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Not to belabor this, but my preference is for trade discussions to be just that - a conversation that takes place, back and forth, until a deal is reached, or not reached. Maybe it’s my short attention span, but to make a legit proposal, and then wait a couple days for any response, and then my reply shifting the terms, and then - a few days later - their reply again making changes. What a waste of time, for those of us who play out games. It’s as if you are dealing by snail mail with a GM who won’t pick up the phone or meet you in person. And then the player you want gets dealt to another team in the meantime. I don’t see any of that as realistic. It’s “hard” only because of the delays in the back-and-forth. I don’t think the terms of the deals are materially different. But then I do have “house rules” about not unduly “cheesing” conventional negotiations, to take advantage of the AI in ways that are unrealistic.
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I've had instant acceptances on some of my offers. Yes, very rare but it does happen. Otherwise I believe I've always received a response the next day on my submitted offers. The house rules you bring up is a big part of the need for this trading model. We have had, for as many years as I've played (since 2002), complaints on the trading engine and how easy it is to fleece. These players won't accept or use house rules because "the game allows it, so why shouldn't I be able to do it?". The developer has saved them from themselves and the silence on the boards this year has been a joy to behold. :) One can certainly argue about how it was implemented, and may have suggestions that would work as well. I don't think one can argue that the new model isn't effective in closing the old exploit. Win/win when the feature is optional. What if they added an "instant reply" option to the hard mode? It would still force the user to build an offer and submit it. There could still be a back and forth, as there is now, only instantly. Your reputation is still put on the line if you don't complete a trade you offered and the AI accepted. What there couldn't be would be the old "bait and switch" trades that cheated the AI and it had no defense against. Not saying you fleece the AI, I fully understand you curb yourself with house rules. That's not true for many users that faulted the developer for not closing a way a human could exploit the AI. Quote:
The old way was "I'll give you my CF for your SP" the AI accepts, but you now say "I'm pulling back the CF and offering my LF instead". The AI is not "offended" by this tactic and will either accept or not. If it refuses simply go back and remove the LF and put the CF back in and complete the deal. To me a GM in real life would never tolerate such a bait and switch. The new way "I'll give you my CF for your SP" the AI accepts. Your only response will be accept or renege at a cost to your rep. If you renege you are free to now make a new offer with the LF in place of the CF and see what the AI says. If an instant response option were to be added the back and forth would still be there, but the negotiation would be harder than the old model. I think that would take care of the "What a waste of time, for those of us who play out games." issue? As I said in my last post "I'm sure we could both write pages explaining our differing opinions on this mode without either of us changing". So I'll try to make this my last post on the issue, but no promises. Let's see where the discussion goes. ;) |
I agree with Sweed on this. To me the base game is now unplayable without Hard Mode, as it is a step back from a realistic immersion to being video-gamey where every trade is fully negotiated from start to finish in a day. Many times in my experience in 'real life' you are forced to make a choice between trying to hopefully find the perfect deal in the future, or making the deal on the table today even if it isn't ideal. Let alone all the absurd issues with Make This Work Now.
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I solve all the trade issues by trading with myself. :P
For the settings, I turn current and potential stats off entirely except for Draft Day (then they go right back off). I do leave fielding/other ratings on because frankly there isn't a good way to divine that information. I'd love for there to be some way of checking the relative Stuff of pitches without reading scouting reports but meh, it is what it is. I set AI evals to I think 0/50/33/17 right now (that's right, 0 on the ratings at all - don't worry, it'll still go off ratings if it doesn't have any stats to use) and Very Low scouting accuracy just in case scouted ratings do come into play somehow. I set the ratings that do show to 20-80 but that's only because that's what they use IRL; this would work just as well with a 1-5 or 2-8. Oh yeah, and I have TCR I believe bumped all the way up to 150 now with aging and development smoothed waaay out - I don't have the game in front of me but I'm pretty sure aging is all the way down to 0.75 and I think development might be up at like 1.2 or so. The thing I like about this is that you still have "late bloomers"; they just happen basically by random chance instead of anything you can see coming. Also, I feel like players are too predictable without TCR bumped way up - like, on an individual level it was still tough to make determinations, especially with ratings off, but there's still that sense that if a guy hasn't basically built himself out by the time he's 25, he's never going to amount to much whereas with TCR bumped up you can have a 30 year old (or older!) have sudden jumps in ability that turns an average Joe into a star or a fringe 25-man roster guy into a starter (or of course you can have players completely fall off the table, which IMO is a thing that happens a lot more IRL than it does in OOTP, where the "standard" is a relatively slow ebbing away of talent). I personally find playing with ratings mostly off to be a really challenging way to play. In the past you still had to put personal rules in place to not cheese the trade AI but it sounds like Hard Mode might solve a lot of that. |
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Thursday at the latest. |
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In real life, not every trade is worked out in a single discussion, but general managers typically talk and communicate directly with each other, and it's often live, nearly in real time, or with multiple touch points in a single day. Generally speaking, they don't submit a trade offer in a "suggestion box" and then blindly wait around for answers. It's an often immediate or ongoing conversation where all sorts of options are discussed, and it's not perceived as a "bait-and-switch" when those different options are offered or changed. GMs also don't suffer a reputation hit because they initiated a preliminary offer but then discussed more options. GMs talk about different players and discuss potentially adding or changing players in the deal all the time. That's not considered bad. It's just part of the negotiations. The "easy" mode in OOTP is unrealistic in its own ways too, but if you combine it with a higher trade difficulty and the right AI talent evaluation settings, then you get something closer to real life. If we could build on this "real-time" and more conversational approach, and improve it by making it more closely mirror how things work in real life, and eliminate the loopholes and exploitable weaknesses, then that would seem to be the best solution. Creating something artificial that isn't really representative of real life, just for the sake of trying to make things harder, doesn't make much sense to me. OOTP Developments should work on creating the realistic back-and-forth and the realistic difficulty. |
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I would like to say you stole the words right out of my mouth but that would be a lie. I never took the time to even try to properly articulate what I was thinking..... ...but if if was possible for you to steal the various thoughts I have had on this subject over the past two years and put them into words, this would be the result. 100% Agree. |
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The problem is that the scouting's so abstracted that it flattens every situation into the same scouting accuracy. For instance you can scout someone mid-injury and know for almost certain whether they'll bounce back. You can scout high school players and MLB vets with the same accuracy. Ideally scouting would move to having specific stats they're referencing (ie spin rate, etc) and being less objective. This way you can see trends with different levels of confidence (ie if pitcher's velocity is down 4mph and they look injured vs if high school player has good command). I'd also like to see a bigger scouting department with regional scouts going forward, and having to fill in the draft pool rather than getting everything perfect. For instance having a scout look at certain schools or areas and finding hidden gems and balancing that with looking at bluechip guys. Additionally the devs should add minor league and directors/coordinators + more expansive FO and coaching staffs. A lot of the difficulty in real life MLB is having guys with different philosophies and trying to find teams that mesh. Current attempt at doing this isn't well-developed. Instead of having just "coach is good with power pitchers" or "coach is outstanding at teaching pitching" have coaches who emphasize certain traits and maybe are interested in changing pitch mix (which should be added too). Or hitting coaches who emphasize certain hitting approaches (launch angle/hitting more FB's). Plus have the pitch quality be less static (changing pitch mix can improve quality of pitches sometimes). Also introduce more adding pitches, currently this happens too infrequently but pitchers often will add pitches mid-career sometimes with big consequences. |
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Also, there's way too much of an emphasis on tedious busywork in place of actually engaging decision making. Some examples: 1) I play with draft pick trading on, and I have to go through every team to find which team's offering the highest pick. More generally it's a chore to go through a bunch of bad offers to get to the decent ones. There should be more advanced filtering mechanics in the shop player menu (ie potential greater than 3 stars, or whatever), plus the ability to get draft picks offered or offer draft picks. 2) As I understand it the make deal work now button deliberately excludes some players from being shown who would singlehandedly make an offer work, specifically those who are the fringiest at getting the deal across. This is apparently to force you to put in the effort to get the best offer. But this just amounts to scrolling through your prospects and offering them one by one to see if anything sticks, possibly to no benefit. It's awful, and a waste of time. There's already interesting skill involved in constructing trade offers while giving up the least value possible, this is just tedious. 3) There should be an option to see what players in the other org could be added to any deal, with the same 100% accuracy. As it stands it's just annoying to go one by one through an org's 2.5 star players seeing if anything sticks. There's no skill involved in doing this, it's just wasting your time. |
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Hard mode destroys that. It's basically unplayable on harder AI difficulties (with lower or average AI difficulties still being unplayable because they'll regularly offer you straight up better players in deals) and takes away the best expressions of player skill and creativity in the game. Some of the best moments in the game for me have been trying to strike up multiple simultaneous deals and having to write down who can be had for whom to ensure that I don't have players in multiple deals so I can close every trade. There are real problems with the current trading system being too easily gamed but the hard mode isn't sufficient at resolving them and takes away massive chunks of the game. It's not a viable game mode in my opinion. The other problem of course is that fielding offers from other teams is an underdeveloped mechanic. |
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The new hard mode is not for everyone, and that is fine, but I don't think one can argue it hasn't accomplished it's objective. Curbing the fleecing of the AI and the posts complaining "I traded "X" for "Y" LOL, the trading in OOTP is broke". Sure you may very well be making fair offers and not intentionally fleecing the AI. That's cool, it's the way I've played for years along with probably the majority of users. Perhaps with the new AI advancements sports game AI can "learn" to make better evaluations and trades in real time? IDK. Probably more likely if AI becomes that good the computer will trade less than it does now on the hardest mode in OOTP ;) The trouble in my eyes is, in the old system, the AI can't understand that the human is making an offer as an opener, so can't really respond accordingly. It doesn't see the CF as only opening a discussion that ends up with a LF taking his place. It just takes each offer "one at a time" and evaluates it as a new offer. While it's counter offers are set in stone. If you include any of the players on the list it provides the deal will be completed. The AI won't say "hey, instead of that 55/60 SP maybe you'll take this 45/50?". Hard mode along with "submit" sets the human's offer in stone, except you are at least allowed to renege. As I said one can argue for a different trading module or suggest ways to make OOTP more realistic. I'm not holding my breath for actual "realism", ie no game has come up with a "true to life" trading module, at least none I know about. NBA games may come the closest because contract values have to match cutting down the ability to fleece the AI so easily. NFL probably second with the hard cap and a knowledge of how draft picks are valued. Even with that I don't think there is a NBA or NFL where the trading is much better than any other sports games. |
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Apologies for coming into this discussion late, and I'm guessing that this point has already been made. The thing is, though, that the "I traded X for Y lol" posts tend to miss the point that real life general managers also make lousy trades, and have done so historically. That said, I would love to see a system in which trades and deals are built up over time rather than being a one-and-done deal. I think you could construct something like that using an AI model. I'd love to see that in Football Manager as well, where you've got the same problem (and where it is surprisingly easy to sign 200+ young players with great talent without spending much money). It's not perfect, but OOTP's AI trading system and logic is far and beyond the best out of all baseball sims. We shouldn't forget that. |
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With regard to the two bolded parts.. 1. "real life general managers also make lousy trades". Yes they do, and yes the LOL posters do miss the point. So yeah, some of the posts are about AI to AI trades where the "GMs make lousy trades" argument applies. Then there are the "users that make trades that fleece the AI" because they can and blame that on the developer because they shouldn't have to use house rules. The "I want a realistic game but won't/can't control myself in any way" users, ie "they" shouldn't have to. I think it's silly, they think they are right. Hard trading, from what I have seen this year on the boards seems to have pretty much done away with posts from the "because I can" crowd. 2. "It's not perfect, but".. I totally agree and would add it gets better every year. Some users will disagree and that's fine, but I'd note I've never seen one post a game that does it better. ;) Their argument seems to be "it doesn't matter how it does compared to other games", it should be as real as real life. The trouble is it's computer code and it will always have it's flaws. I'd add that in v24, in my first two seasons I examined every trade** and even made some detailed posts in the early release days of v24. Over the two seasons (early trades documented in my posts, later ones not)there were some "GMs make lousy trades", as there should be, but overall the balance of the trades was damn good. I'll admit I didn't investigate every trade to see the needs of the teams at the positions traded for, but if a SP(or whatever position) prospect was traded by team A it almost always got a fair return be it a prospect CF(or whatever position) of equal value or a MLB player of value that helped their team in the current season. Most trades are good, some are "huh?", while keeping in mind I only see these trades/players through my scout's eyes. Some of those "huh" trades may make sense in another scout's eyes. ** I play slowly, playing out every inning of every game. With this style I have always gone through the "all transactions" report daily and reviewed all trades made on a daily basis. This isn't something I've only done in v24. Doing this from version to version allows one to see how much the game's trading module has improved over the years. It's never been prefect and it never will be, but it continues to build a better module version to version. |
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The one aspect of hard mode that I'd like to see incorporated into normal mode is the emphasis on trade discussions taking multiple days and needing to overwhelm a team to get them to accept right away. It's silly how in normal mode you can pry franchise players at any point in time for fair market value, without any obvious bidding war type of dynamic at play. Hard mode still needs to work on improving AI opponents shopping their players around but what they have is an improvement. Problem that I have comes down to the GM rep stuff and removing make this work now functionality without adding a good replacement. Especially on harder trading difficulty it isn't intuitive what players will be valued at what, which make this work now alleviates. And the default difficulty's still too easy. Other problem is how they'll manage balancing and adding new features with two "official" difficulty modes, and making new features compatible with each. |
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If you don't like this game, then there's other baseball sim games to play.
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I'm not a huuuuge fan of "if you don't like the game you're playing it wrong" buuuuuut maybe, just maybe if your complaint is that trading is too easy, try turning on the thing they call "trading hard mode". I hear hard mode makes it harder...
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