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Old 01-28-2022, 09:39 AM   #301
BarneyRubble
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They keep 'tweaking' and improving things and I'm confident that will continue. (They finally fixed pitch speed).

I'd like to see changes (or options) to the in game player widgets. In fact, I'd like an optional widget that is based an just the stats, including age. I don't want to see the pitcher fatigue bar. Most managers go by performance and fastball velocity. I'd like to see steals. I'd like to see saves. You get the idea.

And this is one that blows my mind. The batter widget shows 'AVG', 'OBP' and 'OPS'. I must ask why 'OPS' is shown. Please show 'SLG', I want stats, not a mathematical problem. Ironically, the stats at the bottom show 'SLG'.

Rant follows....

OBP tells me how often a player gets on base (BB included). SLG tells me the average 'number of bases' a batter gets per AB (BB disregarded). OPS tells me what number I get when I add OBP and SLG. Two hitters with an 800 OPS can be vastly different. 300/500 and 420/380 can't even be compared.
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Old 01-28-2022, 02:40 PM   #302
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Originally Posted by Bremmen View Post
.....This is nit-picky, but when I look at a minor league roster and see the 21 year-old double A player who is hitting below the mendoza line angry at his role on the team and stating they expect to be playing in the majors, it bugs me.
Cheers
Especially when you look through the current stats section and so many young players trying to sky the ball. In the modern game, the "Mendoza Line" has very nearly lost it's meaning.

I was away from the game for a number of years, my fiancee got me back into it.........imagine getting your college girlfriend whom you haven't seen for 30+ years bringing you back to the game you used to love..........I grabbed a Sports Weekly (the demise of Baseball Weeekly is a tragedy) and seeing dozens of starting lineup players hitting below the Mendoza line.

I was curious, so I asked a kid who was a patient of mine and a baseball prospect "What is up with batting averages in the majors these days?" He told me, they were thought to launch it. I just shook my head. By his senior year (he had originally coming to me for performance anxiety) he had bought into the old line my coach told me: "Wait for your pitch, it's just you and him. He's going to try and fool you into swinging at bad pitches. DON'T. Wait for your pitch and if you don't see it, take your base.". When they shutdown baseball for the pandemic, his OBA was .677.
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Old 01-28-2022, 07:09 PM   #303
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Yeah we have to hope that all this launch angle and escape velocity baloney will fall prey to the pendulum swinging back toward contact and selectivity. Sluggers have their place, but so do guys who can get on base and guys who can spray the ball all over the field. In OOTP I have found that a fast guy with a really good EYE can succeed as a leadoff hitter, regardless of his CONTACT and POWER numbers. And a really solid CONTACT guy is a perfect number two hitter, maybe some hit and run or run and hit with the first guy. Then at #3 I'm looking for an excellent CONTACT guy with some POWER; not as worried about his EYE. Same with cleanup, only content with more POWER even if slightly less CONTACT. Particularly in the minors, setting up a lineup this way produces results. The AI does not always seem to grasp the need for OBP in a leadoff guy, for example.
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Old 01-28-2022, 07:44 PM   #304
Irrelevant Dude
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Quote:
Originally Posted by kcstengelsr View Post
Maybe someday have some play by play audio announcer who sounds realistic and who keeps up with the action in real time. I remember at least one computer baseball game more than twenty years ago used a good audio announcer to call the action.
This would be a game-changing feature, and it isn't crazy to think that a passable fully-AI announcer could be created at some point in the near future. I can imagine a world where I'm lying in bed at night listening to broadcasts of simulated games.


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Old 01-29-2022, 07:05 AM   #305
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Originally Posted by Bremmen View Post
Send minor league players to anger management. This is nit-picky, but when I look at a minor league roster and see the 21 year-old double A player who is hitting below the mendoza line angry at his role on the team and stating they expect to be playing in the majors, it bugs me.
Yeah, this is annoying. Random 20 year olds shouldn't routinely be angry about being in A or AA months after being drafted. Maybe if they were a very high pic and have sky high ratings already, or they are very greedy then it makes sense, but otherwise it seems a bit daft.
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Old 01-29-2022, 11:48 AM   #306
Bobbyraz49
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Originally Posted by Irrelevant Dude View Post
This would be a game-changing feature, and it isn't crazy to think that a passable fully-AI announcer could be created at some point in the near future. I can imagine a world where I'm lying in bed at night listening to broadcasts of simulated games.


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Voice recordings take a lot of room on a PC game. And while PC baseball game years ago had announcers... they didn't have the amount of stats/teams/managers as OOTP.
I'd take realistic game play over an announcer every time.
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Old 01-29-2022, 11:52 AM   #307
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Originally Posted by Bobbyraz49 View Post
Voice recordings take a lot of room on a PC game. And while PC baseball game years ago had announcers... they didn't have the amount of stats/teams/managers as OOTP.

I'd take realistic game play over an announcer every time.
In not talking about traditional voice recordings though. I'm talking about an AI announcer, similar in a way to Alexa or Siri. I'm not saying we're there yet, especially not on a scale that OOTP could implement, but maybe 5-10 years down the road?

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Old 01-29-2022, 01:43 PM   #308
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Originally Posted by BarneyRubble View Post

And this is one that blows my mind. The batter widget shows 'AVG', 'OBP' and 'OPS'. I must ask why 'OPS' is shown. Please show 'SLG', I want stats, not a mathematical problem. Ironically, the stats at the bottom show 'SLG'.

Rant follows....

OBP tells me how often a player gets on base (BB included). SLG tells me the average 'number of bases' a batter gets per AB (BB disregarded). OPS tells me what number I get when I add OBP and SLG. Two hitters with an 800 OPS can be vastly different. 300/500 and 420/380 can't even be compared.
100% agree!
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Old 01-30-2022, 07:40 AM   #309
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Add the ability to turn retired Players into Coaches in Challenge mode. I love both, but NEVER play Challenge mode for this one simple reason.
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Old 01-30-2022, 08:48 AM   #310
BarneyRubble
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Add the option to disable 'Assistant GM'. The AI teams don't have an 'Assistant GM', so I don't hire one either. I think the 'Assistant GM' is a great option, but if one decides to not utilize it, one is stuck with an everlasting message telling you hire one.
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Old 01-31-2022, 11:44 PM   #311
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Has anyone mentioned the possibility of adding the ability to switch between Service Time in terms of years and days and Service Time in terms and percent of years?

I've run historical leagues and custom leagues that have run at times when the amount of games in the schedule changes, and from what I can recall it can cause issues when games are added/taken and thus Service Time for a year is reconfigured.
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Old 01-31-2022, 11:56 PM   #312
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A change to sideburns so that they are handled the same way facial hair is. Random for fictional fgs upon creation but need to be selected for real fgs. I'm tired of Christy Mathewson and others rocking long '70s sideburns. There are only so many players I can refresh the fg for to get rid of them before even I get tired of it.
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Old 02-01-2022, 09:15 AM   #313
JerseyPirate
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I play long saves where I act mainly as GM and don't play any games so I play 50+ seasons. This has happened in both OOTP 21 and 22 around 2075 where there is a glitch and my annual budget given by the owner drops unbelievably to way below the teams payroll. My budget is around $1.8 billion and my payroll around $1 billion and then my new budget is drop to below $300k. It's frustrating because I'm making my owner $500+ mil/year in profit and now I lose the ability to re-sign players for that season. Then it corrects and goes back the next year and then it happens again every couple of seasons.
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Old 02-01-2022, 10:36 AM   #314
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Originally Posted by JerseyPirate View Post
I play long saves where I act mainly as GM and don't play any games so I play 50+ seasons. This has happened in both OOTP 21 and 22 around 2075 where there is a glitch and my annual budget given by the owner drops unbelievably to way below the teams payroll. My budget is around $1.8 billion and my payroll around $1 billion and then my new budget is drop to below $300k. It's frustrating because I'm making my owner $500+ mil/year in profit and now I lose the ability to re-sign players for that season. Then it corrects and goes back the next year and then it happens again every couple of seasons.
Hmm... my first guess was "whoops, there's another variable overflow"; we've seen this behavior in the past in the game with ratings (which are 1-255; 0-255 is the range of an unsigned 8 bit integer). However, the max value of a 16 bit int is a little over 65k and a 32-bit int can go up to 2.1 trillion; even a signed 32-bit int, then, can reach a little over 1 trillion...

Okay, so thinking about it, I think that it could actually be that after all since the game keeps a running tally of profit/loss over a period of years. If you literally make more than $1 trillion in a rolling 5 year period (the actual number is 2^32 / 2 if you want it exactly), I could see where that could overflow the variable and boom, suddenly the game thinks you only made like $500k (the equation would be (sum of all 5 years) - the max value of the int).

The obvious solution here would be to change that item to a 64 bit integer; the unsigned limit is 2^64 so even the signed version is an insanely large number you'd never reach IRL. It would also double the storage space required for any of those numbers and, frankly, 64 bit integers are not used very often so I can understand if that wasn't factored in initially...
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Old 02-01-2022, 10:47 AM   #315
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Originally Posted by JerseyPirate View Post
I play long saves where I act mainly as GM and don't play any games so I play 50+ seasons. This has happened in both OOTP 21 and 22 around 2075 where there is a glitch and my annual budget given by the owner drops unbelievably to way below the teams payroll. My budget is around $1.8 billion and my payroll around $1 billion and then my new budget is drop to below $300k. It's frustrating because I'm making my owner $500+ mil/year in profit and now I lose the ability to re-sign players for that season. Then it corrects and goes back the next year and then it happens again every couple of seasons.
Quote:
Originally Posted by Syd Thrift View Post
Hmm... my first guess was "whoops, there's another variable overflow"; we've seen this behavior in the past in the game with ratings (which are 1-255; 0-255 is the range of an unsigned 8 bit integer). However, the max value of a 16 bit int is a little over 65k and a 32-bit int can go up to 2.1 trillion; even a signed 32-bit int, then, can reach a little over 1 trillion...

Okay, so thinking about it, I think that it could actually be that after all since the game keeps a running tally of profit/loss over a period of years. If you literally make more than $1 trillion in a rolling 5 year period (the actual number is 2^32 / 2 if you want it exactly), I could see where that could overflow the variable and boom, suddenly the game thinks you only made like $500k (the equation would be (sum of all 5 years) - the max value of the int).

The obvious solution here would be to change that item to a 64 bit integer; the unsigned limit is 2^64 so even the signed version is an insanely large number you'd never reach IRL. It would also double the storage space required for any of those numbers and, frankly, 64 bit integers are not used very often so I can understand if that wasn't factored in initially...
Signed 32-bit ints go to 2.1 Billion. Almost certainly this is running close to overflow. If you go to the Game Settings page, on the bottom right side there's a big button to "Adjust Global Coefficient", that will adjust a lot of the internal values to try to prevent overflow.
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Old 02-01-2022, 10:56 AM   #316
Syd Thrift
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Signed 32-bit ints go to 2.1 Billion. Almost certainly this is running close to overflow. If you go to the Game Settings page, on the bottom right side there's a big button to "Adjust Global Coefficient", that will adjust a lot of the internal values to try to prevent overflow.
Right, although since you're probably using unsigned ints there (since it's possible to have negative amounts of money) the actual overflow point is closer to 1.05 trillion. I agree that adjusting the global coefficient is the quick(er) fix (though it won't necessarily help this user) but ultimately y'all should probably do something like make that variable 64 bits instead of 32 (which is, like I said, a pretty esoteric variable amount)... or you bake in a worldwide deflationary period in, say, the 2030s haha

Edit: I'm getting "signed vs unsigned" mixed up. Yeah, a signed 32 bit int max value is 2.1 trillion; an unsigned one is 4.2 trillion but is always a positive number. 1.05 trillion never enters into the picture.
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Originally Posted by Markus Heinsohn
You bastard....
The Great American Baseball Thrift Book - Like reading the Sporting News from back in the day, only with fake players. REAL LIFE DRAMA THOUGH maybe not

Last edited by Syd Thrift; 02-01-2022 at 10:57 AM.
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Old 02-01-2022, 11:48 AM   #317
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Originally Posted by Syd Thrift View Post
Right, although since you're probably using unsigned ints there (since it's possible to have negative amounts of money) the actual overflow point is closer to 1.05 trillion. I agree that adjusting the global coefficient is the quick(er) fix (though it won't necessarily help this user) but ultimately y'all should probably do something like make that variable 64 bits instead of 32 (which is, like I said, a pretty esoteric variable amount)... or you bake in a worldwide deflationary period in, say, the 2030s haha

Edit: I'm getting "signed vs unsigned" mixed up. Yeah, a signed 32 bit int max value is 2.1 trillion; an unsigned one is 4.2 trillion but is always a positive number. 1.05 trillion never enters into the picture.
You're off on your values. 2^31 = 2147483648 = 2 147 483 648, so in the billions, not trillions. You don't need to quite get to 2B for the rollover to have errors, even once you get into the 1B range for expenses or income you can start to run into problems (since suddenly doing something like averaging 2 years of income together will hit rollover conditions).

Eventually we'll move all the dollar values to 64-bit, but that's definitely not just a simple find and replace. That's why we provide that global coefficient button - it can actually help if you notice your budget goes from 1.8B to 300k, hit that button and look at your projected budget, it should hopefully be corrected. If your budget has already rolled over to a lower value, then yes, it won't adjust it back up, but it should help files that are getting towards that mark.
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Old 02-01-2022, 11:51 AM   #318
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You're off on your values. 2^31 = 2147483648 = 2 147 483 648, so in the billions, not trillions. You don't need to quite get to 2B for the rollover to have errors, even once you get into the 1B range for expenses or income you can start to run into problems (since suddenly doing something like averaging 2 years of income together will hit rollover conditions).

Eventually we'll move all the dollar values to 64-bit, but that's definitely not just a simple find and replace. That's why we provide that global coefficient button - it can actually help if you notice your budget goes from 1.8B to 300k, hit that button and look at your projected budget, it should hopefully be corrected. If your budget has already rolled over to a lower value, then yes, it won't adjust it back up, but it should help files that are getting towards that mark.
Ah, thanks, you're right.
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Old 02-01-2022, 12:56 PM   #319
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I would like to see Fielding added to the Historical Leaderboards.
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Old 02-02-2022, 08:10 AM   #320
BarneyRubble
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OOTP is quite an achievement. I'd be happy if they made small changes to polish the game. I mentioned the batter widget displaying AVG, OBP and OPS instead of AVG, OBP and SLG. No reason to show OPS if OBP is shown.

Another small change, that would go a long way in realism, would be the trade screen. As it stands, the second I put a player on both sides, I get a response. At this point, I can 'game' the game based on that response. To do this, I have to remove what I'm offering, ask for an additional player or money, and add my offer back. I immediately get a response. What is needed is a submit offer and stop assuming you are done modifying offer.

I just traded a very good reliever for an average reliever to save some cash. As soon as I added the two players, I get a "WOW, that is an awesome deal, we'll take it". At this point, I remove my reliever, ask for cash from them, add my reliever back and immediately get a response telling me how good a deal that is. So, I remove my reliever, increase the cash, add my reliever back and get a 'this works for us response'. This is gaming the game, which I try not to do.

I suggest...

1) A submit offer button to stop immediate responses.
2) Have the opposing GM answer with a simple yes/no. If he rips me off, so be it.

Another is finances. If it's spring training and I have players that show minor league contracts on my 40-man roster, it doesn't appear they are accounted for in available money/budget. I assume I can remove them from the 40-man before the season starts and they won't get a major contract at all. Is this correct?
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