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SI Marketing Wizard
Join Date: Mar 2004
Location: Old Street, London
Posts: 4,741
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"I tweak, therefore I am" - Equivalencies and Modifiers in OOTPB2006
There has certainly been a lot of interest in the equivalency functionality that Markus has put into OOTPB2006, so OOTPB 2006 tester Steve Battisti took some time to play with it. With some interesting results.
http://www.ootpbaseball2006.com/news...ews=view&id=42 |
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#2 |
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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w00t! First reply!
Oh, wait...
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#3 |
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Hall Of Famer
Join Date: Oct 2005
Location: This thread.
Posts: 3,199
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w00t, second reply!
Thanks, battists.
__________________
mrs ria: I hereby dub Sublimity the Glorious Upholder of the 5B3. Current leading vote-getter in the Worst Poster in OT History poll. |
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#4 |
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Global Moderator
Join Date: Sep 2003
Location: NJ
Posts: 5,274
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Third one is a charm!
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Thomas A. Montalto Please check out my Stupid Little Blog - http://www.stupidlittleblog.com |
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#5 |
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Minors (Triple A)
Join Date: Jul 2005
Posts: 276
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Would I be right in thinking that player creation equivalencies stick with a player no matter what league they're in, but the MLB equivalency will change if they move leagues - i.e. if they have a given equivalency of .800 and the league they're created in has the same equivalency of .800, they'll effectively work at a .640 level whilst in that league (as battisti said in his blog), but if they then move to a league which has that equivalency at 1.000, they'll be working at about the .800 level (.800 x 1.000)? Does that make sense?
Also, is it possible to set an equivalency above 1.000? Say I wanted to make a European league which which was just that little bit better than the MLB
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#6 |
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All Star Reserve
Join Date: Mar 2002
Location: Queens, NY
Posts: 904
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hehe, I think results in a league are <i>inversely</i> related to the league totals.
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#7 |
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All Star Reserve
Join Date: Sep 2004
Location: Life, friends, is boring.
Posts: 840
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Hmm...this all looks great, if a little complicated. I just skimmed it, but it's not at all clear why one would use both Creation Modifiers and Major League Equivalents.
And I'm a bit disappointed that, contrary to some talk around these boards a while back, the creation modifiers aren't tied to League Totals. In other words, if you want a deadball league with deadball players, you would enter the league totals you want and the game would generate players whose ratings and talent that reflect those numbers. As opposed to now, where you can enter deadball totals and still get players created with 100 Power, which can mess up the AI in terms of player evaluation--and it just don't look right. But c'est la vie. Last edited by Mike Donlin; 02-22-2006 at 11:33 AM. |
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#8 |
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Hall Of Famer
Join Date: Apr 2003
Location: New Jersey
Posts: 2,074
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It's somewhat disappointing that Markus didn't adjust the counterintuitive nature of the league totals. Everything else, however, is very exciting.
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#9 | |||
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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Quote:
Quote:
Hopefully this will get a little clearer than mud when I post some examples.Quote:
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#10 | |
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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Quote:
At least, he provided an alternative. If you find the totals counter-intuitive, then just use the modifiers. They work the "right way 'round."
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#11 |
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Hall Of Famer
Join Date: Jun 2004
Posts: 8,736
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Excellent blog, Battists! Thanks.
__________________
5000+ Generic Logos Free for the Taking FREE: Uniforms and logos for 500+ teams spanning 1871-present Great Lakes League: 10 Conferences, 100 Teams Pre-OOTP 23 Custom Cap & Jersey Template v3.0 by Deft and NoPepper (with layers from other various artists) that I use: Caps, Jerseys |
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#12 | |
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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Quote:
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#13 |
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Hall Of Famer
Join Date: Dec 2003
Location: LEO
Posts: 3,789
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Are the era presets still in the game, such as deadball, rebirth etc.
Because to be honest, that blog just confused the hell out of me. Last edited by Cras; 02-22-2006 at 12:07 PM. |
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#14 | |
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Hall Of Famer
Join Date: Feb 2002
Location: Effingham, IL
Posts: 5,725
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Quote:
It should, it will just be a little more work to get it to "look right". Instead of just changing the League Totals, the Creation Modifiers will probably also need to be changed in order to prevent the guys with 100 Power or Stuff ratings in a deadball era league. The reason for making those changes is that the AI doesn't necessarily realize that home runs are very rare and so will over-value guys with high power ratings, when in actuality the league leader might not even get 10 home runs. In order to compensate for the AI, the ratings need to be lower. He was hoping changing the league totals would do this automatically, instead it is a bit more work. |
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#15 | |
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All Star Reserve
Join Date: Sep 2004
Location: Life, friends, is boring.
Posts: 840
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Quote:
This is annoying for two reasons. (1) I have to guess how much I should lower player creation numbers to reflect my new league totals. If I reduce the number of home runs in a league by 50%, it never works out just to enter -50% in the player creation power modifier. One is always guessing, fudging, and it is never as accurate as it could be. (2) If I want my league totals to change, and my players to reflect those changes--say in the transition from deadball to 1920s play--I have to constantly change my creation modifiers as well. My point is that this would all be so much easier if the default league total numbers were present-day MLB numbers, and thus no creation modifiers are in play. If, however, I alter the league totals, then the creation modifiers would also automatically be altered as well. |
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#16 | |
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Hall Of Famer
Join Date: Jun 2004
Posts: 8,736
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Quote:
Is that right Battists?
__________________
5000+ Generic Logos Free for the Taking FREE: Uniforms and logos for 500+ teams spanning 1871-present Great Lakes League: 10 Conferences, 100 Teams Pre-OOTP 23 Custom Cap & Jersey Template v3.0 by Deft and NoPepper (with layers from other various artists) that I use: Caps, Jerseys |
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#17 |
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Hall Of Famer
Join Date: Mar 2003
Location: Near the Great Wall. On the GOOD side.
Posts: 3,763
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I recently started a fictional league in 1901, and this is the first time I've messed with creation modifiers. IMO, it's much easier than tweaking league totals, and I feel I've gotten good results.
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#18 | |
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All Star Reserve
Join Date: Sep 2004
Location: Life, friends, is boring.
Posts: 840
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#19 | |
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All Star Reserve
Join Date: Sep 2004
Location: Life, friends, is boring.
Posts: 840
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#20 | |
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Minors (Triple A)
Join Date: Jul 2005
Posts: 276
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Quote:
Yeah, I can see where I went wrong. So they'd be an ".800-level" player by their stats/potential, but the level they perform at depends on the equivalencies of whatever league they're playing in at the time - if they play in the MLB, they'll play roughly to the level set at their creation. What I said was clearly gibberish![]() Thanks, battists |
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