|
||||
| ||||
|
|||||||
| OOTP 27 - General Discussions Everything about the brand new 27th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
![]() |
|
|
Thread Tools |
|
|
#41 | |
|
Hall Of Famer
Join Date: Nov 2019
Posts: 13,979
|
Quote:
I'm reluctant to speak for others, so I'll stop and change tack. Here's what I would like to see. What I want is a fair cross-section of talent to choose from that the scouts have provided at least a ballpark (sorry) assessment of but that I can then use my own rule(s) of thumb to make the final decision on which to draft, and to be given as good a chance for the picks I make to, in retrospect as the sim unfolds over the subsequent seasons, turn out to have been good (boom), bad (bust), or indifferent (in line with expectations), just as it happens IRL. The vast majority of players as it currently stands in OOTP end up being busts of varying degrees from their original SCOUTED ratings. That unfairly makes us feel stupid or as if we're no good at the game, and increases the amount of negative feedback you'll get from us on the topic. I want you to make it so the spread of original SCOUTED ratings v the players' actual talent levels are more evenly distributed to surprise on both the upside and downside. Now, that's just one man's request. All the same, I get the feeling this is what people are asking for in threads like this one. Not an adjustment to the pool's underlying talent level, but how it is originally assessed and presented. Happy to be corrected if I'm off the mark. G Last edited by luckymann; 03-28-2026 at 02:34 AM. |
|
|
|
|
|
|
#42 |
|
OOTP Developments
Join Date: Aug 2007
Location: Nice, Côte d'Azur, France
Posts: 22,122
|
This is such a tough thing. Draft pool ratings are kind of like an OOTP third rail.
I agree with the folks who don't like this, and ideally I would like to see us adjust this as well. However, based on past experience, I can guarantee you that if and when we do this, there will be a thread as long or longer than this one with folks upset about that and begging us to go back to the inflated pools. This whole subject is something where we literally cannot make everyone happy, unless we introduced some sort of toggle. But given it's already tricky enough to properly set development with only one level, increasing the levels to balance for has the potential for disaster, and I think is a non-starter because of that. What will probably happen is that we'll try to hit a happy medium, of having more like a handful of 80's in each draft, but not as many as there are now and so on down the scale. Again though, changing things here at all is tricky because it requires rebalancing development, and that is always tough to do and hit right.
__________________
lukas@ootpdevelopments.com Buy Out of the Park Baseball 27! Need to upload files for us to check out? Instructions can be found here |
|
|
|
|
|
#43 | |
|
Minors (Triple A)
Join Date: Oct 2017
Location: Pittsburgh, PA
Posts: 248
|
Quote:
|
|
|
|
|
|
|
#44 | ||
|
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,003
|
Quote:
__________________
Quoted from another sports gaming forum.. Quote:
|
||
|
|
|
|
|
#45 | |
|
Bat Boy
Join Date: Mar 2024
Location: New York, NY
Posts: 8
|
Quote:
There were several of what I thought were strong recommendations on how to make a tightly packed ratings draft be not as much of a slog to navigate, as well as requests to better explain what is happening with the draft ratings in terms of appearance vs. performance. Maybe much more education on how the draft ratings function in-game, along with providing additional out-of-the-box filtering tools and views might mitigate the anticipated backlash? |
|
|
|
|
|
|
#46 | |
|
All Star Starter
Join Date: Jan 2008
Posts: 1,785
|
I'm going to throw out my post from another thread...
Quote:
I don't envy the balancing act required here. The "dual" prospect grading is an interesting approach though, a bit like an expansion on the development risk grading. |
|
|
|
|
|
|
#47 | ||
|
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,003
|
Quote:
To this day I'll say it was a very vocal minority that caused OOTP to cave on the issue. The complainers did have a point on how tedious it could be. The problem IMHO came when OOTP overcorrected. Like luckymann I'll not try to speak for others but will post (maybe repost) what I would like to see. Any player that is rated an 80/80 should have the entire world excited about what he could become. The hype should be deafening. There should be a max of one per draft along with some drafts having zero. Any player in real life in the 70's would have that type of hype. If we want to inflate to a handful make them 70's. IMHO someone that wants multiple 80 rated players and complains when they're not there, is no different than the player that says "no, the class has to be based totally on reality. who cares if it's tedious." Both types of complainers are on the fringe. Having a toggle sounds great, BUT, if I were the developer I wouldn't want to touch with a 10 ft pole. As a non-coder I have no idea how hard/easy this would be or how much time it would take. I think what you'd get is two groups complaining about how their selection doesn't work. ![]() A middle ground is all I'm asking for. A draft where 30 - 60 (60 is very high IMHO but better than what we have now) players are rated 60+. That's enough for two rounds. Perhaps one 80 and up to 15 in the 70's (still too many but were looking for a middle ground). The 80 is still something to get very excited about and should be based on under the hood scouting that suggests he is the "real deal". He can still bust but is more likely to be an "all timer" unless injuries cut into his career. The fifteen or so 70's rated players could keep the "more will crash than maintain their rating" model we have now. These are the players that can satisfy the "fun" (not an insult) OOTP users. Still a bit high for my taste, but again we're looking for a middle ground between reality and fun. In this world almost anyone with a lottery pick (whether "earned" or "won" in the draw) has the opportunity to draft a 70 Pot player. After that throw in some 60's and high 50's to get through the first three or four rounds. Like the current model these guys will have high rates of ending up crashing rather than holding their ratings. As others have noted, it's not the draft class. It's the presentation of the draft class. I am happy to see both you and Matt take the time to comment in the discussion. It's good to know it is something you guys are looking at and at least considering ways you could make it better for everyone. For that I say thank you.
__________________
Quoted from another sports gaming forum.. Quote:
|
||
|
|
|
|
|
#48 | |
|
Hall Of Famer
Join Date: Jun 2014
Location: Juust a bit outside...
Posts: 6,290
|
Quote:
__________________
"Cannonball Coming!" Go Bucs!! Founder and League Caretaker of the Professional Baseball Circuit, www.probaseballcircuit.com An Un-Official Guide to Minor League Management in OOTP 21 Ratings Scale Conversion Cross-Reference Cheat Sheet |
|
|
|
|
|
|
#49 |
|
Hall Of Famer
Join Date: Jun 2014
Location: Juust a bit outside...
Posts: 6,290
|
it's definitely not fun to see so many high rated draft prospects crash as soon as they are drafted. They do this because the draft pool is inflated and since everything is relative, their ratings normalize once they enter "gen pop".
I'm sorry to say, they simply should not be any 4.5-5 star prospects in the back half of the 1st round
__________________
"Cannonball Coming!" Go Bucs!! Founder and League Caretaker of the Professional Baseball Circuit, www.probaseballcircuit.com An Un-Official Guide to Minor League Management in OOTP 21 Ratings Scale Conversion Cross-Reference Cheat Sheet |
|
|
|
|
|
#50 |
|
Major Leagues
Join Date: Apr 2022
Posts: 313
|
It seems like you could tone things down without touching development at all, just by reducing the projected potential that's displayed when scouting. I don't think the development is the problem, the problem is the potential ratings that 99% of prospects will never hit.
|
|
|
|
|
|
#51 | |
|
OOTP Roster Team
Join Date: Feb 2002
Posts: 2,009
|
Quote:
Scouts would be fired on the spot if they suggested a singular rookie draft has 15-25 “Bobby Witt Jr” 80 FV / 5 star potentials. Makes no sense to me
|
|
|
|
|
|
|
#52 | |
|
Hall Of Famer
Join Date: Nov 2019
Posts: 13,979
|
Quote:
I, too, appreciate the time taken by the higher-ups to respond. But it is wasting their time and ours if the response skirts the issue being discussed. Not trying to be a hard-ass here, but I for one expect better and feel the game deserves better. Let me have one more pass at it and then I'll shut up for a while and give others a turn. The process of new players entering the league is, as I see it, a two-pronged one. The engine decrees what the REAL ratings of each player will be both at the start and end of his career, subsequent development-based changes notwithstanding. Then, the OSA and club scouts each generate a set of SCOUTED ratings that are displayed in things like the player profile, Draft Pools, and FA lists. So, what I think we're all looking for here is also a dual one. Firstly, that the REAL ratings for players remain as you see fit, with both collective ups and downs decreed and applied randomly or within the context of the overall league environment and settings applied. But then, more to the point of this entire thread, the SCOUTED ratings are more realistically and fairly distributed. Moreover, the scouting accuracy setting then alters this both by frequency and degree, so that 100% scouting shows the true REAL ratings, VERY LOW scouting misses on both the high and low side by the largest degree and with the most frequency, and the settings in-between those two extremes operate on a gradient, so that the deviation for NORMAL scouting is roughly halfway between 100% and VERY LOW. I understand that I am coming at this from a layman's perspective and that untold problems present themselves in getting this to work holistically with all of the other relevant elements of the game. But I honestly believe that, if you can at least move the needle somewhat in this regard, that the plaudits from the majority will drown out any opposing argument and, most importantly of all, greatly improve this facet of the game. G Last edited by luckymann; 03-28-2026 at 08:56 PM. |
|
|
|
|
|
|
#53 |
|
Minors (Double A)
Join Date: Feb 2014
Posts: 166
|
The way 26 is working on player grading and drafting feels really good.
__________________
|
|
|
|
|
|
#54 |
|
Minors (Double A)
Join Date: Jun 2025
Location: The Opera
Posts: 139
|
I agree!
Last edited by crazyjoedavola; 03-29-2026 at 08:05 AM. |
|
|
|
|
|
#55 |
|
Hall Of Famer
Join Date: Feb 2002
Posts: 13,135
|
|
|
|
|
|
|
#56 | |
|
OOTP Roster Team
Join Date: Feb 2002
Posts: 2,009
|
Quote:
The article is 5 years old but still has lots of great data: https://community.fangraphs.com/analyzing-the-draft/ Here are some impactful snippets: There is a lot to unpack here. The first thing to examine is the overall success rate of MLB draft picks. There were 45,694 total picks through 2004, and 6,459 of those eventually made it to the majors. That means that 85.86% of draft picks never appeared in an MLB game. Of all the draft picks made, 44,325 of them did not produce more than 5 WAR in their team-controlled seasons. That means 97% of all draft picks produced less than 5 WAR in their team-controlled seasons. The next thing that stands out is the minimal number of star-level players that are available in each draft. On average there are only 3.15 players available each year that produce 25 or more WAR in the majors. The year with the most of these players was 1981 with eight, and 1974 was the only draft that did not have any players produce 25 or more WAR. The main takeaway from these tables is that it is extremely difficult to make it to the major leagues and even more difficult to produce at a high level. It is no surprise that it is so hard for teams to build a championship-caliber roster through the draft alone. That brings me to the next part of my analysis. |
|
|
|
|
|
|
#57 |
|
Minors (Double A)
Join Date: Feb 2014
Posts: 166
|
agree with Matt, having 99% of people graded 45 to 55 while maybe being realistic would be terrible. I will forsake reality for that
__________________
Last edited by Ratbelly; 03-29-2026 at 10:38 AM. |
|
|
|
|
|
#58 | |||
|
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,003
|
Quote:
![]() So yeah, it doesn't have to be one or the other. There can be a middle ground that brings some reality to a game that is a simulation. In case you missed it the thread is titled Quote:
As the game is now there is no fun in drafting a player that is 80 or 65 Pot for that matter because there are so many the projected rating means nothing. The 80 is going to be a 60 if you're lucky. The 65 is going to fall into your dreaded 45 to 55. And here's the kicker... the actual draft players are rated realistically and develop realistically. OOTP gets that right, they just can't show it. Huh You're literally saying you'd rather draft on "pipe dream inaccurate ratings" than the realistic picture the game is capable of showing you. They've tightened up the trading in v27 and we have users complaining "it's not fun". By the standard used for draft classes they should stop trying to make trading better and just let the users know it's a design decision, to make the game "fun".
__________________
Quoted from another sports gaming forum.. Quote:
|
|||
|
|
|
|
|
#59 |
|
Hall Of Famer
Join Date: Feb 2002
Posts: 13,135
|
|
|
|
|
|
|
#60 | |
|
Hall Of Famer
Join Date: Feb 2002
Posts: 13,135
|
Quote:
well said and agreed!...It also makes college and summer league stats a bit more pertinent. |
|
|
|
|
![]() |
| Bookmarks |
|
|