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| 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. |
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#41 | |
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Global Moderator
Join Date: Nov 2002
Posts: 12,031
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I don't know about that. I think we might be able to do better. As someone who doesn't often do historical leagues, his explanation doesn't really help me.
I started an OOTP glossary of sorts a while back and this is what I put for auto-calc and recalc: Quote:
I don't have anything for pre-calc, but I'd like to. And I'd like to maybe improve the others. Right now all I'm thinking for pre-calc is it has to do with both, maybe, except it's a before setting that only the game comes up with? Personally, I find as short as possible definitions often the best. If you were going to define each in as few words as possible, how might you describe them?
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#42 | |
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Major Leagues
Join Date: Apr 2022
Posts: 339
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#43 | |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,091
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You need to take some action with minor-league stats if you want them to have meaning. The defaults provided by the game are poor. So, the three different methods I have used are as follows:
Most of the time, I do a hybrid of the first two, as described in an earlier post. Use autocalc early, keep tabs, and when stat output is around where I want, just let it be with the occasional autocalc once every five to 10 years to recalibrate. I have used the third option only occasionally. Impossible to quantify the results, but suffice to say nothing disastrous has occurred for me. I tend to want more control of the AAA level in an historical save as it is where I stash my key prospects. AA to a lesser extent. The others, I couldn't care less about. If I am not using historical minors and just one AAA level, then I will ALWAYS set my own LTMs and track it closely. In an ahistorical / "fictional" save, I usually have just the one minors level and will track it a medium amount just to ensure some validity in what I am seeing in the context of the top level. Hope that helps. G |
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#44 | |
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Bat Boy
Join Date: Jan 2026
Posts: 14
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#45 | |
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Minors (Rookie Ball)
Join Date: Mar 2026
Posts: 33
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I don't understand your post. It starts off saying in aggregate the talent is always the same but ends with saying development can't do it. |
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#46 | |
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Minors (Double A)
Join Date: May 2019
Location: San Francisco
Posts: 135
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Your request did not fall on deaf ears- I would also really appreciate adding this as an option. I mainly care about where my league leaders end up and I would like to have more granular control over that aspect. You can get the mean where you want with league totals & modifiers, but I’ve found it very difficult to adjust the variance. For example, the initial player set in a fictional league always has a large degree of variance with more superstars and fewer average players. This leads to league leaders with higher BA, higher HRs, lower ERA, etc. but after those initial players are gone, development fails to replace these players with adequate variance and players tend to bunch up in the middle, leading to few players hitting over .300, ERAs under 3, etc. I’ve been searching for a while for how to remedy this, but have yet to find a solution. I haven’t yet tested with this year’s engine, but I also haven’t seen anything to indicate this has been addressed. Anyone have tips for getting more variance in talent and better league leaders?
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