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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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#61 |
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Banned
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LOL. How do you see "not always" as"most"? Last edited by Brad K; 09-11-2024 at 11:55 AM. |
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#62 |
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Hall Of Famer
Join Date: Nov 2005
Posts: 3,323
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The goal for the Historical League Creation Wizard in OOTP 25 was to create multiple starting point options for the type of historical simulations that are most likely to be played with some thought given to making things easier to get started for newer players and/or anyone not generally familiar with the various options/settings available to them.
Anyone who has their own favorite way of playing can certainly jump into the Advanced options at any point of the Setup process if they want to make further adjustments. Last edited by Rain King; 09-11-2024 at 12:59 PM. |
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#63 |
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I think the strangest of the OOTP25 defaults involving the historical wizard is how when the game is set to use 1 year recalc, it defaults to double weight the current year as well. Does anyone know if the game is actually doubling the single year when this is on?
Last edited by David Watts; 09-11-2024 at 05:25 PM. |
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#64 | |
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#65 | |
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All Star Starter
Join Date: Jul 2003
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I wish they would finally comment on this and fix it in the default settings if it needs fixing. |
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#66 |
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#67 | |
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Join Date: Nov 2005
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Quote:
Also, while I think you are referring to some recommendations that Garlon has made those are for one general way of playing. I don't think the Adjust/Weaken numbers are easy to "recommend" in that it depends a lot on what people are looking for and any combo can have different results based on the specific season that is being recalculated. There is, technically, probably a different "ideal" Adjust/Weaken combo for every mode and season combination...or maybe even more accurately there is no ideal combo...it is more like the combo that creates somewhere close to the ideal rating for the highest percentage of players. Sample size is always going to be a detrimental factor to creating historical ratings, there isn't really any way of avoiding that. Last edited by Rain King; 09-11-2024 at 05:37 PM. |
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#68 | |
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Join Date: Feb 2002
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#69 | |
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Join Date: Oct 2013
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For Random play some of the things that will impact what the “best” setting for adjust/weaken are 1. Number of rounds for annual draft. The more rounds the higher adjust/weaken setting needs to be. 2. RAH on/off will have a big impact. 3. Missed seasons on/off will impact. 4. Injury setting especially long term/CEIs and frequency. 5. Pitcher rotation 6. Even your setting for maximum debut year (especially 2023) will impact the “best” setting for adjust/weaken. 7. There are probably several more options I didn’t mention. There are probably a hundred different combinations. Again they might come up with a general setting (and they kind of did when they said for 3 year recalc just triple the setting). BUT I always say to set up your league and use what you think is reasonable for adjust/weaken. AND THEN TEST IT. If you don’t like the results then reset adjust/weaken and test again. When I set up a league I always Test it out at least 20 years. If the results look promising I’ll test it out a total of 50 to 75 years. I frequently reset and test a league 4 or more times before I am satisfied enough to really start the league.
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#70 |
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I really have no clue what the settings do in the baseball universe I'm playing. I feel about the settings in this game the same way I feel about a menu at a restaurant: too many choices make it difficult to make a decision, especially if I don't know what some of the things are.
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#71 | |
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If there are any you have a question about you can generally ask in the forums and quickly get an answer. Sure, you can get into the weeds depending how anal you are about your universe (I think many of us that spend a lot of time here fit into that description), but that definitely is not necessary. |
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#72 | |
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How do you test a random debut league. The players in your test league will not be the same as he players in your actual league. So the talent will be different. I think we tend to way over complicate things I just like to play the game. As long as there's not complete sillyness like Xander Boegart's fielding ratings crashing to red20 at age 31, or Jim St Vrain notching 700+ saves I'm usually happy. The adjust weaken/settings in the wizard should default to whatever is best for the recalc you've chosen to use. Or it could default to the best(basic) setting for 1 year recalc, with instructions as to how to change them to best work with 3 and 5 year recalc. |
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#73 | |
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#74 | |
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Last edited by David Watts; 09-12-2024 at 11:04 AM. |
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#75 | |
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Join Date: Oct 2013
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#76 | |
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In some ways my actual leagues are tests in themselves. I usually learn something new with each one I play. It becomes just a matter of not making the same mistake twice. This may be another reason for me to start putting off buying the new release the minute it comes out. Often times, I'm the most comfortable with a version from October onwards, but then the new version comes out. I then have to start the whole process over again. Last edited by David Watts; 09-12-2024 at 12:52 PM. |
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#77 | ||
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Hall Of Famer
Join Date: Nov 2005
Posts: 3,323
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Recalc = This relates to Historical only. It recalculates the historical player ratings each season to update them for that year's historical statistics (or range of statistics if you want to base it on multiple seasons). This thread is (somewhat) about whether it makes sense to use Development/TCR if you are using Recalc because Recalc "overrides" any changes that have been made to a player as you enter the off-season. If you want your players to be able to develop differently across their career than they did in real life you do not want to use Recalc. League Totals are the target/average stats for your league/season. League Totals Modifiers are how they game's internal engine can be adjusted to account for the player ratings across your league. You can use an option called "Autocalc" to automatically calculate those modifiers based on test simulations. Quote:
To create Stats out of Ratings, there has to be a "target" statistical output. That is your League Totals. From there, you have to decide what you care more about...having the league totals come out as close as possible to the target or to have the player ratings play more "purely" around that average target. If you care more about the latter you should set your League Totals and leave the Modifiers at 1.000. In an ideal world you wouldn't need to make that choice and a lot of work has been done to where if you use Recalc and real life lineups you probably don't. You are going to get similar results whether you use Autocalc or not. Depending on what you are wanting to do, though, these options are all available to you to allow you to move in whichever direction you choose. Last edited by Rain King; 09-12-2024 at 01:07 PM. Reason: typo cleanup |
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#78 | |
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Banned
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According to that response, again from several years ago, modern and neutral meant circa 2010. That doesn't mean it couldn't be a newer year now but in any case it certainly isn't the year selected in the save. Unless, of course, the dev is wrong and the description of the resulting stats is wrong. That is entirely possible other things have been shown to be wrong. It is a real problem for the game when a user can post contradicting the manual, the in game descriptions, or the devs, and sometimes more than one, and be right. |
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#79 |
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Hall Of Famer
Join Date: Nov 2005
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In OOTP25, they have added additional Current Rating and Talent Rating stat lines that "show the player's expected results given the league totals. League Modifiers, or other league balance issues may alter their actual output".
So, they have improved the users' ability to look at the editor and understand the expected results. |
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#80 | |
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That likely needs to be updated as the game has changed a bit since then |
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