleshing out. Some, on the other hand, do. For simplicity's sake I'll just reference one (since it's one I've spent a lot of time thinking about): under Game Setup, #3 - more playoff options.

I actually compiled and posted in the Beta forums during the game's development a list of all the various playoff formats that have been used in the minor leagues over the years (and I'm sure there are probably at least a few I missed). It was a long list.

Now, one could add each of those different formats individually. But given how fictional players would like to have more customizable playoffs, simply adding a list of new options doesn't seem to be terribly efficient. Why not create a customizable playoff system which allows lots of flexibility as well as being able to recreate the formats which have actually existed? Then you're killing two birds with one stone, as the old saying goes.

Which is precisely what I did when I sat down to think about a way to allow the user to essentially construct their playoff scenarios. I tried to think of a way which worked within the existing OOTP interface framework while being relatively easy to use (and hopefully easy to code). I tried to think through as many details as possible to make the proposal as thorough as possible.

The more details you provide, the less that has to be figured out later.

If nothing else, providing plenty of details (where applicable) allows others to discuss how that idea is intended to operate. There can often be more than one way to make a feature behave, and often many ways in which the nuances of a feature may work. Working out as much of that as possible ahead of time should make for a better feature in the end.
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Old 08-18-2006, 02:20 AM   #205
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Oh well Markus. You're intentions were nice in asking what we'd like in a final patch, but after sifting through all this mess this request of yours has unknowingly caused, if i were you i'd just skip it and work on 2007. Good luck working on the new version and keep in touch once in a while with updates ok ?

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Old 08-18-2006, 02:50 AM   #206
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Hello,

I am new to the forum but have been a long time player. I have purchased many versions of ootp including the one which involves creating a player and having him buy magic bats.

I also enjoy the boxing sim and have been awaiting the next version.

I understand this year's version was a totally new build from the ground up and will take time to perfect.


I have a few suggestions.. if I'm mistaken or wrong about anything please LMK.

Please undertand this is not meant as a complaint. I enjoy OOTP and regard it as the best baseball sim on the market today.


Retiring Players
Receiving an email from the player informing me that they are going to retire at the end of the season.

I remember this being in 6.0 and 6.5 but not the latest version.

Hiring Coaches
This process is flawed. There are to many coaches willing to stay unemployed rather then coach a minor league team.

Also I would like to be able to hire a coach without having to fire one. Make some room for some optional coaches.

On a further note it's easy to manipulate the coaching staff.

-Sign the major league coach to a extension.

-Promote a minor league coach which switches the coaches placing the major league coach with the extension to the minors.

-Fire the promoted minor league coach.

-Hire a better coach to the majors.

-Repeat process until the staff is stacked.

merchandising revenue

As far as I know this is how merchandising revenue currently works:

-Game randomly genorates last year's merchandising revenue when setting up the league.

-merchandising revenue then follows last year's trend within a 1-2% margin based on current team performance.

This doesn't work right and makes no sense. In fact I have to manually change it for each team everytime I generate a new league.

merchandising revenue would be more effective if it was based soley on the current year's performance. Make merchandising revenue relative to attendance.

Good players turning bad

This should be expected but not as often and as severe as it does in this game.

I have had players with a rank of 60-75 flop into a player of 25 within one season. Skills shouldn't diminish this rapidly with age.

This also happens with coming back from injuries.

Transactions

There is way to many clicks involved with moving players around the farm system.

I probably have to do 20 things just to reactivate a player from the 60-day DL.

Instead of a prompt box informing me that a player must be on the 40 man roaster or what not it should ask me if I want to add him to it.

Ballpark options

It would make sense if editing the distances and heights of walls had a automatic direct impact on ballpark factors.


Ballpark factors should be fixed relative to turf/distances/etc.


Thanks for reading my post. I hope my suggestions or atleast some of them are considered or even implemented.

Last edited by vivid; 08-18-2006 at 03:14 AM.
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Old 08-18-2006, 05:17 AM   #207
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merchandising revenue

As far as I know this is how merchandising revenue currently works:

-Game randomly genorates last year's merchandising revenue when setting up the league.

-merchandising revenue then follows last year's trend within a 1-2% margin based on current team performance.

This doesn't work right and makes no sense. In fact I have to manually change it for each team everytime I generate a new league.

merchandising revenue would be more effective if it was based soley on the current year's performance. Make merchandising revenue relative to attendance.
I actually really like the way merchandise revenue works because it's an easy way for the user to manipulate the income of a team. Not realistic, I agree... but it allows a bit more customization, so I don't complain.

Although I have noticed it's way, way more static than ever before. In OOTP4, it was nuts--you think there's a gap between the big and small clubs in real life, that has nothing on OOTP4. OOTP5 made it a lot better, it still grew, but not as quickly or as much. Didn't really get too deep into OOTP6/6.5 to comment.
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Old 08-18-2006, 05:46 AM   #208
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Good suggestions! Paticularly on the minor league managers - it's a bit annoying that there are essentially two tiers of staff : ML quality and minor league quality - I'd like to see a few blurred edges!


One note:
Quote:
Originally Posted by vivid
Good players turning bad

I have had players with a rank of 60-75 flop into a player of 25 within one season. Skills shouldn't diminish this rapidly with age.

This also happens with coming back from injuries.
If it's pitchers, this is a bug which has been apparently fixed. Injuries might be tweaked a little, but often in pitchers injuries were simply masking the bug that made their skills drop off once they hit their 30s.
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Old 08-18-2006, 06:16 AM   #209
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Quote:
Originally Posted by Carplos
I actually really like the way merchandise revenue works because it's an easy way for the user to manipulate the income of a team. Not realistic, I agree... but it allows a bit more customization, so I don't complain.

Although I have noticed it's way, way more static than ever before. In OOTP4, it was nuts--you think there's a gap between the big and small clubs in real life, that has nothing on OOTP4. OOTP5 made it a lot better, it still grew, but not as quickly or as much. Didn't really get too deep into OOTP6/6.5 to comment.
At the very least have all teams in a newly generated league start off with the exact same merchandising revenue.

That way one team doesn't start with $60M and another $15M

Which is stupid considering that is what they are going to get every year.

That way you can still edit it.
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Old 08-18-2006, 06:36 AM   #210
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Quote:
Originally Posted by dougaiton
Good suggestions! Paticularly on the minor league managers - it's a bit annoying that there are essentially two tiers of staff : ML quality and minor league quality - I'd like to see a few blurred edges!
Exactly. There really is no option to upgrade as it stands now.

Not only that but the development for all the minor league teams are the same.

If I want to invest in money for a kickass farm system then I should have that option.

As it stands now it's just dull. Pass the torch to another coach with a rating of 3. We would be better off with fixed minor league coaches all with the same rating that never retire.

Quote:
One note:


If it's pitchers, this is a bug which has been apparently fixed. Injuries might be tweaked a little, but often in pitchers injuries were simply masking the bug that made their skills drop off once they hit their 30s.
I've seen position players lose ability at a rapid pace.

33 y/o overall at a rating of 70 turn into a rating of 25 with a season or two.

Which really sucks when you've signed him to a 5 year $20M dollar deal.

While I accept the fact that this element does happen in baseball it just seems to happen to often in this game.

Prehaps this is related to work ethic?

Also coming back from the 60 day DL yields similar results. When I first saw this I was expecting the recovering players to atleast rebuild their ratings. Not the case.

Am I the only one who has this problem? If it's just me then obviously I've over looked something.

Last edited by vivid; 08-18-2006 at 06:37 AM.
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Old 08-18-2006, 09:37 AM   #211
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Originally Posted by vivid
Also coming back from the 60 day DL yields similar results. When I first saw this I was expecting the recovering players to atleast rebuild their ratings. Not the case.

Am I the only one who has this problem? If it's just me then obviously I've over looked something.
No, any injury has the chance of impacting the player... it smacks them really hard sometimes, quite unrealistically at times, and it bludgeons their potential so even a youngster has no chance to come back from it. Probably, your player that died quickly was an occasion of it bludgeoning the potential so hard, but it left the actuals basically the same... when they player hits 28 years old the game closes the gap between actual and potential, and therefore the player seems to instantly die.
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Old 08-18-2006, 11:10 AM   #212
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Quote:
Originally Posted by dougaiton
Good suggestions! Paticularly on the minor league managers - it's a bit annoying that there are essentially two tiers of staff : ML quality and minor league quality - I'd like to see a few blurred edges!
Me too.
And that raises a question: Has anyone seen a minor-league manager develop very far? I haven't but I have not played very many seasons yet. If they don't that would be something to improve.

EDIT: And to faroo6 (a couple of pages back): Thanks for the reminder! Somehow, my eye seems to pass over that too often!

Last edited by thbroman; 08-18-2006 at 11:22 AM.
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Old 08-18-2006, 11:47 AM   #213
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I'd like to get the problem where automatically downloading a league file in game allows some owners to log into the league as a commish. here's a link to the TT:

http://www.ootpdevelopments.com/boar...d.php?t=128638
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Old 08-18-2006, 12:09 PM   #214
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Originally Posted by Le Grande Orange
Some of those are simple enough they don't need a lot of fleshing out. Some, on the other hand, do. For simplicity's sake I'll just reference one (since it's one I've spent a lot of time thinking about): under Game Setup, #3 - more playoff options.
Fine. Then let's change that to all "historical MLB playoff options." That defines it clearly and narrowly.

Instead of trying to focus on why the points in http://www.ootpdevelopments.com/boar...d.php?t=127061 can't be implemented, why aren't you, SI, and the rest of the beta testers looking at exactly how they CAN be implemented? And quickly?

That list came about when in response to some of my comments SI asked for the list of what historical gamers needed and we all gave it to them. That's exactly what that list is. We don't need another list. What we as historical gamers need is for as much of that list of necesary fixes to be implemented as is humanly possible.

And three more words. PureSim's Affinity Mode.

If any of you don't know what that is then look it up. It's the single biggest innovation in historical baseball simulation in a long time.
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Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support.
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Old 08-18-2006, 12:12 PM   #215
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Affinity mode strikes me as making the game more of a replay than a simulation.
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Old 08-18-2006, 12:27 PM   #216
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Originally Posted by andymac
Affinity mode strikes me as making the game more of a replay than a simulation.
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Old 08-18-2006, 12:33 PM   #217
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Originally Posted by andymac
Affinity mode strikes me as making the game more of a replay than a simulation.
Ok, I feel dumb here, maybe its because I'm not much of an historical simmer. But What exactly would an affinity mode entail? If someone could explain, I would appreciate it.
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Old 08-18-2006, 12:38 PM   #218
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Originally Posted by silvam14
Ok, I feel dumb here, maybe its because I'm not much of an historical simmer. But What exactly would an affinity mode entail? If someone could explain, I would appreciate it.

It is an option that PureSim has. Basically, it makes it more likely that a team will try to keep/sign a player that played for that team in real life for that season and that a player will more likely stay with/sign with a team that they played for in real life that season.
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Old 08-18-2006, 12:40 PM   #219
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Originally Posted by andymac
It is an option that PureSim has. Basically, it makes it more likely that a team will try to keep/sign a player that played for that team in real life for that season and that a player will more likely stay with/sign with a team that they played for in real life that season.
Oh, ok. Thanks for that!
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Old 08-18-2006, 02:29 PM   #220
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Reserve Rosters:

1) Have the option to put a limit on them. For an independent league, this makes for better strategy rather than hoarding of players.

2) Have waivers and other rules apply to movements between Rserve and active rosters. This will again limit hoarding of players since there will be a price to excessive movements back and forth (i.e. you'll lose the player)

3) Put in an option for no reserve roster for independent leagues.

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