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OOTP 17 - General Discussions Everything about the latest Out of the Park Baseball - officially licensed by MLB.com and the MLBPA. |
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09-30-2016, 04:35 PM | #61 | |
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09-30-2016, 04:46 PM | #62 |
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It's like the literal opposite of statfreak. Stand up guy. Still won't let me into the Secret Forums at OTBL, though.
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09-30-2016, 04:46 PM | #63 |
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09-30-2016, 05:15 PM | #64 | |
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09-30-2016, 05:44 PM | #65 | |
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Yep!!!
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"This is my opening farewell " - Jackson Browne “They make a desolation and call it peace.” ― Agha Shahid Ali "Maybe she just has to sing, for the sake of the song - And who do I think that I am to decide that she's wrong." - Townes Van Zandt "I saw a young man leaning on his wooden crutch - He called out to me, 'Don't ask for so much' And a young woman leaning in her darkened door She cried out to me, 'Why not ask for more?' " - Leonard Cohen "Hello darkness, my old Friend ...." - Paul Simon Before Mays, before DiMaggio, there was Oscar Charleston. "All the lies about Babe Ruth are true." - Waite Hoyt Avatar is the late great Townes Van Zandt. rip. |
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09-30-2016, 06:45 PM | #66 | |
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09-30-2016, 07:21 PM | #67 |
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would you rather have an engine that has to work on so many levels (options) that it makes a lot of mistakes, or a simplified uniform system which is complex in it's own right, but functions very very well because it doesn't have to take so many other variables into consideration?
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09-30-2016, 08:02 PM | #68 | |
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You're misrepresenting the idea of options, too, I think. Just because one exists doesn't mean it's exerting a force on engine energies. Wow. That's a phrase. It has to be turned on to integrate with other options and only if they're interconnected. Options alone don't mean complexity, but using a combination of options, the nature of which are misunderstood, may be likely to create unexpected consequences. More related to this a bit later. Also, lots of mistakes is a bit misleading, as well. Generally speaking, with the exception of the last couple of patches maybe, any specific game error is typically isolated to the area in which it occurs and can, once it's logged, replicated, and proven, be remedied with relative ease. On the table for many versions has been the idea of a difficulty scaling for the user ranging from Basic to Expert or the like on the front end, offering a nearly automatic selection of options on/off. In the niche we represent, we always want more complexity, more options, more customizations and more, gradually, mirroring of real world baseball, minus the tedium that is not adding any fun or enjoyment factor to the game, but added just for the sake of realism. That's rarely good. Back on point. Complexity alone does not generate mistakes. It's a matter of having more opportunities for enjoyment and possibility for error, but an error that arises out of a compartment, not out of structure. Think of a class of students. Sure, a 10 chair classroom is easier to control and manage, but is unlikely to match the diversity of a 35 chair classroom in terms of viewpoints, exchanges, and opportunities to explore one's own interaction with the class, potentially learning more. I'd go so far as to say will likely learn more, just like Everyday Joe clicks a button he's never tried before, asks questions on the forum and, Voila!, finds a new feature that adds to his game. In that same classroom, more responses may be wrong, but it doesn't have to affect the rest of the students. In fact, they can learn from the errant response, much like we learn (and improve) the game from the Bug Reports. The instructor (developer) is not without blame or exempt from due praise. What is designed / taught should be done so with clarity and definition. We don't always do that or provide that, but we're working on getting better at it. Can't know what's wrong if you're not sure what's right. Okay, rambled a bit there. Apologies. Complexity is not cause.
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"Try again. Fail again. Fail better." -- Samuel Beckett _____________________________________________ Last edited by endgame; 09-30-2016 at 08:26 PM. |
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09-30-2016, 08:18 PM | #69 | |
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09-30-2016, 09:02 PM | #70 | |
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09-30-2016, 11:40 PM | #71 | |
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10-01-2016, 12:28 AM | #72 |
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Not to derail the thread, but has anyone noticed new issues/bugs with the latest patch? That seems to have been lost somewhere along the way.
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10-01-2016, 05:20 AM | #73 |
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Hopefully no one has, this is supposed to be the last patch
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10-01-2016, 05:22 AM | #74 |
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Regarding AI, one thing that people often forget is that the more complex an AI gets, the slower the game runs. There are areas where we could improve the AI in a meaningful way (so that people would actually notice the effect), however that would slow down the game to an unplayable state (think 2 minutes simulation time per day). We always have to find the right balance between cleverness of the AI and processing speed.
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10-01-2016, 05:26 AM | #75 | |
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10-01-2016, 08:00 AM | #76 | |
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10-01-2016, 09:30 AM | #77 | |
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It's my opinion, and I've stated it several times, that the scouting model needs fixed. There should be no options for scouting and scouting should simulate reality. |
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10-01-2016, 10:38 AM | #78 |
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Part of the problems to me, and this should interest Markus, is with the AI having to account for SO MANY variables (scouting accuracy, trade difficulty, trade frequency, AI evaluation, etc..) it will often produce results that many people don't like. They think they like them because they like their settings, but don't really understand what they actually do, and what kind of results to expect. Consequently what happens, is people begin to criticize the AI and its behavior because it does in fact act oddly, and out of the norm.
My contention is not to simplify OOTP...on the contrary. I feel as many real MLB & MiLB, international and independent league rules should implemented as possible. That means lots of roster rules including many restrictions, contract rules and the like. It also means a very good AI needs to be the core of OOTP. Operating on a level it is designed to work on (an inner default AI) is paramount IMO. By eliminating so many variables which can cause the AI to act in so many different ways eliminates a lot of what may be considered "screwy" AI behavior, and would ultimately allow developers to concentrate on expanding the game while maintaining a good working core AI, without constantly having to make adjustments. So I don't see this as a move backwards, I really see it as a move forward. An AI which is more analytical (albeit slower) without so many variables, to me, is a progressive step in the right direction. Last edited by PSUColonel; 10-02-2016 at 07:49 AM. |
10-01-2016, 01:40 PM | #80 | |
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Since FHM began development I've bought OOTP twice (to support the company) but haven't played it because of all I've read in the Forum; I'd be interested in continuing to purchase and actually play OOTP if the AI was noticeably better As I said in the FHM3 thread when Sebastian said "FHM is not really meant to be a fast sim game" - So glad to hear this! I simply don't believe a game that you can fast sim through a season in minutes has the level of detail and attention to detail that I'm looking for |
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