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OOTP 14 - General Discussions Discuss the new 2013 version of Out of the Park Baseball here! |
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06-13-2013, 10:52 PM | #1 |
Minors (Single A)
Join Date: Aug 2004
Posts: 62
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Issue with talent level after league progression
One issue I have always encountered with OOTP is talent level as a league progresses. Others say to sim a ways out, delete history and have a "clean" set up. Problem with this is when you're wanting to use the MLB roster set.
When you create a fresh MLB league talent levels look great, above avg, avg, and so on during the initial season. Talent levels soon spiral out of control, for me anyway. I'm currently running multiple test leagues to find a fix for another issue i'm having but I would really like to find a fix for this particular issue before I even invest anymore time. This has been an issue for some time in OOTP and I would hope someone has found the magic cure besides simming years out and deleting league history. It seems to be more of an issue for pitchers than hitters. I want to stress I am not describing player A was this good when the league started but has aged and is now a lower level talent. I am speaking in regards to talent level (stars) as a whole at one range when the league is created and another merely a few years later. I'm seeing talent levels that are in the four star range become avg to below avg levels in just 3-4 seasons. Mid level talent become scrap heap as the league graduates new players into the league. Has anyone found a better solution than what has been mentioned in prior additions of this game? I want a stable league, otherwise i would use the dynamic evolving league option. |
06-13-2013, 11:17 PM | #2 |
Minors (Rookie Ball)
Join Date: Apr 2013
Posts: 28
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Funny, in my Cubs game that got to 2023 every other team except mine was pretty bad. I won over 110 games 4 years in a row.
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06-14-2013, 10:39 PM | #3 | |
Minors (Single A)
Join Date: Aug 2004
Posts: 62
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Has anyone found a fix for this or do you just have to grin and bare it? It irritates the hell out of me to see guys with the talent level of a three star player have that talent range watered down. Making that range a one star. It kills the immersion for me. Like I said, if I wanted dynamic evolution of my leagues so fast, I would leave it on in the first place. |
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06-15-2013, 10:36 AM | #4 | |
Minors (Triple A)
Join Date: May 2003
Posts: 225
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06-15-2013, 02:00 PM | #5 | |
All Star Starter
Join Date: Mar 2011
Posts: 1,262
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06-15-2013, 02:43 PM | #6 | |
Minors (Triple A)
Join Date: May 2003
Posts: 225
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Last edited by HH20xx convert; 06-15-2013 at 02:46 PM. |
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06-15-2013, 03:54 PM | #7 |
All Star Reserve
Join Date: Mar 2004
Location: Parts Unknown
Posts: 535
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I believe the problem is with the MLB roster set player ratings compared to player ratings in future draft classes.
The MLB roster set ratings are great if no new players ever enter the league. In the first 3-4 seasons, avg players will get regular playing time and put up decent stats. After a few seasons the talent pool gets saturated and there's no longer room for the avg players from the MLB roster set. I think the solution is to inflate ratings across the board on the MLB roster set. I've been experimenting with this and it seems to be working. Stats aren't incredibly inflated, because while hitters ratings have increased, pitchers have also. Inflating the ratings will allow average players to get a job, and prevent your FA list being full of 3-4 star players. Like I said, I've only been casually experimenting with it, and it seems to be working so far. |
06-16-2013, 12:56 AM | #8 | |
Minors (Single A)
Join Date: Aug 2004
Posts: 62
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06-16-2013, 01:27 AM | #9 |
All Star Starter
Join Date: Aug 2011
Posts: 1,921
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hey aaron,
i understand your question and will try to answer it for you i noticed that right from ootp12- in a year or two my mlb players (wtih no ratings changes) had gone from 4 to 3 to 2 because of how much more highly rated the fictional and even the real-life minor league players were the problem is not the created players after the first year, they are created exactly as they should be for the game the problem is in the mlb roster set. the roster set (which is excellent by the way) is however made based on a players ACTUAL mlb stats- while created players are coming in based only on ratings in ootp a player who hits .300 and has 30 HR might be rated as a .315 36 homer guy. thus the mlb player set really should have all of their ratings boosted by 10% to match the players the game will create later. the real life .300 hitter in 2013 should be rated at 315 right away, and the modifiers toned down to create actual mlb numbers. ok so you cant go in and boost all major league players in the mlb roster set. but what you can do is decrease the player creation modifiers- underneath the set up stuff like number of starters, frequency of hit and run ect. these creation modifiers will all be 1.000. decrease them but ever so slightly. maybe make them all except fielding and running .995 maybe .990. that will decrease the quality of the new drafts coming into the game for you. sim out 30 years at .995 and 30 years at .990 and see if one of those gives you what you are looking for. so there is a way around your issue just you have to test out a couple of runs to see what looks like the right talent level in the coming draft classes to match your overall wants another reason the more you learn about how to use ootp the more amazing it becomes- even if not exact right out of the box, we can tweek it as we want the more we learn how to tweek |
06-16-2013, 03:21 PM | #10 | |
All Star Starter
Join Date: Jan 2008
Posts: 1,149
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It's simply no fun to load up a real roster set and pull up your favorite organization, only to see nearly every prospect you've read about having a low star, journeyman at best potential. If John Sickels or Baseball America says these guys have a chance to become viable major leaguers in a best case scenario, then they should have that potential in the game. |
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06-17-2013, 07:16 PM | #11 |
All Star Reserve
Join Date: Mar 2004
Location: Parts Unknown
Posts: 535
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The "ceiling" on prospects has always bothered me with this game. What I mean by "ceiling" is the Potential ratings. Why would I ever bother drafting a player if my scouts say his Potential is never going to be close to MLB worthy? I'm talking ratings so low he may never see A-ball. Why are these guys even created? It's seems more realistic that there would be several rounds worth of players with MLB Potential, but my scouts would tell me which players had the best shot (blue chip) of reaching their potential and which players were more of a wild card (HS, small college, foreign, etc).
Now you might ask "What about talent change randomness?" I say it should still be in the game, but sometimes there needs to be some explanation as to what happened with a player. I don't like the roll of the dice talent changes as they occur now. I should say, I don't like they way they are displayed in the game. I would like to see some explanation, such as an email from a scout, or just include something in the Player Development Reports. To me talent change or Potential ratings changes should strongly incorporate personality ratings. If a guy is smart, and works his butt off, it would seem more likely that he reach his potential or even increase that potential. If he's a lazy slob, I expect to see that in the Development Reports, and then I may decide to cut or trade that joker. Ultimately, I would like to see the Development report include more info like scout/mgr feedback. Things like: Player X learned a new pitch, could be a future starter Player X is a retarded person, and you shouldn't keep this guy around Player X is a works harder than anyone, and the extra work has increased his potential as a power/contact/switch hitter Player X started off rough, but thanks to the batting coach's mentoring, he's turned it around and has become a leader on the team. This also creates an opportunity for minor league coaches to have a real impact on the game. That "handles rookies" rating should have a large impact on player development, and even player personality (especially leadership, and work ethic). Really, how many guys wake up one morning and can hit, or forget how to pitch? Something usually happens like coaching, changed stance, confidence is increased or shot, pychological crap, workout routines, injuries, etc. I'm just saying there's usually a reason, and I would like to get the reason. I'm not talking every little change for every single player, but I should get something when a top prospect is failing, or when somebody not on the radar suddenly starts going off. If I'm the GM of an MLB team, I would expect some sort of feed back when my #1 pick w/ the fat signing bonuses craps out. |
06-17-2013, 07:30 PM | #12 | |
Minors (Triple A)
Join Date: May 2013
Posts: 205
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If you don't like managing this aspect, feel free to turn on ghost players and cut your draft to 5-10 rounds. |
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06-17-2013, 10:14 PM | #13 | |
All Star Starter
Join Date: Jan 2008
Posts: 1,149
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I don't think real life scouts are drafting random guys just to fill a roster. They look at players and write "this guy has a frame that should develop as he gets older, but he may never possess the contact skills he needs to be a great hitter." Guys emerge from the lower rounds with this skill set all the time. |
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06-18-2013, 09:25 AM | #14 | |
All Star Reserve
Join Date: Mar 2004
Location: Parts Unknown
Posts: 535
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Quote:
Bottom line, please change the way potential ratings are used, and give me an explanation for extreme talent change randomness. |
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06-18-2013, 09:26 AM | #15 | |
All Star Reserve
Join Date: Mar 2004
Location: Parts Unknown
Posts: 535
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