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Old 09-04-2017, 10:07 PM   #81
ArcAngel
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Quote:
Originally Posted by evanbarth View Post
So default huh? I know almost every other version, the consensus was to increase development, slow down aging. On default are guys still good into the late 30s (some, not all of course), and do you still see guys into their early 40s playing?
Minnie Minoso retired at 35 in my current save, if that tells you anything.
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Old 09-04-2017, 10:12 PM   #82
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Minnie Minoso retired at 35 in my current save, if that tells you anything.
What does that tell you?
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Old 09-05-2017, 12:49 AM   #83
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What does that tell you?
That OOTP's developmental engine falls short of real life.
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Old 09-05-2017, 01:13 AM   #84
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Quote:
Originally Posted by ArcAngel View Post
That OOTP's developmental engine falls short of real life.
It's not meant to mirror each player exactly into the future....as long as the aging and development curves look like the real thing, then that's good. I feel the defaults do this pretty well.
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Old 09-05-2017, 09:58 AM   #85
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they want a script, not an engine.

Side Note: I've been experimenting with lowest possible scouting accuracy and toning down TCR a bit.

I really like it... the accuracy is crappy enough that each team "misses" enough prospects in the draft that you have the possibillity of finding decent players after round 1-2 (3ish in deep years?). since they are falling, i figured i'd tone the TCR down... that's the ONLY effect i like about it -> late round surprises being possible. however, everything else about it poops on reality.

peoples genetics and physical ability (potential) do not change... they either realize it, don't work hard enough to realize it, or they never had it. your eyesight will not improve going 4-4. you do not gain any muscles playing a good game of baseball vs a bad day of baseball. change requires a cause relative to a person's ability to play baseball... it never randomly happens. that would equate to magic.

defaults are very unlikely far off from a decent proposed "average" for what it controls... every change you make likely makes other things out-of-balance too. so, the more you change the less likely it's realistic.

Last edited by NoOne; 09-05-2017 at 10:10 AM.
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Old 09-05-2017, 02:01 PM   #86
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Quote:
Originally Posted by ArcAngel View Post
That OOTP's developmental engine falls short of real life.
So what settings have you used on this?
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Old 09-05-2017, 04:33 PM   #87
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Quote:
Originally Posted by NoOne View Post
they want a script, not an engine.

Side Note: I've been experimenting with lowest possible scouting accuracy and toning down TCR a bit.

I really like it... the accuracy is crappy enough that each team "misses" enough prospects in the draft that you have the possibillity of finding decent players after round 1-2 (3ish in deep years?). since they are falling, i figured i'd tone the TCR down... that's the ONLY effect i like about it -> late round surprises being possible. however, everything else about it poops on reality.

peoples genetics and physical ability (potential) do not change... they either realize it, don't work hard enough to realize it, or they never had it. your eyesight will not improve going 4-4. you do not gain any muscles playing a good game of baseball vs a bad day of baseball. change requires a cause relative to a person's ability to play baseball... it never randomly happens. that would equate to magic.

defaults are very unlikely far off from a decent proposed "average" for what it controls... every change you make likely makes other things out-of-balance too. so, the more you change the less likely it's realistic.


YesI have never been a fan of TCR at all. I would rather a system where players either reach their potential, don't reach it, or somewhere in between. To me, TCR just seems a bit contrived.
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Old 09-05-2017, 05:25 PM   #88
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YesI have never been a fan of TCR at all. I would rather a system where players either reach their potential, don't reach it, or somewhere in between. To me, TCR just seems a bit contrived.
Yes, but very often a player turns out to have far more potential than anyone realized on draft day; otherwise you'd never see a sixth round pick in the major leagues.

See also Pujols, Trout, and so forth. In OOTP terms Mike Trout looked to all the scouts like a 20 overall/65 potential sort of player on draft day, but he actually was more like a 35 overall/80++ potential player.

This could in theory be modeled by having hidden real ratings that may differ, sometimes strongly, from even the ratings you see in the player editor. OOTP chooses to model it with Talent Change Randomness, and I think that's the right way to do it. Very often a player turns out far better or far worse than ANY scout imagined he could.
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Old 09-05-2017, 09:05 PM   #89
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So what settings have you used on this?
Default.
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Old 12-25-2017, 11:47 PM   #90
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OK....after a lot, and I mean a lot of testing with OOTP 18, I am convinced that mostly defaults for this version are really good. I have although made a few adjustments which I feel make OOTP 18 run at an optimal level for modern day MLB leagues. I am posting the changes here. If I don't list something, you can assume it's at the default.

GLOBAL SETTINGS

PLAYER RATINGS:

Overall Rating: 20-80 based on 5
Overall Potential: 20-80 based on 5




Overall Rating Based on all Players, Not Positions: CHECKED

Ratings relative: CHECKED



PAYERS & FACEGEN:

Injuries: High (realistic modern day)



AI SETTINGS:

Trading Difficulty: Hard


PLAYER AI EVALUATION AI SETTINGS:

Ratings Weight: 55
This Year's Stats: 25
Last Year's Stats: 15
Two Years Ago Stats: 5



LEAGUE SETTINGS


LEAGUE & TEAMS

Region (optional): Latin America (NOTE: this setting is only for the DSL..no other league)

RULES

Amatuer Draft Number of Rounds: 30
Generate Players for X Rounds: 35

Active Roster Sizes:

AAA: 25
AA: 25
A+ 25, Pro Service Time Limit: 5 years
A: 25, Pro Service Time Limit: 4 years
A-: 35, Pro Service Time Limit: 3 years
R: 35, Pro Service Time Limit: 2 years
DSL: 35, Pro Service Time Limit: 3 years



FINANCIALS

Inflation System: CHECKED

Yearly Inflation: 1%-3%

LEAGUE MARKET SIZES:

11 Yankees

10

9 dodgers, red sox, cubs, giants

8 mets, Angels, Phillies, nats, Rangers, cardinals

7 braves, astros, mariners, jays

6 Tigers,, white sox, d-backs

5 twins, orioles,, rockies, pirates

4 Padres, Marlins, indinas, royals, reds, brewers

3 a’s, rays,



PLAYERS

Hard INTL Amateur FA Cap: CHECKED (NOTE: This is a bug, so once you leave this page, do not return, otherwise the checkbox will revert to the default of not being checked)

Stats & AI:

in both leagues with & without DL:

Number of Relievers: 7

Number of Position Players: 12

Last edited by PSUColonel; 12-30-2017 at 03:35 AM.
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Old 12-26-2017, 02:07 AM   #91
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Quote:
Originally Posted by PSUColonel View Post
OK....after a lot, and I mean a lot of testing with OOTP 18, I am convinced that mostly defaults for this version are really good. I have although made a few adjustments which I feel make OOTP 18 run at an optimal level for modern day MLB leagues. I am posting the changes here. If I don't list something, you can assume it's at the default.

GLOBAL SETTINGS

PLAYER RATINGS:

Overall Rating: 20-80 based on 5
Overall Potential: 20-80 based on 5
Overall Rating Based on all Players, Not Positions: CHECKED

TRADE AI:

Trading Difficulty: Hard


PLAYER AI EVALUATION AI SETTINGS:

Ratings Weight: 55
This Year's Stats: 25
Last Year's Stats: 15
Two Years Ago Stats: 5



LEAGUE SETTINGS


LEAGUE & TEAMS

Region (optional): Latin America (NOTE: this setting is only for the DSL..no other league)

RULES

Amatuer Draft Number of Rounds: 30
Generate Players for X Rounds: 35

Active Roster Sizes:

AAA: 25
AA: 25
A+ 25, Pro Service Time Limit: 5 years
A: 25, Pro Service Time Limit: 4 years
A-: 35, Pro Service Time Limit: 3 years
R: 35, Pro Service Time Limit: 2 years
DSL: 35, Pro Service Time Limit: 3 years



FINANCIALS

Inflation System: CHECKED

Yearly Inflation: 1%-3%

LEAGUE MARKET SIZES:

11 Yankees

10

9 dodgers, red sox, cubs, giants

8 mets, Angels, Phillies, nats, Rangers, cardinals

7 braves, astros, mariners, jays

6 Tigers,, white sox, d-backs

5 twins, orioles,, rockies, pirates

4 Padres, Marlins, indinas, royals, reds, brewers

3 a’s, rays,



PLAYERS

Hard INTL Amateur FA Cap: CHECKED (NOTE: This is a bug, so once you leave this page, do not return, otherwise the checkbox will revert to the default of not being checked)

Stats & AI:

in both leagues with & without DL:

Number of Relievers: 7

Number of Position Players: 12
Would using 40 round drafts have any negative impact in your opinion?
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Old 12-26-2017, 03:40 AM   #92
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Would using 40 round drafts have any negative impact in your opinion?
It will create more talent within your league, as you will need to create more players for the draft.
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Old 12-26-2017, 03:43 AM   #93
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I also forgot to include relative ratings as checked, so I put that in.
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Old 12-26-2017, 10:30 AM   #94
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So using a limit on AAA does not cause teams releasing good prospects? And how does it work with rehab assignments (I cannot remember if they changed those to not affect roster limit or not).
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Old 12-26-2017, 11:15 AM   #95
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So using a limit on AAA does not cause teams releasing good prospects? And how does it work with rehab assignments (I cannot remember if they changed those to not affect roster limit or not).
They fixed it. Rehab assignments do not impact roster limits.
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Old 12-26-2017, 02:15 PM   #96
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So using a limit on AAA does not cause teams releasing good prospects? And how does it work with rehab assignments (I cannot remember if they changed those to not affect roster limit or not).
There is a 25 man limit at AAA , but no service time limit. I don’t see any real issues with releases. Most players on waivers are 30, 35 & 40 type players.

Last edited by PSUColonel; 12-26-2017 at 02:16 PM.
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Old 12-26-2017, 03:47 PM   #97
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The best prospect I have seen released is here:
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Old 12-26-2017, 04:23 PM   #98
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Originally Posted by PSUColonel View Post
There is a 25 man limit at AAA , but no service time limit. I don’t see any real issues with releases. Most players on waivers are 30, 35 & 40 type players.
Ok awesome! I am going to have to give your settings a shot.
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Old 12-26-2017, 05:02 PM   #99
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Here are a few other released prospects...basically these are the best type of players the AI releases...is this realistic? I don't know...they aren't projected superstars, but are projected to be average players (using relative Ratings) but certainly not bad prospects at all. I admit I will likely try to sign them to minor league deals. There are only a handful of these type of players in the FA pool though.
Attached Images
Image Image Image 

Last edited by PSUColonel; 12-26-2017 at 05:04 PM.
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Old 12-27-2017, 09:50 AM   #100
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These settings look great. I have never used relative ratings, so that will be different for me.
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