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OOTP 24 - General Discussions Everything about the brand new 2023 version of Out of the Park Baseball - officially licensed by MLB, the MLBPA and the KBO. |
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#1 |
Major Leagues
Join Date: Jun 2018
Posts: 332
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How to fix trade frequency bug through settings?
Hello all,
I want to try and salvage this copy of OOTP and start a save with mechanics and settings built to try and make the game functional. Some of these are easy, like you can fix the "Ohtani always gets 260-280m over 7 years" bug by just editing his contract to be wherever between 400 and 500 mil you want. But trade frequency is stumping me. Even on "almost never", there are generally 1 or 2 trades PER DAY. I ran one season like this just simming through with no team, in the Dec.1 to Feb.1 span of the offseason (2 months) there were 78 trades. Is there some way I could edit the GMs to get them to stop trading so much? Or some other thing I could do with the ratings calcs to force it to stop? I can't believe that this is the final state of the game. And because of the *event*, I can't go back and buy old versions, so it's either this or my old copy of 21. 21 might be better at this point. |
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#2 | ||
Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 6,610
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I'm not going to have a setting for you but instead will share some info that may or may not help. Since you mention Ohatani I assume you are playing a new game with the provided MLB roster. I don't use that as my game is imported from version to version and has become fictional through attrition. However I think some of my experience still applies.
When a new game is started OOTP AI will begin to evaluate the beginning roster and make moves it deems necessary. In my case importing an on-going game from v23 is like starting a new game in v24. IE v24 teams are "seeing" the player file through new code. This brings on an initial heavier than normal trading between teams until the v24 code, in the context of each team, is "happy" with their roster from MLB to lowest minor league teams. My experience is after this initial "roster redistribution" in the first season, trades will fall to a normal number in season two (data provided in my quoted post below). Not defending it, not saying it's right or wrong, but once you hit the first advance day button each team, through the code, is going to try to make the best team it can. The following post details what I saw in my game upon import and as I went through a second season after the rosters had settled. Quote:
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