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Old 06-26-2008, 08:39 AM   #21
Joe Shlabotnick
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I love this thread! Keep it coming.

Been trying to get into this game for several years, but without success.

Typically, I spend lots of time setting up a league, then play for a few days and walk away. I don't get hooked in for some reason.

I drive around town this week thinking "What OOTP universe should I set up that will get me playing this game?"

So this thread is great.
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Old 06-26-2008, 02:35 PM   #22
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Some people have suggested small fictional leagues -- I would suggest the opposite. Just start a modern MLB league with the stock roster. It's not a great roster, but you're just getting acquainted with the game.

Start as commissioner, take over your favorite team, select the "never get fired" option. Go into game setup and disable coaches and scouts. If at some point you want to add this to your gaming experience, go for it, but you want to start as simple as you can.

Now do everything you would do if you could run the team. Example - I'm a Dodgers fan. First thing I'd do is try to deal Juan Pierre. God I can't stand having him on the Dodgers. Deal Pierre, start Kemp, Ethier and Jones in the outfield. Dump Nomar, maybe deal Kent and start Hu at 2B and Laroche at 3B. You know, all the things you've been wishing your real-life GM would do.

I think this is the best approach because you're familiar with the league and players. You're not diving into something totally foreign. Over time, you'll start wanting to change some options, maybe turn on coaches and/or scouts, try a fictional or historical league, whatever.
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Old 06-26-2008, 04:57 PM   #23
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I posed this elsewhere and got zero response. Since this seems to be such a great thread, and those that view it seem to be helpful, let me try again.

Anybody know how to release coaches, so that you can have teams bid on coaches from scratch. I want to do with coaches, what you can do with the inagural draft, accept of course, coaches wouldn't be drafted.

The only way I can think of to this is to go through the game one at a time and fire everyone, and then hassle with edditing finances. This is not something I want to do, but if its the only way to do this, then I guess that's what has to be done.

This would be a huge disappointment, since I know you could do this very easily in previous games.
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Old 06-26-2008, 05:15 PM   #24
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Quote:
Originally Posted by Neags23 View Post
I think one of the biggest hurdles to overcome is the notion that you have to create your perfect universe the first time you play.

It takes several tries to figure out what you like and don't like. I've created around 20-30 different leagues over the past year and a half, and I've ended up trashing them all. With version 9, I just created one that I think will stick around for a while, but who knows?

The point is, start slow. Ignore all the options for the first time. Just experiment. Sim for a while, maybe. Check on the players. Do you feel like you aren't involved enough? Try playing out a couple of games. Do the salaries feel like what you want them to be? If not, next time you create a league (or with the league you have now), adjust them.

Start slow and adjust. No need to figure everything out at once. Tweak as you go. Experiment. See what you like best.
Excellent advice!
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Old 06-26-2008, 07:25 PM   #25
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Just to add to what bulldog suggested, and as a new player myself, I created an historical league based in an era I know well (I will get the mid 90's Expos the title they deserved!). That way, not only can you simplify your game by turning off options, you also control how many minor league feeder teams you need to worry about (I went one apiece at A, AA and AAA). IT's not a big thing, but it gives a little less to worry about while you're still learning the mechanics, and you still have 3 teams worth of minors for player development (or, fewer if you choose).
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Old 06-26-2008, 07:39 PM   #26
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I played a lot of leagues a lot of different ways to get the feel of things, know what the issues were with leagues, etc. I then started my own all-consuming fantasy league which I've nearly perfected. About the only thing that could make it better would be to start with completely new players, because I had way too much talent coming through the draft at first, but I've become too attached to do that now.

The key is to start small. Don't use features like coaches or scouting and then start incorporating new features progressively, one by one.
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Old 06-26-2008, 07:50 PM   #27
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Good point Bulldog about starting with something you know well.
I did say start with a small league but if you know the era well it's just as easy in a lot of ways.

I would like to add that if you start a fictional league even a small one it would be a good idea to sim 15-20 years at least without controlling any team to build some history to the league.

This way you will get a feel for some of the top players and it doesn't feel like the league came out of nowhere.
I know if I was to look at a thousand players on day one of the league with only ratings to go by it wouldn't be as good as seeing that top rated player with 500 hr's and finding out he's a bum in the playoffs.

Last edited by discodude5; 06-26-2008 at 07:52 PM.
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Old 06-26-2008, 07:55 PM   #28
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Quote:
Originally Posted by bleachercreature View Post
I posed this elsewhere and got zero response. Since this seems to be such a great thread, and those that view it seem to be helpful, let me try again.
Rather than hijack the thread, I will send you a PM.
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Old 06-27-2011, 03:57 PM   #29
Garrett67
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Ok, its almost 3 years later to the day. I NEVER did continue to play the game but I just purchased '12 today and am starting a fictional league with 8 teams, 2 divisions. Kinda like a high school level to get my feet wet.

I'm going to take the advice from years ago and start small.


I'll let you know how it goes.
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