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Old 06-13-2016, 05:06 PM   #21
MightyVotto
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Do pitchers still get knocked through the CF wall from line drives comebackers? I nearly spit out my drink when this happened in a game. Was so funny. I know it was a bug, but you should leave it in for the fun factor. Hah! I think it was Lee May who hit it for me. So, at least, he was known as a slugger.
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Old 06-13-2016, 05:09 PM   #22
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Originally Posted by MightyVotto View Post
Do pitchers still get knocked through the CF wall from line drives comebackers? I nearly spit out my drink when this happened in a game. Was so funny. I know it was a bug, but you should leave it in for the fun factor. Hah! I think it was Lee May who hit it for me. So, at least, he was known as a slugger.
Do you remember that necklace George Scott used to wear?
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Old 06-13-2016, 05:30 PM   #23
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Originally Posted by MightyVotto View Post
Do pitchers still get knocked through the CF wall from line drives comebackers? I nearly spit out my drink when this happened in a game. Was so funny. I know it was a bug, but you should leave it in for the fun factor. Hah! I think it was Lee May who hit it for me. So, at least, he was known as a slugger.
It'll be like our version of nuclear Gandhi, right?
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Old 06-13-2016, 05:37 PM   #24
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Thanks for the update!
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Old 06-13-2016, 09:11 PM   #25
vegaspomeranians
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I hope that the 2016 draft order is fixed. I've submitted it 3 times!
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Old 06-13-2016, 09:45 PM   #26
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I've only played one game so far, but ball animations in Fenway Park seem much worse. Ball speeds, crazy bounces, fielders through walls, foul ball grounder called fair, cut off throws not actually to the fielder, etc.. . Should I report these in the existing thread "3D Movement Cosmetic Issues" thread in the bug reports forum?
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Old 06-13-2016, 10:24 PM   #27
TwinsGuy34
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Thanks for the work fellas.

Infield throws, double plays and plays at first (they all don't appear like bang/bang plays) are improved.

But do the OF'ers have to bounce and roll everything in to the cutoff and/or bases?
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Old 06-13-2016, 10:49 PM   #28
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I've only played one game so far, but ball animations in Fenway Park seem much worse. Ball speeds, crazy bounces, fielders through walls, foul ball grounder called fair, cut off throws not actually to the fielder, etc.. . Should I report these in the existing thread "3D Movement Cosmetic Issues" thread in the bug reports forum?
Yes, please. Especially the fielder through wall cases.
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Old 06-14-2016, 06:12 AM   #29
Markus Heinsohn
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Originally Posted by Spritze View Post
Scouting craters Lou Gehrig's Current ratings on 1/1 after he is drafted #1 overall on 12/15. His Potentials remain high. He then gets released even with high potentials.

I tested this again in a different year and it happens to Ernie Banks too.

Potential does not seem to count for much.

There is a PT on this named "Weird Sign and Release" problem.
The release logic has not been changed recently, and I was not able to reproduce this behaviour in several tests I just ran. The AI does only look at potential when figuring out who to release, unless the player is already pretty old.
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Old 06-14-2016, 08:41 AM   #30
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- Modified fatigue calculations for relievers


What does this mean ? I thought reliever fatigue was fine (other than in v16 IMHO). What exactly does change with this patch ?
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Old 06-14-2016, 09:26 AM   #31
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Quote:
Originally Posted by mars001 View Post
I've only played one game so far, but ball animations in Fenway Park seem much worse. Ball speeds, crazy bounces, fielders through walls, foul ball grounder called fair, cut off throws not actually to the fielder, etc.. . Should I report these in the existing thread "3D Movement Cosmetic Issues" thread in the bug reports forum?
I've played out a couple of games now, but I have the opposite impression. The majority of plays develop more realistically now. The new problem I'm seeing is alignment to the pbp. Are you still suggesting the short pbp? It may just take a little time to get used to the new speed of the plays, but overall I'd say it is better with the patch. Thanks.
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Old 06-14-2016, 09:33 AM   #32
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Originally Posted by risp2out View Post
I've played out a couple of games now, but I have the opposite impression. The majority of plays develop more realistically now. The new problem I'm seeing is alignment to the pbp. Are you still suggesting the short pbp? It may just take a little time to get used to the new speed of the plays, but overall I'd say it is better with the patch. Thanks.
Well perhaps I did speak too soon. After the one game I played in Fenway, the four more I played in Oakland seemed much better. There was one instance of a fielder going through the wall and a few times where throws don't actually make it to the fielder, but other than that it does seem better.
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Old 06-14-2016, 09:34 AM   #33
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Originally Posted by Pronkytonk View Post
- Modified fatigue calculations for relievers


What does this mean ? I thought reliever fatigue was fine (other than in v16 IMHO). What exactly does change with this patch ?
There were only small changes done, if I remember. Mostly to do with cases where if you had a trainer with a horrible fatigue recovery, if your reliever threw 1 pitch he would be at like 79% rested the next day.
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Old 06-14-2016, 09:57 AM   #34
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Originally Posted by risp2out View Post
I've played out a couple of games now, but I have the opposite impression. The majority of plays develop more realistically now. The new problem I'm seeing is alignment to the pbp. Are you still suggesting the short pbp? It may just take a little time to get used to the new speed of the plays, but overall I'd say it is better with the patch. Thanks.
Playing out another game now and I see that one of the issues in timing between pbp and animation occurs when new relievers enter the game. After the word "SUBSTITUTION" appears in pbp, there is a pause. Then, the play animates while pbp describes the new pitcher's record and stats. By the time the pbp gets to the action, the animation is long over. There is a similar problem with the first batter of the game.

As an aside, I've only seen one outfielder go through the wall (on a double to deep right, FWIW). I have not seen any "teleporting" infielders (where they shoot to the outfield wall at light speed) with the patch. Yay! Overall, good work, and thanks again.
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Old 06-14-2016, 11:17 AM   #35
SMPatin
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Fine-tuned international league rules (need to start new game for changes to apply)

Could anyone elaborate on these changes? As someone already into my league, I don't want to start over but might like to replicate these.
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Old 06-14-2016, 11:21 AM   #36
Matt Arnold
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Originally Posted by SMPatin View Post
Fine-tuned international league rules (need to start new game for changes to apply)

Could anyone elaborate on these changes? As someone already into my league, I don't want to start over but might like to replicate these.
Essentially what was detailed in this post: http://www.ootpdevelopments.com/boar...l-leagues.html

Except that we do relax the foreign player limits slightly for the leagues.
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Old 06-14-2016, 11:37 AM   #37
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Matt, or someone else from the development team...

Could you please elaborate on what's been adjusted as far as how the game is currently evaluating the worth of prospects?

As I've come across a huge issue due to the way AI is looking at a prospect's worth. As I've previously noted, the AI now way overvalues a guy who is closer to his potential even if said player's potential is a lot lower than other prospects in the system, ie. the more raw prospects.

well, because of this, trade logic is also way out of line. I was playing quite a few games last night and got to my trade deadline so I got the chance to see a lot of trades made by the AI, and you are seeing raw 4 and 5 star prospects, who are in A ball and Rookie leagues, so they should be pretty raw still, given away for backup catchers and terrible relievers. Plus, it wasn't just teams in the playoff races doing this. It was teams that were in last place giving up potential superstars for guys that were going to be waiver wire candidates at any moment.

If you look at baseball right now, prospects like that are rarely traded because of what they might mean to a team's future.

One example is Victor Robles, and I edited him to make him even better since he's proving that last year wasn't a fluke and is performing at a high level in full-season ball now.

He is a 5 star prospect, one of the best raw prospects in my game, he was traded along with Felipe Rivero, a 4 star actual left handed reliever to the Mets for Raywilly Gomez, a fringe major leaguer who is now sitting at AAA for the Nationals and not even starting at catcher.
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Old 06-14-2016, 12:17 PM   #38
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Roster question: did Trey Griffey make it in? We've been making jokes about "Ken Griffey Jr. Jr." around here for a very long time.
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Old 06-14-2016, 12:32 PM   #39
Matt Arnold
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Quote:
Originally Posted by qcbandits View Post
Matt, or someone else from the development team...

Could you please elaborate on what's been adjusted as far as how the game is currently evaluating the worth of prospects?

As I've come across a huge issue due to the way AI is looking at a prospect's worth. As I've previously noted, the AI now way overvalues a guy who is closer to his potential even if said player's potential is a lot lower than other prospects in the system, ie. the more raw prospects.

well, because of this, trade logic is also way out of line. I was playing quite a few games last night and got to my trade deadline so I got the chance to see a lot of trades made by the AI, and you are seeing raw 4 and 5 star prospects, who are in A ball and Rookie leagues, so they should be pretty raw still, given away for backup catchers and terrible relievers. Plus, it wasn't just teams in the playoff races doing this. It was teams that were in last place giving up potential superstars for guys that were going to be waiver wire candidates at any moment.

If you look at baseball right now, prospects like that are rarely traded because of what they might mean to a team's future.

One example is Victor Robles, and I edited him to make him even better since he's proving that last year wasn't a fluke and is performing at a high level in full-season ball now.

He is a 5 star prospect, one of the best raw prospects in my game, he was traded along with Felipe Rivero, a 4 star actual left handed reliever to the Mets for Raywilly Gomez, a fringe major leaguer who is now sitting at AAA for the Nationals and not even starting at catcher.
The top prospect list logic is separate from what the AI uses for player evaluation. So just because a player falls off the league top prospects list in an update doesn't mean that the AI will not value him anymore.
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Old 06-14-2016, 04:44 PM   #40
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With regard to 3D. This is more of a critique, than a complaint:

There is still not much variation with plays in the outfield. I've yet to see warning track flyballs, Flyball outs into the gap, deep sacrifice flies, etc. All outs to RF and LF seem to always drift to the foul lines, but none to the alleys.

The infield plays look very good however. Throws look good, glad to see more foul flyball outs. No wonky fielding plays (that I've seen so far).

If we could just get a little more outfield variety it'd be pretty darn close to perfect.

Last edited by drksd4848; 06-14-2016 at 05:23 PM.
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