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| OOTP 25 - General Discussions Everything about the brand new 25th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
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#21 |
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Hall Of Famer
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Is TCR calculated once per season and if so when?
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#22 |
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All Star Starter
Join Date: Aug 2011
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Know that even with TCR at 1, there can still be some very wild swings from players especially pitchers.
I recall in a TCR 1 game in the 1890s in a year Decon Philippe, Sam Lever and Kid Nicholls all went from great pitchers to one star pitchers in a year. So for me when I play a development type TCR 1 game, every year or so I have to do an overview of star players to be sure they did not get a massive hit. I would love the chance for a TCR 0 mode for this, where current values can go up and down as a player develops and ages, but his potentials never alter. |
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#23 | |
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#24 | |
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#25 | |
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If he can't play SS, then most teams have better options at 1B. |
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#26 |
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#27 | |
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All Star Starter
Join Date: Aug 2011
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Quote:
This happens more than it used to. In around OOTP 19 or 20 a TCR of 1 resulted in very very few big changes to just about anyone. It was a more of a surprise when it happens. Now in 25 I will say that in a 3 year time span a good 20-30 players (often big names) usually get a big talent hit (it almost never happens to be a big bump up in talent). Cy Young tends to get a bit hit for example in every save in walk rate immediately, from say 490 to 430 in a year. I boost it back up in the off season, and a year later it is back down to 400. So you have to stay on top of it if you don't want big swings. Still it is a minor thing to have longer riding careers and not need to have recalc on |
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#28 | |
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Quote:
This modifier controls how random player talent changes are. If the number is raised above 100, the possible amount of a talent change will have a larger minimum and maximum, leading to more significant changes in talent over the course of a player's career; if it's lowered below 100, the changes will be smaller and the player's general talent will remain unchanged. The effect will be most noticeable among the most skilled players. Also interesting is the concept that a better the player is the worse he can get. Turning a star SP into a mop up RP is a devastating event And since the TCR decline starts on the first day of the off season, there's plenty of time to drive a player down before the season even starts. TCR is a significant equalizer, particularly since it targets the best players for the biggest declines. TCR has been flawed since the beginning. It needs settings for both how often and how much. |
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#29 | |
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#30 | |
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#31 |
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So am I. Except I broke that for the first time in years. Too many career minor leaguers turning into MLB stars. I don't want career minor leaguers leading the league in HRs or being voting onto the All Star Team. I think there were eight or so that were over 3 stars so I knocked them down to 3 stars.
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#32 |
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Reading this topic makes me wonder what the correct settings are for my universe. I'm playing historical teams, parks, etc., but the starting draft of historical players took place, so no one is guaranteed to play for who they did in the real world. However, I would like some semblance or nearness to a player's historical performance. I don't need Babe Ruth to be Babe Ruth. I don't mind a chance of him being a complete scrub, but I would want that to be a lower possibility on the scale, with a greater chance of him being closer to Babe Ruth was, or even being who Babe Ruth was, than not. Again, though, I am not looking for historical clones of the players. I still want possibilities of alternate history to play out.
With all of that being said, I find myself very confused and lost as to how to tweak the universe I've set up. What settings should I now look at, in July of the 1st season, to try to get close to what I'm looking for? |
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#33 |
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#34 |
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With TCR set to 1 there shouldn't be any big changes (based on how the 24 manual says it works). Based on various things said in this thread this is another feature where I'm ready to ask "Is this control connected to anything?"
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#35 | |
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I use three year recalc, usually not weighted but I'm trying one now that's weighted, development on, retire according to history off, TCR at 100, and the make bad settings as they show as default not the increased numbers based on an unproven allegation the game previously did that automatically. I like it except that TCR sometimes wipes out players 2 or 3 years in a row and with full minors enabled too many career minor leaguers make MLB and too many of those are over 3 stars (there should be none over 3 stars). But don't let anyone say their settings are right for you. For example, the most commonly promoted settings are intended to result in duplicating MLB careers, which based on your Ruth comments you don't want. Settings that result in highly predicable outcomes might be OK for watching but make for a boring game if you're a GM. |
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#36 | |
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#37 | |
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#38 | |
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You probably want to check the players menu as well. Look on left side of screen. First thing you will see is the settings for injuries. Scroll down and you will see the options for whether the game is using the development engine or if development is disabled. Based on what you've described, I would suggest using development. You can use a combo of recalc and development or go 100 percent development engine. Playing with 100% recalc and no development will not give you much opportunity for a surpize in terms of Ruth. |
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#39 |
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#40 | |
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