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Old 04-07-2017, 12:12 AM   #281
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Old 04-08-2017, 11:22 PM   #282
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I am having a season where the offense is inflated too. And I got online here to see if anyone else was thinking the same thing. Didn't know if it was an anamoly or is there a setting that I need to change.
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Old 04-09-2017, 01:11 AM   #283
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offesne or any kind of shift -- auto-calc

League Settings -> Stats and AI -> league total modifiers section

if you think sb is too hard or anything is out of whack, look at the end of year stats - if they are within ~10%ish of what you see in the mlb (relative to # of ab, too), it's probably okay. rates like BA and sb% should just be ~similar but closer than the totals. sb% is probabyl 70-72% and it will fuctuate a couple % or more up and down. not sure what it defaults to exactly, but any year you click autocalc, you should be near the "ootp default" - that can give you a baseline of where things should be in an average year -- or ootp's perception, which is solid.

if you know after auto-calc you want a higher sb% still, then bump it a bit after clickcing auto-calc from then on. (apply to any LTM)

just glance through season stats for batting/pitching in bbref to get an idea of how much devation occurs jsut in 1 year or a short period of time (steroids are an obvious time period, but it's sometimes ralated random stuff like little league participation rates of that generation - greater #'s correlates to better competition in mlb, right?) the game has nowhere near that kind of deviation that yo see from 1901 to now... but! it does have fluctuation. don't expect exact league totals in any year.

2017 real rosters transition to fictionally created palyers over about ~30 years... you have to run through the few drafts with real amatuers, too. auto-calcing periodically, especially in the middle of this transition more so than other times, is a very good idea to keep statistics relatively in line, if that is important to you.
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Old 04-09-2017, 01:19 AM   #284
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Stats are noticably flatter this year.

whether development dulls or hones too specificalyl or too consistent of talent is created, i have no idea what the root is for sure...

i think the original release thread mentioned more consistent rosters... maybe too consistent? maybe it sapped the volatility, too. the lil graphs that track things over seasons for me are nothing like past years (automated stuff from LTM-sims... don't even need many years to obtain a solid average this year)... it's not just a smaller min/max range it's a much higher frequency of data points "closer" to the mean, too.

i do have 40 teams, but i was using this same format in '17, too. i realize 40 teams means a bit flatter results than 30 teams given same # of games per team. i still saw virtually similar results as 20team, 28team and 30 team leagues i've played i the past.

i love that the ai keeps rookeis leagues to ~45ish, so that this isn't all negative.

even if a new method has caused this flattness, i like it. assuming some volatility is put back in

the zip/ tar archive thing... if a scirpt is automating anything ... isn't it just simply using a different executable? you can find CLI's for zip no problem.

yeah, i had a bbs in the 80's, what's it to ya pkunzip, ftw, or whateer ftw means.

Last edited by NoOne; 04-09-2017 at 01:31 AM.
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Old 04-09-2017, 08:47 AM   #285
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Don't forget to draft me guys! I can be a late round pick haha

Last edited by nokperillo; 04-09-2017 at 08:49 AM.
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Old 04-09-2017, 08:48 AM   #286
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I am having a season where the offense is inflated too. And I got online here to see if anyone else was thinking the same thing. Didn't know if it was an anamoly or is there a setting that I need to change.
Yeah, in my simulations, I had a player who crushed 60 HR's. It did not happen very often with OOTP 17. In 9 seasons the guy reached 400+ homers.
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Old 04-09-2017, 04:17 PM   #287
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offesne or any kind of shift -- auto-calc

League Settings -> Stats and AI -> league total modifiers section
I'm playing a default MLB game in Challenge mode. You can't change stat options, and the option to automatically adjust league totals is ticked.

Offense is crazy high in every first season.
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Old 04-10-2017, 08:17 AM   #288
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If I set the League settimgs (Stats & AI) to the year 2016 and change all the factors to "1", will the stats be similar to last year? Or is there more to it? I wonder if I am misunderstanding that settings screen and options.
When I look at my previous league in the 2017 Version of the game, the numbers are all lower and the factors are too. So I am trying to figure out if I just use those settings or set it to 2106 with all the factors = "1".
Let me know if anyone has a suggestion or can clear up my confusion.
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Old 04-10-2017, 11:29 PM   #289
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Any way we could get some limited ballpark editing in Challenge mode? I'm using historical ballparks and some of them need better camera angles, but the only way I can really figure out how to do that is to create a new game in non-challenge mode, create the camera angle there, then load back up my challenge mode game.

I mean, it's not a big deal, but it's a little annoying.
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Old 04-11-2017, 07:32 PM   #290
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After suffering through non-stop injuries in my first attempt at a Challenge League, I am wondering where in the world OOTP got their injury data.

I already knew the injury rates for OOTP 18! were ridiculously high, but was able to manually adjust the injury rate in my previous non-challenge leagues.

I wondered what the REAL injury rate for MLB was, so I went online and discovered a study of injuries in MLB that covered all injuries reported for 2010-2015 seasons. The actual injury rate for real season games was 3.61 injuries per 1,000 athlete exposures (AE). An AE is defined as 1 game or practice by an athlete. Injuries were lower during pre-season and also lower for fielders than for pitchers.

Translating to OOTP 18!, this means, if OOPT wishes to be somewhat realistic, injuries should occur approximately once every 19.7 games per team, given an average of 14 players (9 starters, relief pitchers, pinch hitter and runners, etc) getting into every game.

This rate of injury is MUCH lower than what occurs in OOTP 18!.

Please lower the insanely high rate of injuries you force us to play with!
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Old 04-11-2017, 11:23 PM   #291
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Originally Posted by Tazilon View Post
After suffering through non-stop injuries in my first attempt at a Challenge League, I am wondering where in the world OOTP got their injury data.

I already knew the injury rates for OOTP 18! were ridiculously high, but was able to manually adjust the injury rate in my previous non-challenge leagues.

I wondered what the REAL injury rate for MLB was, so I went online and discovered a study of injuries in MLB that covered all injuries reported for 2010-2015 seasons. The actual injury rate for real season games was 3.61 injuries per 1,000 athlete exposures (AE). An AE is defined as 1 game or practice by an athlete. Injuries were lower during pre-season and also lower for fielders than for pitchers.

Translating to OOTP 18!, this means, if OOPT wishes to be somewhat realistic, injuries should occur approximately once every 19.7 games per team, given an average of 14 players (9 starters, relief pitchers, pinch hitter and runners, etc) getting into every game.

This rate of injury is MUCH lower than what occurs in OOTP 18!.

Please lower the insanely high rate of injuries you force us to play with!
I'm not sure you're applying the data correctly. An injury every 19.7 games would dramatically underrepresent the real injury rates in the MLB because OOTP injuries primarily occur in games, so the rate based on exposures needs to be higher in OOTP to make up for there essentially being fewer exposures.

I read another study noting that between 1998 and 2015 there were an average of 464 DL placements per season, or approximately 15.5 per team, or approximately 1 DL placement for every 12.5 games played in a season (including spring training), which is the relevant comparison to OOTP. That also does not include injuries in which a player was not placed on the DL, and in many cases played through, which OOTP now includes.

If the injury rate was once every 19.7 games as you suggest, the MLB in OOTP would only incur a total of fewer than 300 injuries per season, far fewer than the 464 players who are on average placed on the DL in a season in the real MLB, and perhaps 3 or 4 times fewer than the number of actual injuries that occur in an MLB season.
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Old 04-13-2017, 06:50 AM   #292
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Customization is so important to me, and I feel so little need to compete with other OOTP owners (there are online games on which I can compete when I want to, and if I wanted to using OOTP there are even leagues for that), that it's hard for me to imagine using challenge mode.

I trust the research, though, that injuries on High simulate real life frequency-- at least they did in previous versions, and perhaps 18 has a bug in which they're too high. On Normal (which is what I'd guess is used in challenge mode) there are fewer than in real life, but more a level that users will find more tolerable. Real life injury frequency is too frequent for most players. It takes away from playability too much, but if you checked in midseason you'd find that most real life teams were missing at least a player or two that they expected would be significant in their season.

I play on Low frequency, because that's more satisfying for me. I also have always adjusted downward in the database file the length of the longer injuries, though that file is harder to work with in 18. To me, it makes for just enough injuries that depth still matters, but not enough to frustrate a season in almost all cases.

I only fairly recently got my game to import, so haven't played all that many game days in 18, and as such I'm not sure what I think of the new injury system. But I suggest that if you're having too many injuries, to get out of challenge mode so you can adjust them, and adjust them downward until you find the results more satisfying.
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Old 04-13-2017, 06:43 PM   #293
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very disappointed in the revamping of injuries ..... I had to change it to low setting and I still get 15 injuries in 2 weeks and half my team down on the DL. I am about to turn that injury feature OFF its way too often and ridiculous also in nearly every game I play a trainer comes out to inspect a player as well then suddenly player out for the rest of season (3 players) Even in real life this rarely IF ever happens I kept trying to get more games in but more and more I go through it gets worse and now I am getting to the point of going to commissioner mode and either shrink the length of time or just making injuries go away because it happening way too often.
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Old 04-14-2017, 02:01 AM   #294
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Custom injury feature is cool.
not a fan on how small the pawns are but i love the new things they do.
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Old 04-14-2017, 03:16 AM   #295
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very disappointed in the revamping of injuries ..... I had to change it to low setting and I still get 15 injuries in 2 weeks and half my team down on the DL. I am about to turn that injury feature OFF its way too often and ridiculous also in nearly every game I play a trainer comes out to inspect a player as well then suddenly player out for the rest of season (3 players) Even in real life this rarely IF ever happens I kept trying to get more games in but more and more I go through it gets worse and now I am getting to the point of going to commissioner mode and either shrink the length of time or just making injuries go away because it happening way too often.
I've played enough game days to say that is not happening to me, on the low injury setting, with my having slightly decreased the lengths of injuries in injuries.txt (less than usual, because the injuries are actually shorter in the file than they used to be, probably because they can become nagging).

I don't know what the difference between our games is that way. If I were having your results I'd try "very low" and mess around even more with injuries.txt. I'd only turn injuries off as a very last resort (though I'd do it before experiencing what you describe), because if there are no injuries, you don't have to worry about who your backups are-- though I guess you could try suspensions on high and position player fatigue on high if you had to turn off injuries.
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Old 04-14-2017, 09:49 AM   #296
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Hey quick question - does anyone if the international free agency signing glitch was corrected in the latest patch (18.4.45)?

Here's the link to the bug report: http://www.ootpdevelopments.com/boar...d.php?t=277255
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Old 04-14-2017, 09:50 AM   #297
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very disappointed in the revamping of injuries ..... I had to change it to low setting and I still get 15 injuries in 2 weeks and half my team down on the DL. I am about to turn that injury feature OFF its way too often and ridiculous also in nearly every game I play a trainer comes out to inspect a player as well then suddenly player out for the rest of season (3 players) Even in real life this rarely IF ever happens I kept trying to get more games in but more and more I go through it gets worse and now I am getting to the point of going to commissioner mode and either shrink the length of time or just making injuries go away because it happening way too often.
Have you updated to the latest patch? The trainer coming out too often should've been fixed a while ago.
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Old 04-14-2017, 09:51 AM   #298
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Hey quick question - does anyone if the international free agency signing glitch was corrected in the latest patch (18.4.45)?

Here's the link to the bug report: http://www.ootpdevelopments.com/boar...d.php?t=277255
I don't believe it has. I don't think I actually reported that yet. I'm doing so now.
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Old 04-14-2017, 10:01 AM   #299
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I don't believe it has. I don't think I actually reported that yet. I'm doing so now.
Thanks for the heads up, appreciate it!
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Old 04-14-2017, 10:03 AM   #300
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Originally Posted by brettrankin View Post
I am having a season where the offense is inflated too. And I got online here to see if anyone else was thinking the same thing. Didn't know if it was an anamoly or is there a setting that I need to change.
This should be better in the new patch.
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