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Old 01-18-2021, 05:19 PM   #221
MaeNekoChan
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Originally Posted by PocketsAintFull View Post
Enjoyed reading that, thanks

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In lieu of a thanks button, consider this that.
These are the kinds of ideas that make my brain tingle. In a good way.
Haha thanks! ^_^
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Old 01-18-2021, 08:08 PM   #222
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A minor improvement, but how about a button you can click so all games start in the daytime. This would be especially helpful for historical replays. Right now I have to go through about five extra clicks to effect this.
Or just Sunday and get-a-way day Wednesday or Thursday. My one request since I started.
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Old 01-19-2021, 12:18 AM   #223
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Old 01-19-2021, 01:39 AM   #224
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Originally Posted by Harry Hibbs View Post
Well, AI bullpen management overall needs better logic, as opposed to relying on the current 'fog of war' situation to make the AI more competitive.
As Syd says, way difficult to do. And I think not much return for a huge effort.

I've seen the argument over AI doing things a human can't and that argument winning. It ruined a game.
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Old 01-26-2021, 09:37 AM   #225
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When does the newest version usually get released ? This is my 1st. purchase off OOTP and I LOVE IT !
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Old 01-26-2021, 09:46 AM   #226
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When does the newest version usually get released ? This is my 1st. purchase off OOTP and I LOVE IT !
March, most likely the second or third week based on previous years.

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Old 01-27-2021, 11:16 AM   #227
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Can someone update me on when OOTP2022 will be out? also Is there anywhere i can get updated rosters for game?
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Old 01-27-2021, 01:21 PM   #228
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They have not yet announced the Release Date for OOTP2022, although it is typically mid to late March.

They will have update rosters in the new version.
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Old 01-27-2021, 02:18 PM   #229
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A minor improvement, but how about a button you can click so all games start in the daytime. This would be especially helpful for historical replays. Right now I have to go through about five extra clicks to effect this.
The auto scheduler could use a lot of improvement. Schedules can be infinitely complex, but adding options like game start range and common days off should be very easy to add. For example, if I want every team to play 5 game series with a day off after each series, that is very easy.
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Old 01-28-2021, 11:11 AM   #230
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IMO the scheduler should be based on the date of the All Star game. Which is usually the mid-season "range". Alternate divisions rotating as they do in real MLB. Since baseball teams don't share their stadiums with football teams, I'd think this may be an easy fix.
Be safe.
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Old 01-29-2021, 09:45 AM   #231
treymancini
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Here are my suggestions:

LOW DIFFICULTY:

1. Arrow keys to cycle through coach pages, just as we have for players.

2. Add coaches and GMs to the team history page.

3. Significantly up the default number of International amateurs generated in the MLB quickstart. At least 60, if not 120. (120 is closest to real life). A default league ends up nearly all American after 15 years.

4. After an AI player is traded, automatically remove them from the trading block.

5. Add a button to remove a player from trading block, without having to make them untouchable (this might already exist).
EDIT: This does exist ignore this one.


MEDIUM DIFFICULTY:

1. Significantly up the amount of money amateur draft prospects ask for, and add the hard cap, as exists in real life. Every pick in my hundreds of seasons that has said "slot' has signed well under slot. Only the impossibles and those with fixed demands sign at or over. That's not good. This is my highest priority, it's going to be hard to sell me on a new version without this.

2. Add realistic minor league roster rules (professional service time limits).

3. Make team focus more volatile. A team with a 30% winrate in July should not be still Win Now.

HARD DIFFICULTY:

1. Fix the AI for player-controlled minor leagues. For whatever reason, if a player takes over a team and sets the AI to take care of minors, those teams will struggle to win 25% of their games, without fail. You can feel free to test this, it's pretty easy.

2. Completely overhaul the trade deadline. Each bad team should know that it MUST trade its expiring veteran contracts for PROSPECTS. I can't tell you the number of times I've seen the AI have two bad teams swap expiring veterans, or hold onto expiring veterans. Each team in contention should have a VERY MINIMAL chance of dealing away key starters. Teams in the middle depend on team focus, GM, owner, etc. as usual. This AI logic would only apply in the midseason, not in the offseason. In the offseason it's okay to trade away good players. The trade deadline is the second most unrealistic part of this game, behind the amateur draft.

3. Now, this is less pressing but it would be fun. You know how there's several cool pages for offseason trades? Make those for trade deadline. You know, so have "TOP AVAILABLE PLAYERS" on one page, show the salary and WAR moved per team, etc.

4. Add the option for a midseason Cup, or a cup that takes place once per week.

5. Add more complex automation options for tournaments (Add the top 5 teams from league X, top 2 from league Y).

Last edited by treymancini; 01-29-2021 at 09:59 AM.
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Old 01-29-2021, 09:53 AM   #232
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Originally Posted by treymancini View Post
Here are my suggestions:

5. Add a button to remove a player from trading block, without having to make them untouchable (this might already exist).
Really good list! This one though does exist. there's 3 trade options a player can be set to:

Untouchable - Meaning don't send me offers
On the block - Meaning I am actively looking to trade him
Available - Meaning I'm not actively looking to trade him, but I'll accept offers.

By default, every player is set to available. I hope that helps
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Old 01-29-2021, 09:58 AM   #233
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Originally Posted by jpeters1734 View Post
Really good list! This one though does exist. there's 3 trade options a player can be set to:

Untouchable - Meaning don't send me offers
On the block - Meaning I am actively looking to trade him
Available - Meaning I'm not actively looking to trade him, but I'll accept offers.

By default, every player is set to available. I hope that helps
I figured it existed and that I was just being dumb.

Thank you!
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Old 01-29-2021, 01:21 PM   #234
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Just thought I would throw this one back in, been asking for a few yrs:

Sortable Stats at Team Level
"Just thought I would try this again for 19….Sortable stats at the team level. This would allow for sorting by category with one click across the entire NL or AL or whatever league you play.

I have been hoping for a view showing all teams in the league and then for example click HR’s at he top on the category line and presto there they are sorted highest to lowest , or click on ERA and voila sorted highest to lowest.

Right now you can pull up team stats for pitching or batting via the League Reports Home Page, then you can click and sort but only within each division not across an entire league. Just me? "
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Old 01-29-2021, 04:45 PM   #235
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Would like the game to enable the option to auto generate the teams in the tournament mode. I like holding large tournaments, but don't always want to manually pick the teams.

Also, would love to be able to sort statistical leaders with user-defined time
parameters (i.e. most hits or HRs in any 5, 7, 10, 13, ...etc. year period).
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Old 01-29-2021, 10:34 PM   #236
gotigers
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Originally Posted by treymancini View Post
Here are my suggestions:

LOW DIFFICULTY:

1. Arrow keys to cycle through coach pages, just as we have for players.

2. Add coaches and GMs to the team history page.

3. Significantly up the default number of International amateurs generated in the MLB quickstart. At least 60, if not 120. (120 is closest to real life). A default league ends up nearly all American after 15 years.

4. After an AI player is traded, automatically remove them from the trading block.

5. Add a button to remove a player from trading block, without having to make them untouchable (this might already exist).
EDIT: This does exist ignore this one.


MEDIUM DIFFICULTY:

1. Significantly up the amount of money amateur draft prospects ask for, and add the hard cap, as exists in real life. Every pick in my hundreds of seasons that has said "slot' has signed well under slot. Only the impossibles and those with fixed demands sign at or over. That's not good. This is my highest priority, it's going to be hard to sell me on a new version without this.

2. Add realistic minor league roster rules (professional service time limits).

3. Make team focus more volatile. A team with a 30% winrate in July should not be still Win Now.

HARD DIFFICULTY:

1. Fix the AI for player-controlled minor leagues. For whatever reason, if a player takes over a team and sets the AI to take care of minors, those teams will struggle to win 25% of their games, without fail. You can feel free to test this, it's pretty easy.

2. Completely overhaul the trade deadline. Each bad team should know that it MUST trade its expiring veteran contracts for PROSPECTS. I can't tell you the number of times I've seen the AI have two bad teams swap expiring veterans, or hold onto expiring veterans. Each team in contention should have a VERY MINIMAL chance of dealing away key starters. Teams in the middle depend on team focus, GM, owner, etc. as usual. This AI logic would only apply in the midseason, not in the offseason. In the offseason it's okay to trade away good players. The trade deadline is the second most unrealistic part of this game, behind the amateur draft.

3. Now, this is less pressing but it would be fun. You know how there's several cool pages for offseason trades? Make those for trade deadline. You know, so have "TOP AVAILABLE PLAYERS" on one page, show the salary and WAR moved per team, etc.

4. Add the option for a midseason Cup, or a cup that takes place once per week.

5. Add more complex automation options for tournaments (Add the top 5 teams from league X, top 2 from league Y).
I'm with you on this. Odd to see a player go in the first few picks with a $40k signing bonus that's as good as if not better than the other top picks.
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Old 01-30-2021, 12:25 AM   #237
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Hopefully Korean language support. It's about time. For anything else, I'll go dredge up some of my old lists of things that get ignored like financials and things related to the frustrating obstinance to improve online leagues at all. It's as if they want us to stop doing them altogether.
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Old 01-30-2021, 12:29 AM   #238
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I would love to see some more in-depth data on players and prospects. Specifically I'm thinking of 'raw power' and exit velocities and launch angels and spin rates and body types etc which are obviously kinda represented in game but are typically abstracted or more cosmetic.

For example, players like Marcell Ozuna or Nomar Mazara are pretty well known for having elite exit velocities, but these didn't always correlate to batted ball success or power. See this data from baseball savant on Mazara and you'll notice the high EV and hard hit% is paired with just average barrel% and atrocious xBA:



As it stands now, there's no real trait that seems to simulate disparities like that. At most you might give a player high gap power but low BABIP in the editor, but that's still not effectively the same thing.


Additionally, if you read prospect scouting reports, they'll often talk about how so and so has some of the highest exit velocities in the system but aren't necessarily projected for plus power. Take this example from MLB's report on Pavin Smith, who they project with 45 power:
A potential plus hitter, he drives the ball to all fields well from the left side of the plate and generates some of the better high-end and more consistent exit velocities in the entire organization.

You'll often read about how certain pitchers' builds give them a better chance to have sound and repeatable mechanics, thus improving their control potential. Take this example from MLB's report on Jay Groome:
Though he battled his control before he got hurt, Groome has the athleticism and clean delivery to provide consistent strikes. He uses his 6-foot-6 frame to create angle and plane on his pitches, helping keep them off barrels.

You'll likewise notice how certain prospects' frame projections likely means they'll 'grow out of' the CF or SS positions, as is the case with Marco Luciano:

He's already a fringy runner and could slow down further as he adds strength, which could necessitate a move to third base or right field.



Another great example of physical profiles impacting scouting projections would be how young players who are 'already filled out' don't always have favorable projections despite having high development. Exhibit A for this would be Blaze Jordan, who at 17 displayed massive power, but doesn't project to mature as much. Per Fangraphs' Eric Longenhagen at 18 years old he's already reached 55/60 raw power:
I’m not inclined to project on his raw power very much, even though he’s only 17, because Jordan’s frame is already relatively maxed out. He’s a good version of a profile that I don’t like very much.

The point is, it would be really cool if some of these scoutable measurables were really integrated into the game (reports and in the editor) so that scouting is more than just glancing at abstract potential ratings for contact, power, etc.

I think even finding a way to add some of this stuff would dramatically increase the quality of the gm game and also go a long way to educate baseball fans on the kind of things scouts use to evaluate prospects


Edit: Related, it would be cool if you could hire coaches and assign them special tasks like 'raise so and so's launch angel' a la Christian Yellich in order to change their batted ball profile and develop them. The Giants' new hitting coaches did this a lot this year by adjusting the batting stances and emphasizing the positive elements of the approaches of guys like Brandon Belt and Brandon Crawford and both saw major rebounds after really bad seasons under a pretty stagnant (and in Belt's case unencouraging) hitting staff in 2019. Pitching coaches could have tasks like 'teach new change grip' to a veteran pitcher with high intelligence who needs to retool their repertoire or 'increase spin rate' a la the Astros and Gerrit Cole. It would obviously be limited (say 1 task per month or season or whatever) and dependent on player personality and coach ratings and preferences, but it could be a really fun way to more directly guide player development. This combined with the aforementioned data could also make 'reclamation projects' of, say, failed prospects more tangible, since there'd be real raw potential and options to work with ^_^
Good point that OOTP hasn't really updated to reflect player evaluation in this analytics era. I realize it'd require an engine rewrite, but I hope that whenever a new version comes out that it reflects some of that evolution, beyond just cosmetic things. I'm fine playing baseball like it's the 1990s because I prefer that era, but in a world with so many newfangled stats and ways to rate players, contact/gap/power isn't really all that useful (and developmental stats have never been useful without a ton of tinkering)

Excellent post!
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Old 01-30-2021, 07:02 AM   #239
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I'm with you on this. Odd to see a player go in the first few picks with a $40k signing bonus that's as good as if not better than the other top picks.
$40k is too low for a top 10 pick but drafting a college senior in the 3rd round or whatever because you know he’ll sign below slot and then you can use that money on your top draft pick is 100% a part of real life.
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Old 01-30-2021, 09:26 AM   #240
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Remove "Following players on the trading block" once the trade deadline has passed
Also, it seems near the trade deadline I get offers like......Team "A" offers a catcher with 1/2 OF star and they want 2 of my players that are 2 -2 1/2 stars.
This is my 1st version of OOTP..... LOVE IT. Wish the had a NFL simulator.
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