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| OOTP 24 - Historical & Fictional Simulations Discuss historical and fictional simulations and their results in this forum. |
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#1 |
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Bat Boy
Join Date: Mar 2020
Posts: 17
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Realism question
Has anyone found a way to make a historical league represent realistic stats without having to do a replay?
Every time I run through a league the individual careers are too long on most players, the offensive power is too great from era to era, and the pitching stats are weakened as a result. Ending up with 100+ players with 500+ homeruns after a hundred years and about 400 with 3000 hits dampens a bit of the fun. However, when I run a replay with real transactions the stats come out close to real life. Any suggestions would be welcomed. Thank you. |
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#2 |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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I suggest providing more details as to how you set up your non-replay sims, and what you're after.
One thing you mentioned: "...the individual careers are too long on most players." You can fix this by checking the "Retire According to History" box on the Game Settings > League Settings > Historical panel... The other things you mentioned (that you do not like) are very-likley fixable, but it all depends upon the details... Note that there are so many difference settings & toggles & so forth that OOTP is capable of: 1) a pretty solid historical replay 2) something that's so divergent from history that it becomes almost fictional 3) everything in-between 1 and 2 IOW, you can start off by selecting Replay on the Historical Wizard panel #1, but then tweak a bunch of other settings to where things will be different from a strict-ish replay. Which, again, means that what you are after is likely doable.... just need more deets. |
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#3 |
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Bat Boy
Join Date: Mar 2020
Posts: 17
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Thanks for the reply!
My non-replay historical simulations are very simple setups. I don't tweak anything and have the recalculations mimic real life automatically year over year and era over era. Essentially, I just start up a league, have a draft, and run with it. Typically, I also have the OOTP dev engine determine player development. It appears I may have to dig deeper into the wizard and settings. I've been running a historical replay with real transactions and it's been outstanding. What I am looking for is a similar experience without 90% of players having 20 year careers, still in their prime from 38-41 years old. I am also interested in running the same thing but with real players throughout history randomly appearing in different eras, so having them retire according to history would complicate that. |
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#4 |
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Hall Of Famer
Join Date: May 2006
Posts: 3,642
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You shouldn't be seeing that many players have such long careers, so I would definitely look at your settings closely.
In addition to having players retire according to history, you can adjust some of the development engine's settings for age factors. You can have the development engine cause older players to decline more rapidly and significantly. But if you're using recalculation, that will override the game's development engine anyway. If you're not already doing so, maybe you should try turning off recalculation and just let the game engine determine players' ratings over time. If you decide to keep using recalculation, keep in mind that, if you're playing games from the early decades of baseball, it was more common for players in their late 30s and early 40s to keep playing at a respectable or sometimes star level. So, if their real-life stats are good during those years and you're using recalculation, they're going to keep producing good numbers. |
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#5 |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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#6 | |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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Quote:
Those are things that can be done in OOTP, but there may be something screwy with some of his settings. Hard to say at this point. |
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#7 |
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Hall Of Famer
Join Date: Nov 2019
Posts: 13,573
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I have definitely noticed that tinkering with the age / dev speed settings can really extend the general length of players' careers, although it sounds to me you haven't touched them so not sure that's the answer.
But for anyone else reading this take it as a warning when bumping these up - go gently or you'll see a bunch of old fogies running around your sim! G
__________________
HISTORICAL DO-OVERS A'S RED SOX DODGERS CUSTOM SAVES ECLIPSE LEAGUE MOON SHOT LEAGUE EVERYMAN LEAGUE LGB USBA |
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#8 | |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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#9 |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 9,945
Infractions: 0/1 (1)
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One thing you can do that might lower the number of 3000 hit guys is to use high fatigue. I would also suggest moving the injury settings to at least normal or modern realistic once teams have enough players to do so. Just my opinion, but I think OOTP allows way too many players to become what in real life would be considered ironmen. I also think the injury setting might be even more important if one is playing without recalc, because injuries can help trigger a player's decline.
Last edited by David Watts; 11-09-2023 at 10:29 AM. |
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#10 | |
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Bat Boy
Join Date: Mar 2020
Posts: 17
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Quote:
Will play around with the settings to see if I can come up with something more realistic over a 20 year period. Thanks for your input. |
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#11 | |
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Bat Boy
Join Date: Mar 2020
Posts: 17
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Quote:
What I'm trying to do is get away from a replay season but still have a semblance of non-fictional numbers. Are there any specific metrics and metric ranges you guys tweak to ensure you get results more to your liking? |
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#12 | |
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Bat Boy
Join Date: Mar 2020
Posts: 17
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#13 | |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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Quote:
Think about why the league totals modifiers exist and why the game runs some quick sims of the season before it calculates the final modifiers to be used. It's because even with recalc on the game can't calculate talent ratings that will by themselves produce a season that is overall close to historical. It needs the modifiers to slam the output into compliance. Since the game is incapable of producing an accurate season overall on talent with recalc there should be no expectation development would be able to produce an accurate season and by extension the more difficult mission of duplicating historical distribution of talent. |
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#14 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 9,945
Infractions: 0/1 (1)
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#15 |
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Hall Of Famer
Join Date: May 2006
Posts: 3,642
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I suspect the issue is with injury and fatigue settings, as was suggested earlier. It could also be a problem with not setting up the game to keep evolving and import the right modifiers and settings for every historical season.
If you have a large number of guys playing until they're 43 with only a couple of minor injuries, then clearly you must be using some lower injury settings. Fatigue settings might also be low. Both of these will compound the statistical issues, as players who don't get hurt or fatigued much will play a LOT of games, allowing them to produce more of everything over the span of their careers. |
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#16 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 9,945
Infractions: 0/1 (1)
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Quote:
Last edited by David Watts; 11-10-2023 at 04:18 PM. |
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#17 | |
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Bat Boy
Join Date: Mar 2020
Posts: 17
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Quote:
The one noticeable thing is almost every player in question has 20+ years with few injuries, presumably keeping their talent ratings high deep into their careers. I'm going to restart and make some changes to the injury settings and probably even the aging modifier just to be safe. |
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#18 | |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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#19 |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 9,945
Infractions: 0/1 (1)
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Just for fun, I created a historical league starting in 1901. Using the OOTP development engine only, so no recalc. As soon as teams had enough players I set injuries to High(modern day). I have fatigue set to high. 14 man rosters and I have it set so teams have 5 starters with 1 pitcher in the bullpen. Starters can be used in relief.
I'm up to 1927. I'm really impressed with what I'm seeing overall. In fact, the combo of high fatigue and the modern day injury setting may be too much when recalc is off. Cobb may end up playing less games overall than he did in real life. He just passed Cap Anson to become the all time hits leader, but unless he gets blessed with the youth molecule, I figure he closes out his career with 3500 to 3600 hits. I turned off two way players after the 1918 season, so Ruth would have a better chance of being Ruth. He crushed 65 home runs in the 1921 season and has a 61 homer season as well. Like Cobb, he's spent significant time on the IL |
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#20 | |
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Hall Of Famer
Join Date: May 2006
Posts: 3,642
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Quote:
For example, in my 1930s game, even with the normal setting for long-term injuries, teams would lose a key player for several weeks or several months a few times per season. In one case, Lou Gehrig missed the end of the season and then the World Series due to an injury that was supposed to last for just three weeks, but after his injury time expired, OOTP said he was still out. It no longer listed an estimated length of time that he would miss, but his profile said he might return to the injured list. So it was a random lingering injury where he was out indefinitely. That played a role in the Yankees losing the World Series, and Chick Hafey, whom they had acquired a couple of years earlier, also ended up getting hurt in the field at the start of game three, and he missed the rest of the series. |
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