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| Suggestions for Future OOTP Versions Post suggestions for the next version of Out of the Park Baseball here! |
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#1 |
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All Star Reserve
Join Date: Feb 2012
Posts: 794
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It's currently too easy to exploit the AI in contract negotiations
Players should be asking for more money and there should be more competition in free agency. Players coming off of 6 or 7 WAR seasons at age 26 should not be asking for just 20 mil per year over 5 years.
I just feel like it generally needs to be a bit harder to sign players for cheap. |
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#2 |
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Hall Of Famer
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
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It could be a function of your financial set up. I have the opposite problem right now but I know it is cyclical and I have made an adjustment that generated higher demands.
If there is not enough money available players won't ask for it. I adjusted my financials in a long running league to generate a few $30M players. Prior to that no one made more than $22-24M.
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Cheers RichW If you’re looking for a good cause to donate money to please consider a Donation to Parkinson’s Canada. It may help me have a better future and if not me, someone else. Thanks. “Conservatism consists of exactly one proposition …There must be in-groups whom the law protects but does not bind, alongside out-groups whom the law binds but does not protect.” Frank Wilhoit |
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#3 | |
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All Star Reserve
Join Date: Feb 2012
Posts: 794
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#4 | |
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Minors (Double A)
Join Date: Nov 2014
Posts: 146
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Besides, I have found that super star FA are never worth it except maybe starting pitchers especially with the games injury rate. You are 100x better off saving for the draft and/or offering extensions to current player or picking up good left over FA's at spring training discounts to have a deep chart. This appears to be true in real life as well. That said, if your teams have a ton of money and they are still not spending then that is a different issue altogether. I have never seen this though. |
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#5 | |
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All Star Reserve
Join Date: Feb 2012
Posts: 794
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#6 | |
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Minors (Double A)
Join Date: Nov 2014
Posts: 146
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Yes, with this I agree. I generally spend only between 50%-75% of my budget thanks to my farm and frugal FA policy. In my last game I looked around the league to see if it was just me and indeed most AI teams had very large player salaries in comparison. Only 2-3 had as much money as I did but those particular teams did not need the stars on FA. The problem is the AI had too many contract obligations to players that have become mediocre. I have noticed the AI trying to trade away big contracts that are not performing but unlike us humans, it just does not make good decisions with its money and overpays a lot of so-so players. I restarted my game and turned trading up to hard and set the AI to favor prospects. This has made it a little better but still, there are usually 2-3 stars at the start of spring training but unlike previous games, they are all gone by start of season. You might want to try the extreme and let the AI greatly favor prospects to see what happens. I would love to see how your test goes if you have not tried it. Here is another experiment that I am trying currently: I noticed in my previous games that too many prospects make it to the bigs. The farm system is too easy especially if you pay a lot into development. I have never had a 1st round pick fizzle. Many 2-3 rounders also make it eventually. So I figure, we need to reduce the number of good prospects created. Disclaimer: I always monopolize the best coaches in the game so my farm is insane and I spend a lot on them. From a $30m budget, I spend about $9.4m on players, $3.5m on staff, $3.5m on dev, $3.5m on scouting, $3.5m on draft. I did not come close to using all my budget yet I went to the playoffs easily (lost due to injuries like always). I have the best hitter in the league (23 y/o on a $200k 5 year contract), the best pitcher in the league (28 y/o on a $750k 10 year contract), and a insane bullpen since relievers are cheap. My theory is to reduce the number of players created each year, thus fewer good players to go around. I learned not to follow the recommended number of feeders after my 1st game. It made a lot of 4-5 star players every draft (not counting the international players who are also too good) and waaaaaaaaaay too many 2-3 star players. The league was insanely saturated with good to great players using the recommended number of feeders. In my new game I decided to minimize everything to see what happens. I set all international stuff to minimums and reduced the number of draft rounds and resulting feeder teams. I have a 40 team major league and 7 minor leagues: The game recommendation is to set the draft to 7x5=35 rounds. Instead, I set it to 25 and set the creation for 26 rounds. The formula I used to give cut precedence to AAA and R leagues because they are really the only leagues that get cuts. What happens in my farm is a player either moves up to AAA or gets pushed down to R. Most of my AAA players make it to the majors or get traded but some dont and get cut once they are over 26 y/o. On the other end, players who dont perform get pushed down to R leagues and is they are 24 in that league they get cut (very few exceptions). As a result, no one gets cut in any other league (not many at least) which made me think that the recommended game settings are not good since they assume 5 people get cut from each league team. I barely cut 15-20 total every year... I assume the AI cuts more but still, if you look at the FA pool mid year, there are too many people there. So here is what I did. I gave different weights to each league. 5 players for AAA, 1 for AA, and 1 for the 1 A & S-A and 7 for R leagues. So the total was 5+1+1+1+1+7+7 = 23. I decided to punch it up to 25 just for the sake of the AI. Next I set high school feeder teams to 35 player roster size limits and college to 50. I made 120 high school feeders and only 40 college feeders. The difference is 40x25/6 = 167 feeders vs. the recommended 40x35/6 = 233 feeder teams. A change of about 28% in high school/college player creation. I still get about 1200-1300 players every year. Of that, the last two draft, only the 1st 10 rounds had players with ratings over 30/80 (minus the impossible prospects). Most are gone by 8th round. So far, so good. I can update after a few more simed seasons. Last edited by marc5477; 11-18-2014 at 09:31 PM. |
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#7 |
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Major Leagues
Join Date: Nov 2012
Posts: 345
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The extension logic is definitely team friendly, it's frustrating when I can sign a player to a 10-year, $140mil extension when as a free agent he'd cost 10/$350mil.
What I've ended up doing was playing a fictional league where every team has the exact same budget, and self-imposing a rule where my team must remain dead-last in payroll every season. Team #27 has $89mil in player payroll? I have to spend $88mil or less. While I can still abuse the extension logic, the artificial limitation on payroll at least forces me to make decisions w/r/t salary since there's only so many star players, even ones on team-friendly contracts, I can afford to keep while still staying the bottom payroll team. |
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#8 | |
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Minors (Double A)
Join Date: Nov 2014
Posts: 146
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I am restarting my league again to try to help the AI a little more. |
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