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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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Old 02-18-2026, 05:30 PM   #121
luckymann
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Quote:
Originally Posted by kmgage View Post
Still hoping that someday all time team records will be in the game.

Examples:
Most wins/loses by a team in a season
Most runs/hits by a team in a season
Most runs ever in a game/inning
Longest winning/losing streak ever
Biggest comeback in a game
Biggest comeback to win division
The first two of those are in there already.

LEAGUE HISTORY>LEADERBOARDS>TEAMS

But, yes, the others you mention would be good.

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Old 02-18-2026, 06:00 PM   #122
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Originally Posted by omg_pwnasaurus View Post
I'm with ya. For $45 if they only fixed those CPU->CPU trades such as:

Team A -> Good prospect
Team B -> Good pending FA to be + weirdly an even better prospect

To just stop including a high end prospect with the expiring contract, it would be worth it for me. I'm hopeful the improved trade AI results in more realistic CPU->CPU trade scenarios.
I'll go into it in a Road to Release video, but for this year we totally overhauled (from scratch) how buyer/seller type trades between CPUs are matched. So in 27 the AI does a better job deciding whether they are buyers/sellers/on the fence, and use factors like players they would shop, players they might need, strengths, weaknesses, etc. to pair with teams a lot more effectively.
This isn't every trade that will occur, but closer to the trade deadline it is the primary type of CPU to CPU type trade, so you'll see a much more realistic trade deadline.
We included a screenshot of a sim of last year's trade deadline run in 27 (I believe it was a live start started on like July 20th and run in OOTP27 up to the deadline). And that was to show that the moves made in OOTP27 are a lot more sensible and often reproduce the actual trades that occurred irl (see Suarez to Mariners, Bednar to Yankees, etc.).
So in general in OOTP27 you'll see guys that you expect teams to deal at the deadline actually get dealt, and if a team decides to go into sell mode, they'll usually actually sell all the guys they can. There's more to it, but that's the gist.

Last edited by Will Beh; 02-18-2026 at 06:01 PM.
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Old 02-18-2026, 06:11 PM   #123
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Originally Posted by Roy Tucker View Post
Low morale and personality traits like loyalty, greed, or plays for a winner almost never seem to negatively affect a player’s contract extension talks or free agency decisions with me. If those factors were actually linked to difficulty settings, and higher difficulties made personality, chemistry and morale more consequential, so that certain players became much harder (or even impossible) to re-sign or get in free agency, that would be a major improvement.
Yep this is a lot of what the new difficulty settings is and what it piggy backs off of, although it's more about how these traits are directed at human teams in particular and at different scales depending on the difficulty.
So in general playing on the most difficult setting won't really feel any different, but over time the effect will stack up. So ideally, a super experienced user won't be able to snowball any team they take over into a perennial 100+ game winning club, since the difficulty effect will counter it somewhat.
But also on the flipside, there is an easy difficulty which makes it all a little bit more favorable to your team, which should hopefully help newer users get into the game successfully without having to worry about micromanaging every penny.

Last edited by Will Beh; 02-18-2026 at 06:14 PM.
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Old 02-18-2026, 07:10 PM   #124
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Originally Posted by Will Beh View Post
I'll go into it in a Road to Release video, but for this year we totally overhauled (from scratch) how buyer/seller type trades between CPUs are matched. So in 27 the AI does a better job deciding whether they are buyers/sellers/on the fence, and use factors like players they would shop, players they might need, strengths, weaknesses, etc. to pair with teams a lot more effectively.
This isn't every trade that will occur, but closer to the trade deadline it is the primary type of CPU to CPU type trade, so you'll see a much more realistic trade deadline.
We included a screenshot of a sim of last year's trade deadline run in 27 (I believe it was a live start started on like July 20th and run in OOTP27 up to the deadline). And that was to show that the moves made in OOTP27 are a lot more sensible and often reproduce the actual trades that occurred irl (see Suarez to Mariners, Bednar to Yankees, etc.).
So in general in OOTP27 you'll see guys that you expect teams to deal at the deadline actually get dealt, and if a team decides to go into sell mode, they'll usually actually sell all the guys they can. There's more to it, but that's the gist.

That sounds awesome Will! Thanks for posting. I'm in as always but this really will enhance 27 for me. Cheers.
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Old 02-18-2026, 07:29 PM   #125
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Will there be a complete list of changes/updates before release?
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Old 02-18-2026, 07:59 PM   #126
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Originally Posted by omg_pwnasaurus View Post
That sounds awesome Will! Thanks for posting. I'm in as always but this really will enhance 27 for me. Cheers.
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Old 02-18-2026, 08:02 PM   #127
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Originally Posted by textilemonster View Post
Will there be a complete list of changes/updates before release?
Definitely! Although I'm not sure the exact date we will put that out, it's usually about week before the full launch
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Old 02-18-2026, 08:17 PM   #128
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Any updates to the KBO when you play out games? Signs in Hangul? Korean chants instead of American ambient sounds? The ability to display player names in Korean format even if it is English (last name then first name)?

Hoping so since OOTP has the license for the league and I play in the KBO while waiting for the first patch before I start my MLB save.

Thanks.

Last edited by renojedi; 02-18-2026 at 08:21 PM.
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Old 02-18-2026, 08:41 PM   #129
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Quote:
Originally Posted by Will Beh View Post
Yep this is a lot of what the new difficulty settings is and what it piggy backs off of, although it's more about how these traits are directed at human teams in particular and at different scales depending on the difficulty.
So in general playing on the most difficult setting won't really feel any different, but over time the effect will stack up. So ideally, a super experienced user won't be able to snowball any team they take over into a perennial 100+ game winning club, since the difficulty effect will counter it somewhat.
But also on the flipside, there is an easy difficulty which makes it all a little bit more favorable to your team, which should hopefully help newer users get into the game successfully without having to worry about micromanaging every penny.
This is great to hear! Thanks for responding.
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Old 02-18-2026, 10:27 PM   #130
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Originally Posted by Will Beh View Post
Definitely! Although I'm not sure the exact date we will put that out, it's usually about week before the full launch
Great!
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Old 02-19-2026, 12:10 PM   #131
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Announcing OOTP 27

Quote:
Originally Posted by FSUKegman View Post
I saw where other people were talking about editable helmets but I'm honestly not seeing any differences. Seems like the graphics are relatively the same as it has been the last 2 releases. Maybe an upgrade to the PBP voice at least?

Completely agree on the pbp voice upgrade. I gotta believe with the vast advancements with AI going on it could be feasible to implement a natural sounding broadcast voice to accurately read the pbp as it happens in game. Here’s to hoping (aka Windows Briadcast Bkast w/ Ernie Harwell some 30 years ago)


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Last edited by redranger; 02-19-2026 at 12:13 PM.
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Old 02-19-2026, 04:27 PM   #132
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pbp

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Originally Posted by redranger View Post
Completely agree on the pbp voice upgrade. I gotta believe with the vast advancements with AI going on it could be feasible to implement a natural sounding broadcast voice to accurately read the pbp as it happens in game. Here’s to hoping (aka Windows Briadcast Bkast w/ Ernie Harwell some 30 years ago)


Sent from my iPhone using Tapatalk

Just got me thinking they should add pbp personality for each team. The Harwell's, Sully's, Caray's, and Bucks of the world would be a positive for teams fan interest and have a small effect on loyalty and market size.
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Old 02-19-2026, 04:47 PM   #133
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I know many OOTP gamers do not use the 3D animation, but it is very imporant to me. I know it is not the major area for the developers. Other areas of the game are the reason for its popularity.

The 3D animation is the only reason I buy each new version, hoping it will be what I would like. I don't expect EA graphics, but I expect them to be smoother and fairly free of glitches. I expect more variety in play in replays.The progress is going slow. My patience are wearing a little thin.
Still I wish the 3D animation and camera views were nice and smooth and realistic without outfielders running through the fences and weird pop llies in the infield. I am hoping for more variety in base hits like flares and pop flies to short left, center and right.

I don't play out many of my games.
So the sample is very small.

Having said that, I don't see many texas leaguers, flares and bloopers.

Would like to bloopers down the left field and right field lines... flares to straight away left, center and right.

The game needs more realistic presentation of doubles and triples.
It does well down the lines and in the gaps, but straight at the outfielders don't look natural.

It does well when the ball hit the walls and ricochets.

I just think it it time for the 3D animation to be smoother and a little bit more realistic.

The camera views should be better in the default settings than they are.
Just give me a simple view of the entire field, a good view of the pitcher dlivering the ball to the batter, then a nice smooth transition to the action camera. I have never use the dynamic cameras because the just don't make smooth transitions.

I wish the view beyond the fence in the minor league ballpark showed up during the pitch camera and the action camera.

I wish the weather backgrounds included the view of the landscape beyond the fence in the minor league ballpark.

I wish we had more small minor league stadiums in the game (5000-10,000 capactty with small bleachers in the outfield and good landscapes outside the ballpark and use them on all screens in the game play... There is only one, which I use for all my teams. Wish there were more.

Yes, I know the modders have done a fairly good job of creating stadiums, but in general, they are not as good as the ones created by the game developers.I only use fictional teams and fictional stadiums in my league.

Last edited by Eugene Church; 02-20-2026 at 10:19 AM.
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Old 02-19-2026, 06:14 PM   #134
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Originally Posted by Will Beh View Post
I'll go into it in a Road to Release video, but for this year we totally overhauled (from scratch) how buyer/seller type trades between CPUs are matched. So in 27 the AI does a better job deciding whether they are buyers/sellers/on the fence, and use factors like players they would shop, players they might need, strengths, weaknesses, etc. to pair with teams a lot more effectively.
This isn't every trade that will occur, but closer to the trade deadline it is the primary type of CPU to CPU type trade, so you'll see a much more realistic trade deadline.
We included a screenshot of a sim of last year's trade deadline run in 27 (I believe it was a live start started on like July 20th and run in OOTP27 up to the deadline). And that was to show that the moves made in OOTP27 are a lot more sensible and often reproduce the actual trades that occurred irl (see Suarez to Mariners, Bednar to Yankees, etc.).
So in general in OOTP27 you'll see guys that you expect teams to deal at the deadline actually get dealt, and if a team decides to go into sell mode, they'll usually actually sell all the guys they can. There's more to it, but that's the gist.
Did y'all fix the thing where if we offer a trade straight-up, the AI rejects it, but if we then add in a fully subsidized overpaid player from the other team's trading block, they'll accept?

Like at that point the other team should just release the dude, they're paying full freight either way.
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Old 02-19-2026, 10:45 PM   #135
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How difficult would it be to add grades for teams? I'd love to see that my Starting Pitching staff is rated the best compared to another team.

Overall ratings for teams would be a great addition
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Old 02-19-2026, 11:40 PM   #136
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Quote:
Originally Posted by Will Beh View Post
I'll go into it in a Road to Release video, but for this year we totally overhauled (from scratch) how buyer/seller type trades between CPUs are matched. So in 27 the AI does a better job deciding whether they are buyers/sellers/on the fence, and use factors like players they would shop, players they might need, strengths, weaknesses, etc. to pair with teams a lot more effectively.
This isn't every trade that will occur, but closer to the trade deadline it is the primary type of CPU to CPU type trade, so you'll see a much more realistic trade deadline.
We included a screenshot of a sim of last year's trade deadline run in 27 (I believe it was a live start started on like July 20th and run in OOTP27 up to the deadline). And that was to show that the moves made in OOTP27 are a lot more sensible and often reproduce the actual trades that occurred irl (see Suarez to Mariners, Bednar to Yankees, etc.).
So in general in OOTP27 you'll see guys that you expect teams to deal at the deadline actually get dealt, and if a team decides to go into sell mode, they'll usually actually sell all the guys they can. There's more to it, but that's the gist.

The trade changes are so exciting. I'm sure it will never be perfect but just based on the screenshot it really seemed like most were logical.


These may be stupid questions, but are teams more likely to be in pure buy or pure sell mode and better at assessing team needs in the offseason too? Do the changes also make CPU demands of human players more realistic too?


Another question...were financials tweaked at all? I feel like in saves, early on at least, smaller market teams would be awash in budget room and therefore reluctant to sell.


Maybe I should just wait and find out. LOL
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Old 02-20-2026, 05:22 AM   #137
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These may be stupid questions, but are teams more likely to be in pure buy or pure sell mode and better at assessing team needs in the offseason too? Do the changes also make CPU demands of human players more realistic too?
These are excellent questions imo. I would assume yes to both but hopefully Will can chime in.
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Old 02-20-2026, 09:16 AM   #138
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How difficult would it be to add grades for teams? I'd love to see that my Starting Pitching staff is rated the best compared to another team.

Overall ratings for teams would be a great addition

As someone who creates leagues using great historic teams from the past ( e.g. 67 Cards, 86 Mets, 61 Yanks etc) would love this for balancing my league. Pro Strategy Football does this for historic NFL teams, would be very helpful for some of us in OOTP !
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Old 02-20-2026, 05:52 PM   #139
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Can I ask, with the new trade interface, will it show shortlisted players in capitals? I really feel this would be such a great addition, so when you search for or shop a player, those on your shortlists are instantly recognisable.

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Old 02-20-2026, 06:54 PM   #140
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Just a general question about ordering the game. I would like to order from the store to get the pre-order bonuses and early access but I do like using Steam so it's in my library and logs my playing time. Is there any other way to have the playing time logged (other than manually) if I order from the store?

TIA
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