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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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#61 | |
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Minors (Double A)
Join Date: Feb 2014
Posts: 179
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#62 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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While we are at it scouts never hand out 25s or 75s either. They will always make a choice between 20 &30 or 70 & 80. Last edited by PSUColonel; 03-30-2026 at 08:34 AM. |
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#63 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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While we are at it scouts never hand out 25s or 75s either. They will always make a choice between 20 &30 or 70 & 80. |
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#64 |
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All Star Reserve
Join Date: Oct 2015
Posts: 616
Infractions: 0/1 (1)
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One necessary but usually omitted parameter of this discussion is whether one is speaking of absolute or league-relative ratings when making comparisons to real MLB scout grade distribution.
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#65 |
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All Star Starter
Join Date: Oct 2010
Posts: 1,776
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After reading this thread my question is how large are these leagues that are seeing so many 80 potential guys? To see for myself I created a fictional game starting in the year 2026. 2 sub, 2 divisions 6 teams each. So a 24 team league with full minors. I set our draft for 20 rounds with the game generating up to 30 rounds worth of players. Right off the bat I didn't see anything crazy. While I agree that the classes are a bit inflated I wasn't seeing the numbers others were. (I should add I used 100% scouting accuracy) What you do notice though is that most guys never reach their potential. However, that is also a product of the injury setting. In my opinion injuries are the #1 deterrent to development. Since this was a modern league I had it set to Very High. It is a trade off though. You will see realistic development (my opinion) but good luck finding outliers that challenge the leaderboard. Which is a whole other discussion. Anyway, after a 10 year sim monitoring each draft class and development here is what I had:
2026 Draft: 80 POT= 7, none reached their potential highest was a 54 OVR 70's POT= 11, 2 reached their peak 78 being the highest OVR 60's POT= 42, 2 reached their peak 67 being the highest OVR 2027 Draft 80 POT= 6, 1 reached the 80 peak OVR 70's POT= 11, None reached their peak with 63 being the highest OVR 60's POT= 32, 1 reached their peak with 69 being the highest OVR 2028 Draft 80 POT= 7, none reached their peak with 74 being the highest OVR 70's POT= 11, 1 reached their peak with 80 being the highest OVR 60's POT= 37, 1 reached their peak with 80 being the highest OVR 2029 Draft 80 POT= 7, 1 reached their peak of 80 OVR 70's POT= 9, 2 reached their peak with 80 being the highest OVR 60's POT= 31, 3 reached their peak with 71 being the highest OVR 2030 Draft 80 POT= 3, 0 reached their peak with 43 being the highest OVR 70's POT= 12, 0 reached their peak with 53 being the highest OVR 60's POT= 30, 1 reached their peak with 63 being the highest OVR 2031 Draft 80 POT= 5, 0 reached their peak with 58 being the highest OVR 70's POT= 12, 0 reached their peak with 57 being the highest OVR 60's POT= 26, 0 reached their peak with 49 being the highest OVR Since the year is 2036 in game the 2030 and 2031 draft classes have a bit more cooking that could move those numbers but I feel like a trend has presented itself where I can pretty much guess where those draft classes will finish off development wise. I hope providing some type of data here can help with the discussion. I would be interested to see how things would be different at a lower injury setting. Would it be a slight or vast difference? |
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#66 | ||||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,095
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This isn't a v27 problem. It's an on-going problem that was started even before v26. Link to post that includes a screenshot. https://forums.ootpdevelopments.com/...57&postcount=5 Link to thread post is in https://forums.ootpdevelopments.com/...ighlight=draft Quote:
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#67 | |
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Minors (Triple A)
Join Date: Oct 2017
Location: Pittsburgh, PA
Posts: 260
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#68 | |
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All Star Starter
Join Date: Oct 2010
Posts: 1,776
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#69 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,095
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I see you use 100% accuracy. The discussion here for the most part is users using scouts and fog of war. What we think is going on is players are created and develop as they should. I believe your data confirms that, thank you. The issue is the scouts overrate/inflate the ratings for the draft to make the game more "fun" and less tedious. Matt has actually confirmed it is to make the game more "fun". He has also mentioned it is something they can look into improving. My thought from you numbers is we might be getting an idea of how many players are being inflated to show artificial skill potentials they don't actually have. From a quick look at your numbers it almost appears if you double your numbers you'll get very close to the numbers I see in my scouted game. If we double your 80 Pot players we have 14, 12, 14, 14, 6, 10. 80 numbers I have posted from my scouted league..11, 15. You'll have to trust me when I say that those numbers have been consistent with other seasons I've played. I only screen shot the two seasons and posted the actual numbers at the time the subject came up. In v26 that meant only in someone else's thread. In v27 I've posted about this a few times in probably three or four threads. After that I decided it was time for someone to put up a thread dedicated to the subject matter. The other thing to note in your numbers in ONLY TWO 80 Pot players ever reached the projection. While more than would happen IRL (one true 80 every three years?) it is still great to see. The bad part is it highlights that a lot of 80's are being drafted that are "fools gold". And they are "fools gold" as a game design decision. On to your 60's and 70's numbers. Still in an area where doubling your initial number would be close to my scouted league numbers. It is startling to see how few actually reach their peak. My best guess is those numbers are very realistic and further confirm the "fools gold" issue we now have. Gee, I wonder where all of the "why did my player not develop/why did my player crash" complaints come from? Along with saying how unrealistic it is. But when it's suggested it's the rating of the draft class that needs to be fixed? The answer is "that's not fun.". ![]() The game is in need of a healthy dose of reality when it comes to how the draft class appears. The game design decision meant to make it fun, makes a fool of the user. Almost every time you draft one of these 60-80 players you either ignore the fact they "aren't that guy" and somehow have fun. Or if you are being real you know they "aren't that guy" and go through the mental gymnastics of trying to decide how much you have to discount that rating to even get in the ballpark of understanding who/what you are drafting. Answering your question on league size.. I started the thread and my game is a standard 30 MLB game with 5 levels of minor leagues. AAA, AA, A+, A, and R. Default player creation and development. OOTP created draft classes (no feeder leagues). Injuries at "high modern day realistic" (I think that is the wording). My game is imported over 20+ versions from a time when drafts were "more realistic", "very realistic" (users complained, and I understand their point), and what we have now "over inflated". I usually get in two seasons per version, and once in awhile three seasons, managing every inning of every game. Each version imports the "left overs" from it's drafts and the new version then "fills in" what is needed to have enough players to fill the draft and restock the HS with a new freshman class. Not sure why I mention draft class player creation, other than I guess it shows it doesn't matter which version created the players as it's pretty much proven the creation isn't the problem. The players develop away from the inflated ratings into the player they always were, and become a part of a realistic player pool. Thanks again for posting your data. I think it is very helpful to the discussion.
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#70 | |
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Join Date: Apr 2002
Location: Iowa
Posts: 7,095
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Double post due to the way the forum had been glitching lately.
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Last edited by Sweed; 03-30-2026 at 11:09 AM. |
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#71 | |
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All Star Starter
Join Date: Oct 2010
Posts: 1,776
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#72 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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#73 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,095
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It is a real shame that OOTP gets the creation/development part so right as shown by realistic career arches. But can't share it with the user in a manner where the potential ratings are only slightly inflated for the draft. Players in the 60's are rare and that type of rating indicates a high level player. If we need inflated players for fun, then inflate the 60's. If they leave the 70-80's for created players that actually have shown that ability to the scouts there will be a reason to be excited when seeing them. And these players should rarely reach that peak. It should be more likely they settle in as a perennial All-Star level 65ish player, or maybe even bust.
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#74 |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,181
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OK so this is from a custom league in 26 that has just done its pool reveal. I think this is right in the sweet spot, and I've certainly not had the same issues regarding lack of development in this league that I've seen with historical-based ones.
341 players in the pool.
As a reminder, here's the breakdown from the first pool I raised in this thread: ![]() Mean POT for this group is 39.4 v 44.0 in the earlier one. Scouting is once again LOW. The main point is that this pool offers a far more balanced boom-expected-bust profile than the first. It allows me to go through the pool using whatever analytical tools I please to try and pick the booms, ascertain those I feel will perform in line, and avoid the busts. This is how I feel it should be, both challenging and realistic in equal measure. With the way things are, I am forced to view players in a totally negative way, as if to say which of these guys is going to disappoint me the least? or perhaps which player has the least preordained sunk cost? To me, that is neither fun nor even remotely realistic. G I have attached a csv of the pool for those interested. Last edited by luckymann; 03-30-2026 at 06:08 PM. |
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#75 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,095
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#76 | |
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All Star Reserve
Join Date: Jun 2013
Posts: 516
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#77 | |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,181
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EDIT Well the pool in the imported 27 version is almost identical to the one in 26. Bizarre. Last edited by luckymann; 03-30-2026 at 08:43 PM. |
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#78 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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Everyone is talking about g about ways to make OOTP more difficult..to me…this is ONE such way to help with this without implementing “artificial measures.
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#79 |
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All Star Reserve
Join Date: Jan 2002
Location: Birmingham, Alabama
Posts: 610
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Can we tone down OOTP created draft class overall potentials?
I have a question on the draft pool ratings. Are these ratings based solely on the talent only within the draft class? Meaning once the draft is completed and players are signed and distributed throughout the teams minors system, are the ratings dropping or lining up more in line with the overall league?
It seems I’ve seen higher rating while drafting but once I’ve placed them they seem to change more in line with the overall league. Fortunately I’m coming up on my draft in my league and I’ll pay close attention to this once it completed and player get distributed around the minors Sent from my iPhone using Tapatalk Last edited by redranger; 04-03-2026 at 07:49 AM. |
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#80 | |
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Hall Of Famer
Join Date: Nov 2019
Posts: 14,181
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Quote:
Hopefully the devs can clarify. G |
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