Home | Webstore
Latest News: OOTP 26 Available - FHM 11 Available - OOTP Go! Available

Out of the Park Baseball 26 Buy Now!

  

Go Back   OOTP Developments Forums > Prior Versions of Our Games > Out of the Park Baseball 16 > OOTP 16 - General Discussions

OOTP 16 - General Discussions Discuss the new 2015 version of Out of the Park Baseball here!

Reply
 
Thread Tools
Old 05-07-2015, 06:00 PM   #101
majesty95
All Star Starter
 
majesty95's Avatar
 
Join Date: Apr 2005
Location: San Antonio, TX
Posts: 1,789
Wow. I just read this whole thread from start to finish. It was an interesting journey!
__________________
College Football Sim League
majesty95 is offline   Reply With Quote
Old 05-07-2015, 06:23 PM   #102
The Wolf
Hall Of Famer
 
The Wolf's Avatar
 
Join Date: Jun 2006
Location: All alone
Posts: 12,612
Infractions: 0/1 (1)
Quote:
Originally Posted by ScottM816 View Post
What do you do about the draft if you can't see ratings though? I'd rather not have to use feeder leagues. I guess i could always just have my scout draft for me.
Sim forward four years until everyone has stats.
__________________
__________________
Quote:
Originally Posted by Markus Heinsohn View Post
Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support.
The Wolf is offline   Reply With Quote
Old 05-07-2015, 06:51 PM   #103
ScottM816
Minors (Double A)
 
Join Date: Mar 2015
Posts: 130
Quote:
Originally Posted by The Wolf View Post
Sim forward four years until everyone has stats.
Well I'd rather not, since im in a standard MLB league. By year 5, would there be stats?
ScottM816 is offline   Reply With Quote
Old 05-07-2015, 08:09 PM   #104
majesty95
All Star Starter
 
majesty95's Avatar
 
Join Date: Apr 2005
Location: San Antonio, TX
Posts: 1,789
Quote:
Originally Posted by ScottM816 View Post
Well I'd rather not, since im in a standard MLB league. By year 5, would there be stats?
I believe the game generates stats each year. I think he's saying that is you sim ahead four years, then high school and college seniors with have 3-4 years of stats making it easier to gauge their potential.
__________________
College Football Sim League
majesty95 is offline   Reply With Quote
Old 05-09-2015, 07:05 PM   #105
Okay
Minors (Single A)
 
Okay's Avatar
 
Join Date: May 2014
Location: OK
Posts: 53
Well, if we are talking v16, wouldn't a human player acting only as a manager help even the field? Or was this available before?
Okay is offline   Reply With Quote
Old 05-09-2015, 07:44 PM   #106
ra7c7er
All Star Starter
 
Join Date: Jul 2014
Posts: 1,098
Quote:
Originally Posted by MKG1734 View Post
Furthermore, to expand on The Wolf's most recent comment:
I understand how to make the game 'harder' for myself. What this thread is attempting to ensure, though, is that the game AI is as "decision making error-free" as possible. I may not make the correct draft pick each and every time ... or sign an international leaguer when I should have. The development engine allows enough randomness that I will miss here and there. What I won't ever do, though, is make an incorrect 40-man roster move, incorrectly use my player options, hire a substandard scout/coach/trainer when a better one is available, etc. These are the things I want the AI to avoid, always. OldFatGuy states that the AI will make poor decisions with these options. Sweed doesn't seem to think so. Lukasberger, are these the options you mean that the AI won't handle as well as a human player? The Wolf, I understand your point about stats only, and agree that it can have a massive effect on both the AI and human player and will be using it to see if the AI uses it correctly. This is not about me, the human player. I'm not going to make mistakes with regard to the intricacies of roster management. Its impossible to always accurately gauge the development engine and that is a good thing. This is about the AI playing against the AI and ensuring that the AI games and rosters are managed correctly.
a couple things...

The AI playing against the AI is always "fair" no matter how correctly or incorrectly the game is managed by the AI, no matter how many bugs the game has, or anything. Since every AI team has the same advantages and disadvantages. You say this is about the AI playing the AI but you are constantly bringing it back to the AI vs. a human. If you are truely talking about just AI vs. AI none of any of this entire thread matters or any thread here would matter since the AI will always be using the same AI engine based on what you set.

The first bolded line from above... You will make all of those. Except maybe for the coach signing. Personally I feel that is an area where the human has 100% control over the AI. The difference is though that the AI will always go for the best available coach it can get (Taking budget and personalities and league rep, etc. into the decision). All of the moves you stated are a guess and they will sometimes be wrong. The difference is not that you won't make them, which you will, it's that you can fix them immediately.

Pertaining to the second bolded line... Are you really saying you never make a mistake in game? That's a pretty bold statement. I'm going to try and decipher what you meant and not just believe your a narcissist. I think you mean you're moves can't be "wrong" to you as a human player because you picked them. Your always picking what you perceive to be the best move. But what you perceive to be the best move isn't always the best move. Personally I'd venture to guess the AI is a lot better at all those things then you think it is. It's not perfect but it does a great job at what it does. remember when looking at what the AI does you only see the action not what went into the action.
ra7c7er is offline   Reply With Quote
Old 05-09-2015, 08:28 PM   #107
RchW
Hall Of Famer
 
RchW's Avatar
 
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
That was a very interesting post.
__________________
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
RchW is offline   Reply With Quote
Old 05-09-2015, 09:51 PM   #108
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
I've just recently returned to the forums but I feel like I definitely can comment on this from a point of knowledge, so let me step in here.

The Wolf and I have actually talked about putting together like a "Legend" level quickstart, and TRY to make it hard. It didn't really get off the ground because of real life, but it'd be damn difficult anyway because everyone is so different.

0/67/22/11 like he states works VERY well for AI player management, at least up until 15, with stats only.

One suggestion that I had made to him on a previous occasion was to make things more difficult turning off ratings for your scouts and your coaches might be the most important thing. There have been at least two complaints here that everyone is able to get the "best coaches and scouts across the board" -- no, you've got the best RATED scouts. If the game tells you that you have a Legendary scout, you know to trust your information.

I do consider myself one of those "high-level" players one of the previous posters spoke of. If I play on default settings, odds are I'm going to be competitive 90% of the time if not dominant.

But, I'm not looking to game the AI, I'm looking for realistic baseball where my management decisions matter. I see the value in stats only, but I've also discussed it that ratings are used in scouting as well, in real life, so there isn't anything inherently wrong with it.

The key to having a really solid AI in terms of player management is having the AI get its info in a way that makes sense, which is making it look at performance. 0/67/22/11 or 5/62/22/11 for the person who really wants to use ratings is a VERY solid way to go, and it has been tested by quite a few people.

As always, your mileage may vary.
jaysdailydose is offline   Reply With Quote
Old 05-09-2015, 09:56 PM   #109
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
Quote:
Originally Posted by ScottM816 View Post
Well I'd rather not, since im in a standard MLB league. By year 5, would there be stats?
I can guess The Wolf's response... if you are truly looking for challenging play, play fictional.

Your knowledge of the major leagues (which is the reason you don't want to skip ahead) is going to give you an inherent advantage. Play with a bunch of players that you don't know from Adam, and it is more challenging.

You could always turn ratings on during the draft in that scenario -- but if you aren't using feeders, you're going to get stats generated for your drafts anyway. Obviously, your major leaguers already have stats, and I believe MiLB stats are included too?
jaysdailydose is offline   Reply With Quote
Old 05-10-2015, 12:41 PM   #110
Okay
Minors (Single A)
 
Okay's Avatar
 
Join Date: May 2014
Location: OK
Posts: 53
Quote:
Originally Posted by jaysdailydose View Post
I've just recently returned to the forums but I feel like I definitely can comment on this from a point of knowledge, so let me step in here.

The Wolf and I have actually talked about putting together like a "Legend" level quickstart, and TRY to make it hard. It didn't really get off the ground because of real life, but it'd be damn difficult anyway because everyone is so different.

0/67/22/11 like he states works VERY well for AI player management, at least up until 15, with stats only.

(snip)

The key to having a really solid AI in terms of player management is having the AI get its info in a way that makes sense, which is making it look at performance. 0/67/22/11 or 5/62/22/11 for the person who really wants to use ratings is a VERY solid way to go, and it has been tested by quite a few people.

As always, your mileage may vary.
I'm interested in using one of these settings in a new historical fiction league I'm starting. What happened beginning with v15 with the setting. And, if course, what kind of an actual (or discernable or practical) difference does a 5 value for ratings make? An earlier post says the game relies on ratings for many things.... Doesn't such an emphasis on current stats cause a problem for the AI to build long term? I mean, do potential ratings come into play at all?
Okay is offline   Reply With Quote
Old 05-10-2015, 12:54 PM   #111
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
Quote:
Originally Posted by Okay View Post
I'm interested in using one of these settings in a new historical fiction league I'm starting. What happened beginning with v15 with the setting. And, if course, what kind of an actual (or discernable or practical) difference does a 5 value for ratings make? An earlier post says the game relies on ratings for many things.... Doesn't such an emphasis on current stats cause a problem for the AI to build long term? I mean, do potential ratings come into play at all?
I've played with both, but the way it's felt in prior versions is that the 5 for ratings would allow "hype" to play into decisions a little bit. It felt like it would give thoughts of what a players perceived abilities were (ratings) while still keeping the main focus on the players production.

The best way to see the difference is to set up one test league, run four seasons, and then scout the league using each setting. Do it in commissioner mode and go look through the AI teams and see what changes they make off this change in evaluation. You'll get a clearer view of what it does than me explaining. You can do it with a very small league with no minors and cut out all the guff like baseball cards and the like so it sims ultra fast.

The biggest change in the difficulty for me has been turning coaches and scout ratings off. Then you have to actually see who scouted or coached well instead of it telling you who is a legend so you always have the best and know to 95% trust the info you receive.
__________________
Manager - Motor City Marshals
Perfect Manager/Discord Name: jaysdailydose
jaysdailydose is offline   Reply With Quote
Old 05-10-2015, 01:15 PM   #112
Okay
Minors (Single A)
 
Okay's Avatar
 
Join Date: May 2014
Location: OK
Posts: 53
I guess my more fundamental question is does the AI take into account *potential* ratings when the setting is 0/67/22/11?
Okay is offline   Reply With Quote
Old 05-10-2015, 02:07 PM   #113
SirMichaelJordan
Hall Of Famer
 
SirMichaelJordan's Avatar
 
Join Date: Apr 2012
Posts: 2,718
Quote:
Originally Posted by Okay View Post
I guess my more fundamental question is does the AI take into account *potential* ratings when the setting is 0/67/22/11?

Or injury rating.

I am stats heavy in my evaluation but I give ratings 25%.
SirMichaelJordan is offline   Reply With Quote
Old 05-10-2015, 02:09 PM   #114
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
Quote:
Originally Posted by Okay View Post
I guess my more fundamental question is does the AI take into account *potential* ratings when the setting is 0/67/22/11?
Yes, it does.
jaysdailydose is offline   Reply With Quote
Old 05-11-2015, 10:03 AM   #115
evanbarth
Major Leagues
 
Join Date: Jul 2006
Posts: 328
Do people use in trading "heavily favor prospects" or "favor prospects" -- practically, what's the difference?
evanbarth is offline   Reply With Quote
Old 05-11-2015, 10:50 AM   #116
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
Quote:
Originally Posted by evanbarth View Post
Do people use in trading "heavily favor prospects" or "favor prospects" -- practically, what's the difference?
Obviously, heavily will make them favor prospects even more strongly...
__________________
Manager - Motor City Marshals
Perfect Manager/Discord Name: jaysdailydose
jaysdailydose is offline   Reply With Quote
Old 05-11-2015, 12:32 PM   #117
evanbarth
Major Leagues
 
Join Date: Jul 2006
Posts: 328
Obviously -- I guess my question is what makes trading more challenging (or more realistic)
evanbarth is offline   Reply With Quote
Old 05-11-2015, 12:55 PM   #118
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
Quote:
Originally Posted by evanbarth View Post
Obviously -- I guess my question is what makes trading more challenging (or more realistic)
This answer is going to be different for everyone.

I personally only use Very Hard combined with either Heavily Favor Prospects or Neutral, depending on what type of league I'm playing.

EDIT: Generally I use Heavily Favor in a MLB league or ML environment -- and neutral in some fictionals.

It all depends on what type of environment you are trying to simulate.

Last edited by jaysdailydose; 05-11-2015 at 12:56 PM.
jaysdailydose is offline   Reply With Quote
Old 05-11-2015, 01:12 PM   #119
evanbarth
Major Leagues
 
Join Date: Jul 2006
Posts: 328
I guess that is my question -- what does heavily favor versus favor yield?
evanbarth is offline   Reply With Quote
Old 05-11-2015, 01:15 PM   #120
jaysdailydose
Hall Of Famer
 
jaysdailydose's Avatar
 
Join Date: Nov 2012
Posts: 2,325
Quote:
Originally Posted by evanbarth View Post
I guess that is my question -- what does heavily favor versus favor yield?
I really don't get what you're trying to ask.

Obviously it makes them favor prospects more than they do on the "favor" setting... I would think this would be self-explanatory?
jaysdailydose is offline   Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:31 AM.

 

Major League and Minor League Baseball trademarks and copyrights are used with permission of Major League Baseball. Visit MLB.com and MiLB.com.

Officially Licensed Product – MLB Players, Inc.

Out of the Park Baseball is a registered trademark of Out of the Park Developments GmbH & Co. KG

Google Play is a trademark of Google Inc.

Apple, iPhone, iPod touch and iPad are trademarks of Apple Inc., registered in the U.S. and other countries.

COPYRIGHT © 2023 OUT OF THE PARK DEVELOPMENTS. ALL RIGHTS RESERVED.

 

Powered by vBulletin® Version 3.8.10
Copyright ©2000 - 2025, vBulletin Solutions, Inc.
Copyright © 2024 Out of the Park Developments