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Old 11-17-2022, 06:13 PM   #41
PSUColonel
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Originally Posted by Red08 View Post
Couple things for me
1. More detailed ratings.for picthers instead of just movement and control things like Pitch Tunneling and Spin Rates. For hitters instead of just contact and gap/HR power have things like Raw power and Game Power, Barrel Rate, Line Drive Percentage. For Outfielders something like Route Running. For Catchers have framing, game calling. And on the stat side OAA and DRS for defensive stats.
2. Minor League portion of the Rule V Draft
3. Accurate minor league rules. For Example in the Complex Leagues no team can have more than three players with four or more years of minor-league experience. Also make it to where players on rehab assignments don't count against the active player limit and also allow an option to have a taxi squad
4. Update the off-season. Make a non-tender deadline, Rule V protection deadline, Rule V Draft on last day of Winter Meetings. Free Agent Filing 5 days after end of WS. Awards announced after Free Agency. Also include new Utility position for Gold Glove and Silver Slugger. And finally give the option of which rookies to retain and which to non-tender instead of auto rendering each pre-arb player
5. Tied to finances but Relievers are extremely undervalued by the game. Multiple Off-seasons I can get a top reliever on a one year deal and usually I can get them signed for $10-20 mill tops. And a lot of times they won't sign until preseason or spring training. And on the position player side it's rare in real life already but I have never seen a contract longer than 8 years
As far as the rehab assignments go, I don't believe they count against a minor league roster size limit...at least this is how it's been unless something has changed.
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Old 11-17-2022, 10:47 PM   #42
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Easy.....ALL the stats Baseball Ref has.
Everything filterable and sortable and reportable.
HTML 'reports' are optional and replaced with dynamic reporting

This is a stats game.....give me all the stats and reporting.
it is almost 2023 : (
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Old 11-17-2022, 10:51 PM   #43
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Well I play historical most of the time. I would like to see real coaches.
Unclear why we can't import real coaches and GM. Not like the information doesn't exist for most years.

Unclear why historical sims don't have actual manager tendencies and the ability to RANDOMIZE.
Every historical replay is the same even when you don't use real tx's and lineups.
Makes me assume no one does historical sims
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Old 11-17-2022, 10:54 PM   #44
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Here’s a few of mine:

Strategy settings for BP usage - ability to designate a RP to come into a clean Inning or start an inning. No runners on, vs high leverage with a great Runners allowed to score percentage. This would be great to have for a RP with a poor Hold rating and making sure he doesn’t come in with runners on

Since we’re in strategy settings, maybe set innings to go as an alternative option to pitches or batters faced.

On hitters strategy settings, a “designated pinch hitter / designated pinch runner” for a player. Like if I have a slow batter, bad glove guy get on in the bottom of the 7th inning, designating a specific PR’er for the guy since my settings for D replacements is set to take place for the top of the 8th.

Commish ability to globally set/change game times to all kick off at the same time. This would be GREAT for online leagues that RTS games for their leagues.

I believe someone mempntioned this earlier, but coaching to specifically teach new pitches, new positions/improved positions much like the coaching staff tasks for fielding, baserunning. Roger Craig with the Astros and Giants taught the scuffed….um sorry, splitter to his staff’s. This would improve or maybe teach new pitches to players. The con to this would be more pitchers learning new pitches,but that could be tempered with existing pitches losing some skill based on someone’s area of expertise changing. This can be scaled to teach younger players “easier” than older players or even vice versa.

Exit Velocity stats for hitters and pitchers. This would be a stat That is already in the game log, but having it as a sortable Stats could be an excellent tool to tap into to see if a guys 320 BAVG but having an avg of 70.3 MPH EVO could say that he got a little lucky. Same for a pitcher w/EVO of 92 and a babip of 260 [can you say lucky).
Stanima ratings for RELIVER and STARTER.
game does not account for long relivers and spot starters well at all.
Stamina rarely works for 3 inning relievers of past seasons

Ratings for SPEED (raw speed) and Rate of Stealing....NO WAY should the remain combined.....
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Old 11-17-2022, 10:56 PM   #45
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Old 11-18-2022, 12:13 AM   #46
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I swear I'm mostly concerned with the management/stats side of the game, but jersey numbers/names would be a sneaky awesome upgrade.
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Old 11-18-2022, 07:31 AM   #47
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I swear I'm mostly concerned with the management/stats side of the game, but jersey numbers/names would be a sneaky awesome upgrade.

Besides NYY and Boston of course.

I’d also like the ability to have facial hair rules like the Yankees. Stash’s only!
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Old 11-18-2022, 08:03 AM   #48
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Originally Posted by fredbeene View Post
Unclear why we can't import real coaches and GM. Not like the information doesn't exist for most years.

Unclear why historical sims don't have actual manager tendencies and the ability to RANDOMIZE.
Every historical replay is the same even when you don't use real tx's and lineups.
Makes me assume no one does historical sims
I concur with having historical use real managers, coaches and owners. Steinbrenner should be Steinbrenner and Charlie Finley should have characteristics like Charlie Finley. Historic owners have been researched here in Excel files, and if no one recalls the characteristics of Owner X, it can be crowd-sourced easily enough. I also think it would be do-able to give the managers a sense of their historic characteristics. The coaches may be more guesses but we're an active community and can research and post on a thread to improve their personalities and tendencies with citations to support. I also never understood why the market sizes seem so random in historical play. Those should be made more realistic and locked by year and franchise.
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Old 11-18-2022, 08:27 AM   #49
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I would love the ability to select a certain decade or a series of several years and have OOTP randomly pick from those years for the next seasons modifiers. For example, I start my random debut league in 1984. I choose 1980-1989 for my modifiers. When I finish 1984, OOTP would randomly select a year from 80-89 for the 1985 season's modifiers. Same thing would occur or the 86 season and onward.
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Old 11-18-2022, 08:42 AM   #50
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nothing on any wishlist ever comes true its pretty sad

edit..

all in seriousness. the financial model needs a complete overhaul it is pretty awful and it effects every part of the GM gameplay experience and i am going to throw 40 man managements into the finance model.

rule 5 is a joke because of the finance model and 40 man. its not that the AI protects the wrong players it happens IRL it is that there are studs and just solid MLB players on the rule 5 every year but almost 0 AI teams will draft them cause their own 40 man is full. you can draft 10 rule 5 players every year and immediately trade them for prospects as every AI team then wants them but passed on them in rule 5.

same thing goes for waiver claims. Teams waive studs and mlb ready players the entire year. The human can literally claim all these players all year long and trade them. As soon as you trade the players waived every team wants them. Cause something in trade logic must indicate to the AI that they have to do a 40 man move but they wont do it for a free waiver claim they rather trade a minor league prospect. it makes no sense.

free agency. the AI has no shot at competing with a human in free agency. the human can get the player almost always 100% in a contract favoring the team and even then trade them right afterwards sticking the AI with a horrible backend option deal. so the AI either takes the options or lets the player go after 1 year. but the human gains prospect in the trades.

the owner controls budget option is a joke. either needs to be just for the humans or there actually needs to be variety in how owners act. not 99% of owners just restricting the budget. if every owner acts the same just have options for different % budget available in options. i dont see the point in an option when every owner just does the same thing.

the finance model also effects which players the AI tries to dump at trade deadline. playoffs teams dont sell bad contracts of quality players they need for playoffs. period. end of story. in ootp it happens. you can fleece the AI just trading for expiring contracts and then trading those players back to playoff teams for prospects. Even the same team that just traded the player. [snipped swear]

It isnt really the trade ai logic its the finance model. the AI just cant manage finances which effects all parts of the game from he gm experience.

then we get to fan interest and ticket prices. this is easily manipulated where a human can tank the season finish last but have 100% interest and max ticket prices. so the following year huge increase to budget. this has to do with player popularity and how fan interest gets a huge bump even if you then trade that player. plus you can alter ticket prices all year. should have to set ticket prices for regular season and playoffs and that is it. then locked.

and it is not about the human not doing these things. it is about these exploits shouldn't exist in the game every year. they all have been here since at least ootp18. all the fanboys on forum are just like well dont play that way.

the point is if it exists in the game then the games logic is not correct. so why is it overlooked each year?

i really think it is just cause ootp is for the team manager and not the General manager. i dont think the gm side of the game will ever improve significantly and there will always a be ton of exploits or bad finance model that makes the game just too easy for a human gm,

Last edited by kq76; 11-18-2022 at 10:54 AM. Reason: snipped swear
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Old 11-18-2022, 11:04 AM   #51
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.
I have to say, you make a lot of good points. I'm one of those people who tries not to take advantage of the AI, but it can be difficult some times. "No, don't do that, no, don't do that either, and definitely don't do that." Well, what can I do? In the end, I try not to think about it and just enjoy the game, but when you dominate every season it does lessen the experience.

I like how detailed your post was too. Although, you might want to point out some ways to fix those issues. Like for the rule V draft, I don't pay much attention to it now, but when I was in online leagues I tried to have at least one spot open to maybe take one guy in the draft. They could put that into the AI, make it think the max roster is 39 right before that draft instead of 40.
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Old 11-18-2022, 12:40 PM   #52
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In the historical exhibition mode, it'd be cool to have a "random" button, i.e. if you wanna play as a random historical team vs. another random historical team.
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Old 11-18-2022, 02:47 PM   #53
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I have to say, you make a lot of good points. I'm one of those people who tries not to take advantage of the AI, but it can be difficult some times. "No, don't do that, no, don't do that either, and definitely don't do that." Well, what can I do? In the end, I try not to think about it and just enjoy the game, but when you dominate every season it does lessen the experience.

I like how detailed your post was too. Although, you might want to point out some ways to fix those issues. Like for the rule V draft, I don't pay much attention to it now, but when I was in online leagues I tried to have at least one spot open to maybe take one guy in the draft. They could put that into the AI, make it think the max roster is 39 right before that draft instead of 40.
not my job to figure out the fix. but i lean towards the finance system and the 40 man combination.

and the thing is most players who play the games and not sim them never understand the true problems of ootp. because they are focusing on the actual day to day games. and ootp does a great job at the game of baseball. even play evaluation for quality or trading is pretty damn good.

it is just anything to do with finances and the game flat out fails. cant make excuses for the game. so many exploits and oversights if you actually spend time as a GM you will see how absolutely absurd the AI is and just how extremely easy the game is.

owner controls budget should leave. the last thing the AI needs is less budget. there should be options too boost the AI. give them more budget cheaper players etc that adds difficulty not self imposed BS house rules.

you can literally take any bottom basement small market team. get rid of every single player that makes over the minimum and absolutely clean up.

it is extremely easy to get 100% fan interest even on awful teams.so many different ways to game/exploit the system. then max out ticket prices now all of a sudden you are a mid budget team in just your second year.

rule 5, free agency, waivers and trade deadline trades. you can gain so many prospects every year its crazy. int free amat agency. again just sign the top prospect and you can trade him for a top mlb ready prospect while that int guy at the very least is 5-6 years away. if at all ever.

the amount of prospects you can get for just waiver claims all year is staggering. if the ai is willing to trade prospects for them why not claim them?????

singing players to pseudo 3 year deals. 1 year deal with 2 year team options back loaded and you can sign popular players boost fan interest to 100% and trade them for prospects even if you have to eat 1 year in salary. the AI team is forced to either pay the insane salary or let them go while you gain prospects.

this goes for all free agents during off season and especially noticeably at trade deadline where you can trade them to playoff teams eat the salary and get top prospects.

video games arent real life. so get out of here with all these bs house rules. close or remove all of the countless finance loopholes, exploits, bugs and mistakes.

i can only play ootp for maybe 2 weeks a year. cause it is so mind numbingly broken when it comes to GM and finance.

AI teams have maybe 12-24 prospects who are over 2.5 stars potential. as a human i can gain over 100+ 2.5 star prospects within the first 3 years of any save. not saying they are studs or all stars but the shear number able to be gained is ridiculous.

and it comes down to the AI not able to deal with 40 man/finances.

not to mention the AI will literally trade for players they just waived or just traded. then waiver them again. and you know what i will claim them and trade them again and again and again. its broken. house rules dont fix it.

i have 0 confidence any of this will ever get addressed. all these finances problems have been in the game since i started playing in ootp 18 and they are all still here or even worst now.
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Old 11-18-2022, 03:29 PM   #54
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Re historical managers, coaches, owners... I think this would be cool to have the names used for cosmetic purposes, but I'm not sure about the characteristics & tendencies. I would think the challenge would be that in a historical sim, as an example, Vince Coleman is already rated to steal 2nd base a LOT. Would he have attempted fewer stolen bases if Earl Weaver were his manager instead of Whitey Herzog? Probably. But we don't know that. So to what extent is a player's steal rate affected by his own ability & stats, vs his manager's, and vice-versa?

IOW, we wouldn't want the combination of Coleman's 1985 ratings (to steal a LOT: 135 attempts) and Herzog's career-high 195 SB tendencies to create and OOTP Coleman who attempts to swipe 200 bases in an OOTP historical sim.

And we also wouldn't want to see the '85 Padres (a very slow-footed, low-SB-attemps team) running themselves wild - and with a poor success rate - merely because the '85 steal-happy Whitey is their manager.

I'm not saying these issues couldn't be overcome, but it would be a challenge to take existing player ratings and then add some sort of modifier that attributes some of their ratings to their own abilities, and some of their ratings to their manager's tendencies. Or something like that...
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Old 11-18-2022, 04:26 PM   #55
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I want real 19th century baseball with the real NA / NL / AA / UL / Player Association league structure
I'm not sure about the "real" part cuz I don't know exactly what you mean, but as far as the real NA, NL, AA, UL, PL league structure, players, etc., those should be do-able. OOTP would just need to decide how to handle:

a) Include like the Federal League: as part of the minor league module, or
b) include like the AL & NL: as major leagues

Based upon my somewhat limited knowledge of how it all works, a) would probably be the easiest to program.

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19th century minor league... the players are already in the system so why not?
If a) above were implemented, then 19th century minor leagues would likely be fairly simple to add, too.

Worth noting, though, is that we do not yet have complete* 20th century minor leagues. For examples, the significant early 20th century minor leagues (such as the Int'l Lg, PCL, Am Assoc, Tx Lg) do not appear in OOTP until they first have major league affiliates. This leaves a major gap in OOTP's minor league module during the 1901 - (approx) 1930's period. The data is all there, and based upon my own and others' testing, OOTP is already about 90% (or thereabouts) programmed to handle it. And while I don't know this for sure, I believe that we'll be seeing these add'l 20th century minor leagues in OOTP soon. I bring this up because I would think that this all will be a step-by-step approach: Add the missing 20th century minors, then add 19th century majors, then add 19th century minors. At least I hope that's what on tap!

*I define "complete" as to the data available. There are some minor leagues - even some in the 50's - where the player data is very incomplete, even non-existent.

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Add minor league "transaction"... not transaction per se but a file who tell the AI that a player is in the team system and to not release him (unless he was in real life of course)
This is very doable. Lukas previously indicated as such - at least OOTP's willingness - in another thread:

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I suppose if someone presents us with a (reasonably) complete minor league transactions db, that could change the picture...
The historical transactions for OOTP's MLB module was user-created. Therefore, the same would need to apply to a historical transactions database for minors: Users would need to create it. It's very doable as long as the approach would be...

"get the right players in the right organizations at approximately the right time"

... and not...

"100% accuracy"

In fact, the exact dates for many MLB transactions are not known, and therefore reasonable assumptions are used (both by official sources and, to fill gaps in official sources, within OOTP's database). That would need to be the approach here.

I've included elsewhere (a few years ago) the overall logic of how it could be done, and OOTP contributor legends BigRod and the late, great Spritze both indicated it would be doable. Here's what we'd need to make it happen:

1) OOTP's blessing to move forward. Or at least their pledge to at least try out a small test database in order to determine if moving forward is worth the effort.
2) A few volunteers to do the work, at least one of whom would need be a guru in database programming (my Access & Excel skills are decent, but are not up to the level that would be needed for this project).
3) A consensus on the approach. My suggestion would be to largely rely on data that already exists and is readily accessible, and to only - possibly, it wouldn't be required - supplement that as time goes by with in-depth research to find specific dates and details of specific transactions. (Worth noting here is that the MLB historical txn database was and is a work in progress. When it was first implemented in OOTP, it did not contain nearly the number of txns that it includes now. So a minor league txns db would not need to be complete in order to be implemented. In fact, it would pretty much never be complete.)

Re the specifics of #3, I could go into a lot of detail, but this thread is not the place. If there is interest, then I'll do that elsewhere
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Old 11-18-2022, 04:34 PM   #56
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I have to agree. When the AI tries to balance its budget, chaos ensues. Things I see too often:

• Teams in the middle of a playoff race trading away high salaried stars at the deadline.
• Teams in the middle of a playoff race not improving on the margins at the deadline with so many good guys left on the block (bullpen, bench, etc).
• Poor teams choosing to non-tender 3+ star players at seasons end to get under budget (HELLO TRADING BLOCK)

I believe the problem is that the game is designed so that financials operate within one-year windows, as opposed to multi-year windows like in real life. Budgets need to be more flexible for both the AI and human player to prevent the AI from making rash decisions. This allows the AI more time to shop a player, or get some sort of value in return.
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Old 11-18-2022, 04:38 PM   #57
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I have to agree. When the AI tries to balance its budget, chaos ensues. Things I see too often:

• Teams in the middle of a playoff race trading away high salaried stars at the deadline.
• Teams in the middle of a playoff race not improving on the margins at the deadline with so many good guys left on the block (bullpen, bench, etc).
• Poor teams choosing to non-tender 3+ star players at seasons end to get under budget (HELLO TRADING BLOCK)

I believe the problem is that the game is designed so that financials operate within one-year windows, as opposed to multi-year windows like in real life. Budgets need to be more flexible for both the AI and human player to prevent the AI from making rash decisions. This allows the AI more time to shop a player, or get some sort of value in return.
the weird thing about trading block is these guys will sit on the block but if the human trades for a block player they cant instantly shop him and get a ton of offers.

so why is no ai team making offers to other ai teams????????
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Old 11-18-2022, 04:40 PM   #58
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the weird thing about trading block is these guys will sit on the block but if the human trades for a block player they cant instantly shop him and get a ton of offers.

so why is no ai team making offers to other ai teams????????
Exactly... kind of frustrating how easy it is to get whoever you want at the deadline because there is literally no competition.

The trading deadline should be more like free agency; No FA will accept your offer without taking some time to think about it. If I make an offer for a guy on the block, the GM should say "let me think about this" and the other AI teams should have the opportunity to outbid your trade offer

Last edited by dodgerblue88; 11-18-2022 at 04:45 PM.
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Old 11-18-2022, 05:07 PM   #59
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Exactly... kind of frustrating how easy it is to get whoever you want at the deadline because there is literally no competition.

The trading deadline should be more like free agency; No FA will accept your offer without taking some time to think about it. If I make an offer for a guy on the block, the GM should say "let me think about this" and the other AI teams should have the opportunity to outbid your trade offer
it can get even worse!!!!!!!

some teams are just dumping salary so will take anyone you offer basically. half star 29 year old etc. but some times these teams will eat all of or a big part of the contract.

then you can literally trade that player back to the team he came from for prospects. the AI must think it is only trading for part of the contract or something but it owns the original part. so you trade a half star scrub and got some kind of minor league prospect and gained 0 salary in the end of 2 trades. what in the hell???????????????????

or sometimes the AI will eat 100% of the contract and take your scrub and then you can trade that 1 year rental for a prospect for a different team.

trade deadline and block is beyond broken. and its exactly the same type of rules for waiver claims and rule 5. the amount of prospect that can be gained for nothing but moving players around is absurd. and the AI wont do these deals with the AI. if you are trading me for the stud i got off the block or waivers why didnt the AI make the initial offer to the AI team and just give up a .5 star scrub????

i just think it is funny how people can defend this game as not broken. a game can be good, a game can be fun and a game can be entertaining but that doesnt mean it aint broken.

finances, rule 5, trade deadline, trade block, waivers, free agency monies are all completely broken with holes and exploits.

and its completely irrelevant that the human can just not exploit. the exploit still exists. exploits = broken
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Old 11-18-2022, 05:10 PM   #60
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nothing on any wishlist ever comes true its pretty sad

edit..

all in seriousness. the financial model needs a complete overhaul it is pretty awful and it effects every part of the GM gameplay experience and i am going to throw 40 man managements into the finance model.

rule 5 is a joke because of the finance model and 40 man. its not that the AI protects the wrong players it happens IRL it is that there are studs and just solid MLB players on the rule 5 every year but almost 0 AI teams will draft them cause their own 40 man is full. you can draft 10 rule 5 players every year and immediately trade them for prospects as every AI team then wants them but passed on them in rule 5.

same thing goes for waiver claims. Teams waive studs and mlb ready players the entire year. The human can literally claim all these players all year long and trade them. As soon as you trade the players waived every team wants them. Cause something in trade logic must indicate to the AI that they have to do a 40 man move but they wont do it for a free waiver claim they rather trade a minor league prospect. it makes no sense.

free agency. the AI has no shot at competing with a human in free agency. the human can get the player almost always 100% in a contract favoring the team and even then trade them right afterwards sticking the AI with a horrible backend option deal. so the AI either takes the options or lets the player go after 1 year. but the human gains prospect in the trades.

the owner controls budget option is a joke. either needs to be just for the humans or there actually needs to be variety in how owners act. not 99% of owners just restricting the budget. if every owner acts the same just have options for different % budget available in options. i dont see the point in an option when every owner just does the same thing.

the finance model also effects which players the AI tries to dump at trade deadline. playoffs teams dont sell bad contracts of quality players they need for playoffs. period. end of story. in ootp it happens. you can fleece the AI just trading for expiring contracts and then trading those players back to playoff teams for prospects. Even the same team that just traded the player. [snipped swear]

It isnt really the trade ai logic its the finance model. the AI just cant manage finances which effects all parts of the game from he gm experience.

then we get to fan interest and ticket prices. this is easily manipulated where a human can tank the season finish last but have 100% interest and max ticket prices. so the following year huge increase to budget. this has to do with player popularity and how fan interest gets a huge bump even if you then trade that player. plus you can alter ticket prices all year. should have to set ticket prices for regular season and playoffs and that is it. then locked.

and it is not about the human not doing these things. it is about these exploits shouldn't exist in the game every year. they all have been here since at least ootp18. all the fanboys on forum are just like well dont play that way.

the point is if it exists in the game then the games logic is not correct. so why is it overlooked each year?

i really think it is just cause ootp is for the team manager and not the General manager. i dont think the gm side of the game will ever improve significantly and there will always a be ton of exploits or bad finance model that makes the game just too easy for a human gm,
I would agree the on field is much better than the GM. Thankfully I am more of an on field manager than a GM.

What I see on my waiver wire as far as the "best MLB player" are relievers and, honestly they aren't really any better than what I have. Bats on waiver wire? Bench and roll players. Like a lot of what you mention it could be better.

For the rule 5 I don't see what you do. My latest rule 5 had 19 players drafted by AI teams while real MLB had 16 selections. Yes, at the MLB level but that is all OOTP has so, it's apples to apples. The best player was a 45/55 on the 20/80 scale. The rest were 40-45's, a bit below average, or lower. The 45/55 is the only one producing above normal expectations hitting .305. He is having some luck when compared to ratings and is projected to get 105 PA (tells you what you need to know) from his current stats. Hardly a star. You'll note in the screen that teams will skip a pick early and then take one later. Yeah. looks a bit silly but I assume comes down to the teams decide "in the moment" with each round being a new dice roll.

Edit: Now, as I look over my rule 5, I see the Mets are the only team that skipped in the first round and selected in the second. A lot of teams used to do this, maybe they tweaked it for v23?

It could be improved, sure, but in my game at least it's not the disaster you see in yours. This is not an outlier year in my game, it's on par with what I normally get.
2040 rule 5: 19 players selected
2039 : 13
2038: 27
2037: 22
2036 : 21
2035 : 18
2034 : 18
2033 : 22

etc. etc.

Figured I'd post my data so users reading know it's not happening to everyone.

It's also interesting to click through the 2033 rule 5 players (picked that year to see how players did over many seasons). Amazing how mundane their careers were. No batter had 100 career homers. .230ish to .260 ish averages. I didn't dig deep, click on a batter and look at career batting page, years of MLB service, etc. Quite easy to see over careers these guys were getting 40 or so starts per year and production you would expect of that type of player.

Fair enough on closing human advantage loopholes though I couldn't care less either way. It's not so much I sit there and think "I shouldn't do this, it's not fair" as when I play I think "what waste of time" for the return. I'd have more fun watching dust dry than using my time to manipulate ticket prices Other's mileage may vary. If I pull off a "good trade" I enjoy that. When I'm trying to move someone that is MLB ready as a marginal starter because he's stuck at AAA I hate it. Looking over the low level minor leaguers I'll get in return is, to me, not fun. But I'm sure many have trading as their favorite thing to do, and that's ok too.

Sure we can go down the "it doesn't have to be either or" but if it does? I'd take better financials over closing loopholes six days a week and twice on Sunday. One I can control, the other I can't. Just my 2 cents.
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