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Old 07-02-2006, 12:38 PM   #1
Charley575
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6.5 Import Issue

Some time ago I recall there was some discussion somewhere on these boards (can't find it now) with regard to imported 6.5 leagues being dominated by pitching. I was wondering what the status of this is. Is it still an issue for anyone? Has it been identified as a bug to be fixed? What, if anything, can be done about it? My preferred method of play right now is to import my 2005 career league from 6.5 as I am not a huge fan of fictional leagues. However, I'm running into this pitching dominance issue and it's so drastic as to be difficult to ignore. Lots of shutouts, low league batting averages (approx .240), low league ERAs (approx 3.50). I've done this import several times and frequently my team (Florida) has trouble breaking the Mendoza Line after April. The Marlins have never been a scoring powerhouse, but a team average in the neighborhood of .190 - .230 is a little low even for them. I should point out that this is all after applying the first patch and I haven't made any changes to the PCM;s, MLE's, or league totals, since I really don't know a lot about that stuff. In the past, I just left those things alone, and the stats worked out ok. If anybody knows what the status of this is, could you please post? Thanks.
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Old 07-02-2006, 02:12 PM   #2
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I believe the importing issues will be cleared up in the patch. Check the thread about it in general discussions.
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Old 07-02-2006, 02:37 PM   #3
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I've been testing this with the new beta patch. Leagues still come in with pitching still dominant but this can be "fixed" using league total modifiers. I simply import and create my universe. Sim a season and check the league totals compared to the target, I use the default setting

Code:
ootp default league totals
ab  167353
h    44522
2b    8919
3b     898
hr    5451
bb  16222
hbp  1850
k    31828
babip .297
results with all modifiers at 1.000

Code:
ab  165768
h     39133
2b     6265
3b      900
hr     4704
bb    8068
hbp    632
k    36583
Then figured percentages for increasing\decreasing totals to get what I wanted. Following table will have default league totals, modifier settings, and the results using those modifiers.

Code:
league totals     modifiers     results
ab 167353             none         168898
h    44522             1.121        45793
2b    8919             1.297         9264
3b      898             1.000         1053
hr     5451             1.137         5371
bb   16222             1.503        13132
hbp   1850             1.658          1137
k      31828            0.851        31865
At this point I am getting some fairly realistic numbers and could go one of two ways. Either call this good enough and play knowing some of the variation is simply caused because the game is ratings based. Or I could try tweaking one more time to refine the numbers. The only areas I would be concerned with this in my example might be decreasing triples, and hits very slightly while increasing walks.

IMHO I don't see this "pitching dominant" thing as a reason to not start a career. I play out every inning of every game in my dynasty and have since v4 while importing each year to the new version. I have always at least checked league totals at the end of every season and would estimate 50% of the time I do some tweaking between seasons. I do this without simming out a year to see how things will work. I only do the season sim with 2006 as there is a big difference that needs adjusting when you import.

Whether this should be considered a bug or not I don't know. I do know that through league total modifiers it can be fixed.

The only thing that should hold you back on starting a dynasty is the wp, balk, hbp, and hb ratings not importing bug. This is definatly fixed in the upcoming patch. A "work in progress" patch should be coming July 7th that, as I understand it, will include this fix. So if I were you I'd wait 'til Friday to give it a go.

Hope this helps.
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Old 07-02-2006, 02:45 PM   #4
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Quote:
Originally Posted by Carplos
I believe the importing issues will be cleared up in the patch. Check the thread about it in general discussions.

And you may be right, I don't know for sure. I would guess being a rating driven game that to get the best results some minor tweaking will be needed even if Markus makes some fixes. Online leagues may want to wait as some players would say tweak totals to get the results while others might not be comfortable with the totals being manipulated. However for a solo player I see no reason to wait for this to be fixed before starting, though I understand some would not agree with this approach.

If Markus does indeed fix this then at that time I would sim a season again to see if it had any effect on my league and adjust my modifiers again if it was necesarry.
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Old 07-02-2006, 06:15 PM   #5
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Thanks, Sweed. Very helpful.
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Old 07-02-2006, 07:19 PM   #6
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Sweed,

Thanks for your analysis. Being more than a little dense on the subject of league totals and modifiers I do have 2 questions:

1) The very low totals you got from simming one season don't seem to match the modifiers (percentage wise) you used to increase your totals For example, hits at 39133 times a modifier of 1.121 doesn't equal the default of 44522. It comes out to 43868. Is that because you continued to adjust the modifiers without regard to the default totals? and,

2) What would you do with the second season after you play it out? Would you adjust the totals again based on your second season results, leave them the same. or could you use 'adjust totals for historical accuracy' to keep your league's stats as close to a straight line as possible?

As you can see I'm confused.

Last edited by james17; 07-02-2006 at 07:26 PM.
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Old 07-03-2006, 01:24 AM   #7
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Quote:
Originally Posted by james17
Sweed,

Thanks for your analysis. Being more than a little dense on the subject of league totals and modifiers I do have 2 questions:

1) The very low totals you got from simming one season don't seem to match the modifiers (percentage wise) you used to increase your totals For example, hits at 39133 times a modifier of 1.121 doesn't equal the default of 44522. It comes out to 43868. Is that because you continued to adjust the modifiers without regard to the default totals? and,
I'm not a guru at this and this system is new to ootp2006 but I will explain what I did and my understanding of how it is supposed to work.

First the target for hits was 44522 but the setting of 1.00 resulted in 39133.
44522-39133= 5389 short.
5389/44522= .121
add the .121 to the starting setting of 1.00 = 1.121
this should result in a 12.1% rise in hits.

I agree this looks funny but you are not trying to raise the 39133 result by 1.138 to equal 44522 (39,133 x 1.138= 44533).

What you are doing is trying to get 12.1% more hits from your setting, 44522,
that is the figure the game is using to generate results. The 39133 is only a result of the setting 44522.
So 44,522 x .121 = 5387 more hits. Add that to 39133 + 5387 = 44520.
At least that is my understanding of the new system and it seems to work pretty well. If we looked to increase the 39133 to 44522 we'd be using 1.138 which would overshoot the mark by quite a bit. As you can see the 1.121 resulted in an increase of 6600 hits compared to the 5387 we wanted.

Also have to factor in that walks are still about 3000 to low so some guys instead of drawing a walk were getting an ab and increasing hit totals. All things in this are related so when you tweak one you sometimes see a ripple effect. When I tweak my totals I do look at the numbers whether HR's, doubles, or triples. But I also look at the percentage of total hits. If hits are way to high home runs will probably follow. You might have 6000 too many hits and 800 too many home runs. Do you tweak both hr's and hits? To me it depends on the percentages. If hr's are 12% of total hits in the setting and are still 12% of the total hits even though they are 800 to high I only tweak the hits. My thinking is by lowering the hits the home runs will follow but still be approx 12 % of the total hits.

This is my understanding of how it works and whenever I increase or decrease a setting I am getting the results I expect to get.


Quote:
Originally Posted by james17
2) What would you do with the second season after you play it out? Would you adjust the totals again based on your second season results, leave them the same. or could you use 'adjust totals for historical accuracy' to keep your league's stats as close to a straight line as possible?

As you can see I'm confused.
Well I play every inning of every game so I always have a good handle on what is going on in my world. At the end of each season I will take a look at the numbers. If they look realistic I leave it as is and move on to the next season. If something is getting out of line I make adjustments but only after I am sure it's not just a random happening. In other words I make it prove to me that a change is needed over two seasons. I won't change much after one unless something is way out there. Like this first sim with walks at 8068 when they should be at 16000, that I would not let go. I would like to think I would see the trend very early in the season and if it was bad enough I might evern make a change then. Saying that I don't think something like that coudl ever sneak up on a guy that plays them all out. Now a guy that sims 5 years at a time could get bit if he wasn't careful

Hope that helps you out.
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Old 07-03-2006, 03:35 PM   #8
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Hey Sweed, thanks for the comprehensive repy. I also play out all of my games and the little bit of a season I played before realizing ratings like HBP, WP, and others weren't importing also showed results that were way too strong in pitching and thus very low in offensive stats. I don't have any idea why this is happening only to 6.5 imported leagues, but it is what it is.

Your reply definitely helps. I think I know now how to adjust league totals. I would hope I wouldn't have to do it after every season but it will bear watching.

What I plan to do now is wait for the second patch on Friday then re-import my league and start up a real season. If I again find early on low offensive stats I'll probably boost them up using the process you outlined even while the season is on-going.
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Old 07-17-2006, 02:39 PM   #9
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This issue was resolved in 1.0.2.

Thanks,

Steve
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