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Old 08-06-2003, 11:43 AM   #81
drprestwood
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Quote:
Originally posted by drprestwood
Precision is good, but there's something nice about keeping some of the ratings letters instead of numbers. OOTP is very number intensive, which we're obviously into...but having an A-E for speed and range makes sense.

If it were to be divided up, I would prefer going A-D and using pluses and minuses, like a grading system. In such a system, an A+ would be very very rare (for example, for fielding, an Andruw Jones or Torii Hunter).

It's easier to say a guy is "5/5/5 c/c" (batting, power, eye, speed, stealing) than the unwieldy "5/5/5/5/5."
Precision is good. We all agree on this.
But please don't lose the letter system. Anybody else have an opinion on this?

It's nice to have some of the ratings set apart.
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Old 08-06-2003, 12:40 PM   #82
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Things don't need to import perfectly, but enough things need to remain the same so that there is continunity between the last v5 season and the first v6 season.

If you can't do that, especially with a historical league, then you have a potential problem.

The game features seem to be very nice. OOTP is a very solid series.
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Old 08-06-2003, 03:33 PM   #83
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Quote:
Originally posted by vtbub
Things don't need to import perfectly, but enough things need to remain the same so that there is continunity between the last v5 season and the first v6 season.
I gotta agree that some type of importer is crucial. I've been running the same fictional league for 15 years now, and the migration from Earl Weaver II to OOTP 2 was a Hurculean effort - literally months of work making my own Lahman database and importing players one-by-one. It didn't work perfectly (a lot of players still have slightly out-of-whack career stats) but that was much easier than the "retype in 1000 players" option.
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Old 08-06-2003, 09:47 PM   #84
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I really like the idea of customizable reports for V6. To add to that idea, I would love to see OOTP6 be able to rival webpage outputs like those of Cato's Program. I realize this may not be able to be a reality as this could entail alot of intricate inner workings that could cause complications. But this is surely a wish for us stats freaks.
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Old 08-06-2003, 11:23 PM   #85
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i agree, to many numbers isn't good

5/5/5/5/5 and A+ A++ would be just fine for me, i would hate to have 5/5/5/5/5/10/9, the letters set it apart
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Old 08-07-2003, 02:16 AM   #86
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For the screen of the "pitching staff," how about an option where we can add/remove slots for the different categories? Like be able to have maybe 5-6 "middle relievers" or even 2 alternating closers? Maybe have one lefty and one righty ready to close in any situation? Having messed with bullpens a lot lately, the current pitching staff setup seems kind of restricting. It would just be nice to be able to expand/contract each part of the pitching staff.
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Old 08-07-2003, 06:04 AM   #87
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Quote:
Originally posted by TLBOrioles
4) In-game stat calculator. By this I mean, the game should know how to calculate XR, OPS+, Win Shares, and other such stats. Don't store them - that would be a waste of space. Rather, program the formulas, and derive the stats from them when the user wants them. Then, export the stats to a file upon request.
Brilliant idea!!! Any time we get told that there's just not enough space to include everything we want, I'm going to bring this up!

EDIT: Some additional comments:

1) new engine compatibility with old - If it comes down to fully compatible with less features or less compatible but more features, I'll take the latter. I sympathize with those who feel differently, but this is how I feel.

2) number vs letter ratings - I'm completely for all 1-10 ratings in batting, pitching, fielding, and whatever else. I'm a big fan of consistency as it just makes things easier to learn and remember. Inconsistency grates on my nerves. And I also like increased precision/differentiation. I understand there is great precision hidden, but I like precision that I can use. I can't use hidden precision. Hah, I'd support 1-100 ratings, but I understand that would be overkill for a lot of people. And please!!! make higher #s consistently mean better ratings, not like that damn PB rating.

3) better scouting system - I hope that also means GM of team X will always see ratings through the eyes of team X's scout, not sometimes team Y's scout, or the "average" scout.

4) AI taking current stats into more account - Thank you!! Ratings mean squat compared to what performance means.

5) H2H play - Not a big thing for me personally probably, but I can definitely see this feature being the one that brings in the most new customers. Excellent decision.

6) customizable reports - Interesting. Something I'll like playing around with I'm sure.

7) database output - Excellent! Hopefully no more need for my excel history utility.

My biggest disappointment in the news is the no mention of reworking the financial system. Hopefully (!) though, it will sneak in there. Other than that, my biggest hope is for the reworking of the defensive system. Although it was not specifically mentioned, I believe it will happen with the new engine.

Last edited by kq76; 08-07-2003 at 06:41 AM.
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Old 08-07-2003, 10:11 AM   #88
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Re: +++ "Possible"OOTP 6 Features +++

Quote:
Originally posted by Markus Heinsohn
[8) Better support for historical leagues because of the new game engine.
[/B]

Does this mean that 19th century play will be supported in OOTP6?
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Old 08-07-2003, 07:42 PM   #89
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Being from Germany, I was wondering if you're a CM guy... I suppose the answer is yes!

Though, personally I don't know what a 2d match engine would do for a baseball game. It's one thing for a football match, where guys are constantly running, but baseball is a very static game. Personally, I think that there are better things you could do. I love CM, but I think that CM4 is not very good for reasons other than the 2D engine. Still, I wouldn't waste too much time on a 2D match engine for ootp.

Three cheers for the better player development! My Ajax Amsterdam ootp team is going to be very happy about that. I do think that before you draft a guy, you should have an idea about whether or not he is going to sign, though. Otherwise, it wouldn't be fair or realistic, as IRL teams sometimes pass up players that they know will be difficult to sign.

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Old 08-08-2003, 04:36 PM   #90
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I still want a deeper sim from the current scouts/Mgr's of my team. Why do I hire a Mgr for AAA if he's not giving me a team report on demand of my AAA players? I want the minors Mgr to have input and tell me who is hot in thier league and I should be looking to trade for, or cut from the minors roster as they are just "eating $$$" as so well put in the trade screen....

I want to send my scout to automatically scout the upcoming teams I'm playing and send me a report detailing the strengths/weaknesses and probable starters for my series with them....

I want my major league team to have a physio staff, where I can get heads-up reports on tired players - sit em - play em - send em to the DL...

Now put it all in a scrolling bar at the bottom of the screen (like ESPN) but let me roll my mouse on it and highlight it -bring it up to read without having to click to another screen... Now that would be the smash!

While were talking scrolling screens - how about taking V5 main playing screen and sliding the box score from the right to the center and adding the winning pitcher, losing pitcher, and PoG-stats to the right of it? It makes it for easier play while simming games.

Great job so far - tell me when you want my money - I will pay to beta test too
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Old 08-08-2003, 04:41 PM   #91
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Quote:
Originally posted by moore4807
I still want a deeper sim from the current scouts/Mgr's of my team. Why do I hire a Mgr for AAA if he's not giving me a team report on demand of my AAA players? I want the minors Mgr to have input and tell me who is hot in thier league and I should be looking to trade for, or cut from the minors roster as they are just "eating $$$" as so well put in the trade screen....

I want to send my scout to automatically scout the upcoming teams I'm playing and send me a report detailing the strengths/weaknesses and probable starters for my series with them....

I want my major league team to have a physio staff, where I can get heads-up reports on tired players - sit em - play em - send em to the DL...

Now put it all in a scrolling bar at the bottom of the screen (like ESPN) but let me roll my mouse on it and highlight it -bring it up to read without having to click to another screen... Now that would be the smash!

While were talking scrolling screens - how about taking V5 main playing screen and sliding the box score from the right to the center and adding the winning pitcher, losing pitcher, and PoG-stats to the right of it? It makes it for easier play while simming games.

Great job so far - tell me when you want my money - I will pay to beta test too
If you had all those things, what would you do for the team? The whole fun of the game for me is doing all that stuff.
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Old 08-08-2003, 05:05 PM   #92
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Quote:
Originally posted by ctorg
If you had all those things, what would you do for the team? The whole fun of the game for me is doing all that stuff.
I'm saying I would like the Minors Mgrs to do "thier" job (CPU does this already in a sense- lineups & rotations) but tell me who's Hot/Not in the minors lineup, who they think we should go after from other minors teams, makes getting a good Mgr important - better the Mgr, more and correct info about players, dont listen to him and he can retire/quit - even with a contract... adds so much more than just "simming the season" (some people play every day of the season - I dont have enough free time for that - so I combine simming a month of play at a time with playing playoffs, coaches, FA & draft)
Thats why the scrolling info screen at the bottom would make the game SOOO much better for players like me -maybe redundant for day-to-day players but thats the beauty of this game - it plays well in several different ways!
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Old 08-08-2003, 05:16 PM   #93
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Frankly I feel that the game needs to feature both the new upgrades and features AND near 100-percent backward compatability. I don't feel this is too much to ask in exchange for my yearly plunkdown of cash.

I'm sorry if figuring out how to turn two pitcher's endurance ratings into one without ruining the compatability is a problem, but I expect it, and I do not expect it to come at the expense of new features.

I expect OOTP6 to surpass OOTP5 by leaps and bounds. At the same time I have a year and 25 seasons of my solo league under my belt, besides an online league. As much as I want new features, I will not under any circumstances abandon or compromise my league. i still play high heat 2001 and fof2001, so this is no problem for me.

i'll be very disappointed if i'm eliminated from the target audience of OOTP6. however, i will not compromise. i want the new features, and i want full or nearly full backward compatibility. it's the price the developers pay for creating an annual product.
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Old 08-08-2003, 05:53 PM   #94
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Not sure I understand this, but if you want to continue your OOTP5 leagues, then keep playing OOTP5 and get OOTP6 for all your newly created leagues.

If your older league won't/can't import into OOTP6 sufficiently, I see no reason why you can't be running both versions. There were some folks who were doing this after OOTP5 came out, and still kept OOTP4 around.

After all, unless after buying 6 you delete 5 from your hard drive, you're still going to have 5 around.

Personally, I side with new features over compatibility, if necessary. Hopefully though there will be few such trade offs.
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Old 08-08-2003, 06:28 PM   #95
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But I don't create new leagues for each version. I am endeavoring to create one league over a period of years.

I suppose that this may not be true of many or even the majority of OOTP users. However, I can only speak for myself. I feel like for my investment I can expect this sort of support.
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Old 08-08-2003, 07:39 PM   #96
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Quote:
Originally posted by sixto
Frankly I feel that the game needs to feature both the new upgrades and features AND near 100-percent backward compatability. I don't feel this is too much to ask in exchange for my yearly plunkdown of cash.

I'm sorry if figuring out how to turn two pitcher's endurance ratings into one without ruining the compatability is a problem, but I expect it, and I do not expect it to come at the expense of new features.

I expect OOTP6 to surpass OOTP5 by leaps and bounds. At the same time I have a year and 25 seasons of my solo league under my belt, besides an online league. As much as I want new features, I will not under any circumstances abandon or compromise my league. i still play high heat 2001 and fof2001, so this is no problem for me.

i'll be very disappointed if i'm eliminated from the target audience of OOTP6. however, i will not compromise. i want the new features, and i want full or nearly full backward compatibility. it's the price the developers pay for creating an annual product.
Well said. With some thought and planing I don't see why this is going to be so hard.

I do expect though that through attrition as players retire that eventually my league should become fully compatible with v6, at least that's my hope
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Old 08-08-2003, 08:25 PM   #97
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Umm... I have bought Madden NFL football for a good 9 or 10 years in a row, never expecting backwards compatibility. Exactly how is OOTP any different?
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Old 08-08-2003, 11:45 PM   #98
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Quote:
Originally posted by Specs
Umm... I have bought Madden NFL football for a good 9 or 10 years in a row, never expecting backwards compatibility. Exactly how is OOTP any different?
It's not OOTP that's different so much as you and I are different. I expect one thing, you expect another. If you ask me, you should expect more out of Madden.

Additionally, the historical play and online play that are, demonstrably, significant aspects of OOTP marketshare, are particularly susceptible to backward-compatibility issues. You cannot abandon those users from year to year and expect no fallout.

When OOTP becomes an arcade game with token franchise aspects, then the game will truly belong to the people who don't really need backward compatibility.
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Old 08-08-2003, 11:54 PM   #99
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Quote:
Originally posted by Specs
Umm... I have bought Madden NFL football for a good 9 or 10 years in a row, never expecting backwards compatibility. Exactly how is OOTP any different?
You're really comparing EA with ootp and Markus? Well then
let's start with the most obvious. OOTP great support and listens to their customers, EA doesn't. Second, ootp has always had the ability to import from one version to another Madden has never had this option.

We are having this conversatiopn because ootpdevelopements and Markus do listen to the customers. It is because of this policy that changes are being made in the way the game works. Other customers are now voiceing their opions on how this will effect their current dynasties hoping that the change will be as painless as possible (Markus has already said there will be an importer). I would think with someting this big Markus would like as much input as possible.
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Old 08-10-2003, 12:31 PM   #100
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Here`s some ideas for OOTP6 Markus :-


1. The ability to actually assign your scouts to various players, teams or areas to find out about and to recieve E-mailed scouting reports on :-

A. Your next opposition in advance (Hot, Cold for example).
B. A player you are interested in.
C. New freeagents who would fill your weak spots well
D. Players who you have noticed but may not be as good as you think.
E. Another team`s Minor league games.

This would make the scouts earn their money and interact with you more..They would be able to express their opinions and maybe influence your decisions a little.

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2. The ability to see how tired a pitcher is on the mound or an outfielder in the field with a fatigue bar or something similar...........

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3. Mound Visits from both your team and the opposition.

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4. Include all the players who are on a hot or cold streak in the list.
I had 7 players on a hot streak once and only 5 of them were noted in the hot/cold lists.

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5. The option to let the game run as a pbp/ball by ball in real time, but without the inceasant pressing of the mouse......and just stop the game for the vital plays or lineup changes when you need to ..........This is quite a user friendly way to play manager sims.........

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6. I know I`ve seen this one before somewhere......How about having a 40 man roster and a 60 day DL.....

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7. Having played other team management games for a few years now (Championship Manager 01/02 and CM4). Thats soccer for those who havn`t heard of it....I feel there isn`t enough interaction with your own players in OOTP.....They should have requests and needs that they should be able to ask you as their manager.....which would encourage them or not as the case may be.....Be able to publicly or privately critisise them or praise them on there performances....The kind of stuff you hear or read about in the press...
I think this would add a huge amount of depth to the game....

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8. There does`nt seem to be enough on the plate options available to me....."Swing away" and "bunt for a hit" seems to be a little basic.......I`m sure there is room for more here........How about some kind of "player plate attitude" or something similar.

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9. A "continue game" button which you press when you have finished the days business.....At this point all games you are not involved in would be simmed thus completing all the days events. At the beginning of a new day your news page would then indicate any unread news.
For example:-
A. A scout has come back with some info on a player
B. News of a trade
C. A players contract is up
D. A player wants to negociate a new contract
E. Next opposition reports
F. Player is unhappy
E. Coach training reports etc.

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10. If you change your starting lineup in the game screen and then change your mind, and go back, it doesn`t remember what changes you`ve made and reverts back to your original lineup...
If you see what I mean..........

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11. There seems to be far to much ability to edit teams other than the one you are managing in manager mode........this could be taken out of the game.........For example:- I just edited another teams Promotional days and entry price together with changing their % use of utility players in their depth chart.........IMO I shouldn`t be able to do this even if I wanted to.......I put them back where they were.....needless to say.........but for cheats the temptation will always be there.

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12. I`d like to see the inclusion of "Double play depth" on the defensive in game options.

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13. Ability to see more detailed accounts of which defensive tactics the opposition are using...rather than just "Defence normal" all the time.

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14. Inclusion of player mood changes in the game, so when a player is unhappy his performance is slightly down...Thus adding to the manager aspect of the game with more player interaction and more reasons to change a lineup
He could be unhappy for various reasons including for example:-

A. Wants a new contract
B. Unhappy with another player
C.Unhappy about the teams league position
D. Wants to be in the starting lineup
E. Needs reassurance on his future

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15. The possibility of having both offensive and defensive hot and cold streaks simultaneously. So a player might be on a cold streak in the field but be batting hot.

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16. Minor league managers giving you more information about who`s hot and who`s not and more detail on which players are looking the most promising and which are looking like no hopers.

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17. A more comprehensive and detailed method of rating players.
I find the star system a bit basic. In effect, with 5 stars, you only have 10 different ratings. This needs to be more accurate. Even the possibility of turning the ratings off, for a more challenging game. Using you managerial skills in a more realistic way.

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18. Home field advantage, (if it`s not already in there)

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19. When a players attributes go down, an explanation as to why this has happened and a possible training remedy would be helpful.

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20. Real, workable training regimes for either certain groups of players eg. outfielders, infielders or pitchers or player specific regimes for your star players, so you can see the improvement (or not) of individual players. If your coaches don`t come up to scratch then you have the option to sack them.

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21. Get rid of the pointless personal section in the manager screen. I`ve never understood what this has got to do with management of a ball club.

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22. Update fielding percentages in game

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23. More realistic bullpen senarios and the removal of the option to turn off warm-up

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24. Add to the already good in-game sound. This, IMO, is an integral part of creating a realistic ball game atmosphere and has to be right. There are some management sims I could mention (CM4) that have sadly neglected this part of the game and the whole game suffers as a result. The crowd sounds in CM3 are far superior.

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More to follow.......

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