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OOTP 23 - General Discussions Everything about the brand new 2022 version of Out of the Park Baseball - officially licensed by MLB and the MLBPA.

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Old 05-27-2022, 06:09 PM   #41
SirMichaelJordan
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36 now, 20 round, 30 rounds worth produced. Int'l Amateur FA, Int' Development Complex, and Int'l FAs all turned off (side note: I change my draft origins to mirror current MLB roster country origins instead of using scouting discovery systems.)
fictional players are created with low power therefore the players that actually do get a high power rated rack up most of the HR's
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Old 05-27-2022, 06:28 PM   #42
mschroe
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Right, I get that. The distribution of power is skewed too wide, which is reflected in enormous totals year-in, year-out for top HR hitters. The issue has been a problem with avoid K for years, leading to too many 170+ avoid K ratings and to some .400 seasons and flirtations with .400 near every season at default player modifiers. I've been reducing the avoid K for years, but not as much as your PCMs.

This set of a few outliers on HRs is just more extreme and I wasn't able to keep the nearly all fictional players leagues in check (whereas your PCMs worked wonders in 2020s and early 2030s to avoid multiple players smashing 50+ HRs and some seasons of 60 for 10 - 15 years despite the league totals being in line).
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Old 05-27-2022, 08:04 PM   #43
locuspc
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I wonder if power for fictional players is broken like stuff was and it's just harder to notice with power.
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Old 05-27-2022, 11:52 PM   #44
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I wonder if power for fictional players is broken like stuff was and it's just harder to notice with power.
I wouldn’t say broken. The player creation modifiers never really got the upgrade it desperately needs to match the real world roster set. In order words, the more years you go into the save, the less talented players will become compared to the default roster set. Although, you’ll run into freakishly fast baseball players in the future as running speed is too high on default PCMs.

Last edited by SirMichaelJordan; 05-28-2022 at 12:01 AM.
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Old 05-28-2022, 12:06 AM   #45
locuspc
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I wouldn’t say broken. The player creation modifiers never really got the upgrade it desperately needs to match the real world roster set. In order words, the more years you go into the save, the less talented players will become compared to the default roster set. Although, you’ll run into freakishly fast baseball players in the future as running speed is too high on default PCMs.
Yeah, but I'm wondering if that's just bad settings or if there's a bug. The level of bugginess of this version overall doesn't make me trust it to be working as intended. There definitely seem to be more players generated with effectively 0 power, which is leading to the league HR totals being concentrated in the ones that aren't, and it doesn't seem like they would deliberately set it up that way. So that's why I think there might be a bug involved, especially since we saw a similar bug with pitchers.
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Old 05-28-2022, 08:49 AM   #46
oomm
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The game is unplayable in career mode without running autocalc on opening day of each season. Even then, I have had to occasionally provide some doctoring after autocalcing suspicious numbers. I think other variables effect performances (eg HR totals could be effected by rotation sizes, and/or pitcher stamina etc)?
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Old 05-28-2022, 09:52 AM   #47
Mat
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You should definitely run auto calc each opening day.

Having said that, I do agree there is something off here with offence.
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Old 05-29-2022, 02:50 PM   #48
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Yeah, the game even does autocalc for you if you check that box. I can’t imagine playing without doing that, especially if you’re doing historical seasons.
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Old 05-31-2022, 07:21 AM   #49
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Yeah, the game even does autocalc for you if you check that box. I can’t imagine playing without doing that, especially if you’re doing historical seasons.
Hey Sid.
By default is autocalc on ? If not can you show me where to find it?
ALWAYS appreciate your assistance !
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Old 05-31-2022, 12:52 PM   #50
Syd Thrift
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Hey Sid.
By default is autocalc on ? If not can you show me where to find it?
ALWAYS appreciate your assistance !
Here:
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The Great American Baseball Thrift Book - Like reading the Sporting News from back in the day, only with fake players. REAL LIFE DRAMA THOUGH maybe not
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Old 06-01-2022, 08:43 AM   #51
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Thanks Syd.
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Old 10-18-2022, 01:17 PM   #52
dodgerblue88
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So my fictional league is now at the point where I'm seeing the same issue, crazy unbalanced distribution of power/hr leaders.

What is the net effect of increasing the power PCM if I have autocalc running each year to a modern day MLB environment? I understand my total hr's won't change, but does that mean I'll see more 80 grade HR guys and less variation among the power rating? Or does it effectively just raise the floor of the power rating for newly created players? Or both?

I guess what I don't wanna end up with is a bunch of 80 rated power guys who all hit 40hr a year, because that would essentially dilute the importance of the power rating.

Last edited by dodgerblue88; 10-18-2022 at 01:18 PM.
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Old 10-18-2022, 01:24 PM   #53
oldfatbaldguy
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What are your ballparks like? I let the wizard create my fictional leagues, including the ballparks, and it doesn't necessarily create a ratio of Coors to Petco that matches real-life MLB. I had a guy hit 80 home runs once and it was realistic, imo, given the fictional park factors in my fictional league.
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Old 10-18-2022, 01:36 PM   #54
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I run a fictional/historical league currently in the 2016 season, so the parks and factors are all real MLB.
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