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Old 01-17-2024, 02:57 PM   #1
Samueltbaum
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Highest user offense scoring game?

Hi,

My highest offense scoring game is 38.. I've looked around online, and found that low 40's is the highest user offensive scoring game posted (might be higher I haven't seen).

I lost great interest in playing out seasons regularly because my baserunners kept getting picked off (ootp 21). Then I noticed my pitchers could pick off any base runner if I did it enough times. Because of this I played around to reignited my interest.

I edited an entire team of perfect players (made 1 monster, cloned a bunch). During games I noticed that the first 3-4 innings my team would destroy teams scoring up to 30-40 runs. After this, the opposing teams offense took over for pitching, and would shut me out.

I played out first week, then simulated 2 seasons. Highest score in two seasons, of a perfect team, was still 38 runs. Was cool to have 8 straight no hitters, 7 of which being perfect games, 2 of which had 27 strike outs.

Is there a cap to the most runs a user's offense can score?

Thanks for reading!

p.s. I tried to attached pitcher, but didn't know how.
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Old 01-17-2024, 08:33 PM   #2
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who was picked off the most? who has the most pickoffs?
please run a report and post results
Please run a report on max runs scored for each team and season.
thx
please don't say you can't run basic reports
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Old 01-17-2024, 10:37 PM   #3
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Originally Posted by Samueltbaum View Post

p.s. I tried to attached pitcher, but didn't know how.
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Old 01-19-2024, 07:47 PM   #4
Samueltbaum
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First attempt. Pickoff glitch.

file:///C:/Users/Samue/Documents/Out..._box_1326.html.

This is the game I started trying the pickoff glitch, and I stopped the season after this game knowing I could not lose games anymore (unless teams hit home runs off of me).

This is the first time I've attempted to post a games log. I'm sorry if its not right. I don't frequent spending time posting things like this, so my knowledge on posting files on this site is not high.
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Old 01-19-2024, 11:41 PM   #5
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Quote:
Originally Posted by fredbeene View Post
who was picked off the most? who has the most pickoffs?
please run a report and post results
Please run a report on max runs scored for each team and season.
thx
please don't say you can't run basic reports
What a weird post
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Old 01-20-2024, 07:07 PM   #6
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Fixed the offensive pickoff bug

I had been playing OOTP 2021. Bought 2024. Played a game and had a few errors while attempting the to pickoff all base runners.
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Old 02-01-2024, 04:17 PM   #7
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I tried an experiment, playing a team of all-time great HR hitters vs. a team of players rated "1" in every category. Around version 16 or 17, I was able to sometimes get as many as 60 runs scoed by one team in a game when the worst team played the best one, but in OOTP 24 I was only able to get 38 runs scored by one team in a game in such a situation (with "normal" offensive settings). With the bad team playing the good one 170 times in a season, and 1977 settings, I got:

11 no-hit games
7 perfect games
38 runs- the most in a game by one team.
Dmitri Young (yes, Dmitri Young), had a 72 game hitting streak.
The good team was 170-0 vs. the bad team. who were the only two teams in the league.
The bad team scored 18 runs/.078 BA/5 HR/,173 OPS to the good team's 3954 runs/.418 BA/697 HR/1.357 OPS/ (that's only 18 runs all season for the bad team!)
Lou Gehrig .458 BA
Barry Bonds 143 HR
Carl Hubbell 0.06 season ERA
Greg Maddux 0.07 season ERA
Sandy Koufax 0.19 season ERA

Then-
I changed the hits modifier to 1.2
I changed the HR modifier to 2
results:

5 no-hit games
1 perfect game
48 runs- the most in a game by one team.
Joe Morgan had a 98 game hitting streak.
The good team again was 170-0 vs. the bad team.
The bad team scored 34 runs/.104 BA/9 HR/.223 OPS to the good team's 5162 runs/.464 BA/1717 HR/1.754 OPS/ (that's just 34 runs all season for the bad team, but it looks good compared to only 18 runs in a season!)
Bonds .546 BA
Mark McGwire 200 HR
Hubbell 0.02 season ERA
Maddux 0.14 season ERA
Koufax 0.27 season ERA
Bonds (three times) and Mike Schmidt (twice) hit 5 HR in game.
Starting pitcher Jason Derty pitched 51 innings, giving up 270 hits, 146 BB, 38 SO, 130 HR, with an 0-51 record (he lost every game he started) and a 61.24 ERA. In one game, he gave up 10 hits and 7 HR- and only retired one batter.

Returning to 1977 settings, but adding in six real-life very bad hitting teams to the AL lowered maximum runs in a game by one team to 33-
Bonds hit .427 with 127 HR and a 27 game hit streak, all leading the league-
Hubbell had a 1.24 ERA.
The bad team scored 75 runs/.131 BA/25 HR/,294 OPS, 3015 runs allowed to the good team's 1837 runs/.352 BA/574 HR/1.168 OPS, 391 runs allowed.
The bad team again lost every game (out of 154), but the good team did (relatively) poorly compared to the two other good teams, going only 143-11.

All the players mentioned played for the one very good team, except Jason Derty, who played for the really bad team.

Playing with a team of all-time greats (in leagues vs. great teams of the past and/or teams made up of recent players), the most runs i've seen scored in a game is 30 (that was in a league with 2022 settings, except for strikeout modifier set to .654, and SB attempt modifier set to .974). Info added February 9, 2024- this league of greats was in OOTP23- all the other leagues mentioned above it were in OOTP24.

==============================================

Last edited by Iu29; 02-09-2024 at 12:53 AM. Reason: adding info
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Old 02-02-2024, 02:09 AM   #8
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League totals and modifiers have way too much control over results.

Sent from my SM-S918W using Tapatalk
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Old 02-02-2024, 05:36 AM   #9
Samueltbaum
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Quote:
Originally Posted by Iu29 View Post
I tried an experiment, playing a team of all-time great HR hitters vs. a team of players rated "1" in every category. Around version 16 or 17, I was able to sometimes get as many as 60 runs scoed by one team in a game when the worst team played the best one, but in OOTP 24 I was only able to get 38 runs scored by one team in a game in such a situation (with "normal" offensive settings). With the bad team playing the good one 170 times in a season, and 1977 settings, I got:

11 no-hit games
7 perfect games
38 runs- the most in a game by one team.
Dmitri Young (yes, Dmitri Young), had a 72 game hitting streak.
The good team was 170-0 vs. the bad team. who were the only two teams in the league.
The bad team scored 18 runs/.078 BA/5 HR/,173 OPS to the good team's 3954 runs/.418 BA/697 HR/1.357 OPS/ (that's only 18 runs all season for the bad team!)
Lou Gehrig .458 BA
Barry Bonds 143 HR
Carl Hubbell 0.06 season ERA
Greg Maddux 0.07 season ERA
Sandy Koufax 0.19 season ERA

Then-
I changed the hits modifier to 1.2
I changed the HR modifier to 2
results:

5 no-hit games
1 perfect game
48 runs- the most in a game by one team.
Joe Morgan had a 98 game hitting streak.
The good team again was 170-0 vs. the bad team.
The bad team scored 34 runs/.104 BA/9 HR/.223 OPS to the good team's 5162 runs/.464 BA/1717 HR/1.754 OPS/ (that's just 34 runs all season for the bad team, but it looks good compared to only 18 runs in a season!)
Bonds .546 BA
Mark McGwire 200 HR
Hubbell 0.02 season ERA
Maddux 0.14 season ERA
Koufax 0.27 season ERA
Bonds (three times) and Mike Schmidt (twice) hit 5 HR in game.
Starting pitcher Jason Derty pitched 51 innings, giving up 270 hits, 146 BB, 38 SO, 130 HR, with an 0-51 record (he lost every game he started) and a 61.24 ERA. In one game, he gave up 10 hits and 7 HR- and only retired one batter.

Returning to 1977 settings, but adding in six real-life very bad hitting teams to the AL lowered maximum runs in a game by one team to 33-
Bonds hit .427 with 127 HR and a 27 game hit streak, all leading the league-
Hubbell had a 1.24 ERA.
The bad team scored 75 runs/.131 BA/25 HR/,294 OPS, 3015 runs allowed to the good team's 1837 runs/.352 BA/574 HR/1.168 OPS, 391 runs allowed.
The bad team again lost every game (out of 154), but the good team did (relatively) poorly compared to the two other good teams, going only 143-11.

All the players mentioned played for the one very good team, except Jason Derty, who played for the really bad team.

Playing with a team of all-time greats (in leagues vs. great teams of the past and/or teams made up of recent players), the most runs i've seen scored in a game is 30 (that was in a league with 2022 settings, except for strikeout modifier set to .654, and SB attempt modifier set to .974).

==============================================
Thank you for this!!!

38 seems about right for the most runs I've seen in a game, where my team is the offense. Pitching doesn't seem to have a limitation. I created 20 perfect players. Many perfect games, 27 strikeout games. My offense however would hit a stall after it scored 30+ runs. It seems the standard game doesn't allow a team to score that much more.
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Old 02-05-2024, 12:20 PM   #10
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Quote:
Originally Posted by OutS|der View Post
League totals and modifiers have way too much control over results.
It's a simulation, though. There's supposed to be some level of "accuracy" to the real world and those league totals and modifiers are how the game enforces that.

In my understanding, anyway.

Quote:
Originally Posted by Samueltbaum View Post
My offense however would hit a stall after it scored 30+ runs. It seems the standard game doesn't allow a team to score that much more.
Which is realistic. At some point, the winning team is going to just start making outs so that they can go home and get ready for the next game. No professional is going to try and play 6 hours and win by 60 runs in a baseball game.

In leagues where there can be a high disparity of skill between teams (e.g. amateur youth leagues), the run rule exists specifically to enforce this and it's typically set at 15 runs.

Last edited by uruguru; 02-05-2024 at 12:26 PM.
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Old 02-07-2024, 04:17 PM   #11
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Quote:
Originally Posted by OutS|der View Post
League totals and modifiers have way too much control over results.

Sent from my SM-S918W using Tapatalk
...how else would statistics even be generated? From thin air?
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Old 02-07-2024, 11:00 PM   #12
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...how else would statistics even be generated? From thin air?
via player ratings.

League totals have too much control. They should not dictate 18 no hitters/Perfect Games, vs a slight adjustment down to 6.

Player ratings should generate all statistics
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Old 02-08-2024, 11:58 PM   #13
why_though126
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Originally Posted by OutS|der View Post
via player ratings.

League totals have too much control. They should not dictate 18 no hitters/Perfect Games, vs a slight adjustment down to 6.

Player ratings should generate all statistics
Player ratings are relative to statistics. A .345 hitter in one league will have a different contact rating than another .345 hitter playing in a different league. I don't think it's even possible to generate statistics purely off of ratings when it's relative to itself. Even when generating off of the absolute ratings in the player editor, you'd have to assign statistical values to ratings and their variance.

The problem is that baseball is a zero-sum game. For every home run hit, a pitcher just gave up a home run. Because these ratings are on the level of the individual player, and because the generation of statistics operates on that basis, it would have to deviate from the assigned statistical value when the engine is faced with the fact that the ratings created for a batter have to have their statistics generated by facing pitchers who also have ratings that need to generate their assigned statistics.

That problem is erased with league totals/modifiers because these stats are generated at the league level, instead of the individual player.

So, essentially, computers cannot simply work with player ratings to determine statistics. They need hard numbers, and as a result, need certain statistical outputs assigned to an absolute rating (for example, an absolute Power rating of "100" equals a HR total over 500 plate appearances of "20"). Because of the variation in pitcher ratings over those 500 plate appearances, that total most likely could not be reached without screwing with the HR allowed total of those pitchers according to their own ratings.

TL;DR: Absolute ratings cannot be used as the determinant for statistical generation because absolute ratings exist in a vacuum, independent of the skill of the other party, while statistics depends on the absolute ratings of both parties. The statistical output of one set of absolute ratings would differ from the necessary input in most cases as a result, and would be unable to be computed. Meanwhile, with league totals/modifiers system, stats can be assigned in a way which allows specific stats to be aligned with a league total or average, rather than with absolute ratings, which would solve the problem mentioned previously.

I could be wrong though.
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Old 02-09-2024, 04:33 PM   #14
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It's just an easy thing to ask for when you're not the one writing the code.
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Old 02-15-2024, 02:13 PM   #15
Samueltbaum
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Quote:
Originally Posted by uruguru View Post
It's a simulation, though. There's supposed to be some level of "accuracy" to the real world and those league totals and modifiers are how the game enforces that.

In my understanding, anyway.



Which is realistic. At some point, the winning team is going to just start making outs so that they can go home and get ready for the next game. No professional is going to try and play 6 hours and win by 60 runs in a baseball game.

In leagues where there can be a high disparity of skill between teams (e.g. amateur youth leagues), the run rule exists specifically to enforce this and it's typically set at 15 runs.
Thank you for this!
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Old 02-15-2024, 02:15 PM   #16
Samueltbaum
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Quote:
Originally Posted by OutS|der View Post
via player ratings.

League totals have too much control. They should not dictate 18 no hitters/Perfect Games, vs a slight adjustment down to 6.

Player ratings should generate all statistics
I understand the realism argument. But I do agree that ratings should generate stats. Thank you for this!
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Old 02-15-2024, 02:25 PM   #17
Samueltbaum
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Originally Posted by why_though126 View Post
Player ratings are relative to statistics. A .345 hitter in one league will have a different contact rating than another .345 hitter playing in a different league. I don't think it's even possible to generate statistics purely off of ratings when it's relative to itself. Even when generating off of the absolute ratings in the player editor, you'd have to assign statistical values to ratings and their variance.

The problem is that baseball is a zero-sum game. For every home run hit, a pitcher just gave up a home run. Because these ratings are on the level of the individual player, and because the generation of statistics operates on that basis, it would have to deviate from the assigned statistical value when the engine is faced with the fact that the ratings created for a batter have to have their statistics generated by facing pitchers who also have ratings that need to generate their assigned statistics.

That problem is erased with league totals/modifiers because these stats are generated at the league level, instead of the individual player.

So, essentially, computers cannot simply work with player ratings to determine statistics. They need hard numbers, and as a result, need certain statistical outputs assigned to an absolute rating (for example, an absolute Power rating of "100" equals a HR total over 500 plate appearances of "20"). Because of the variation in pitcher ratings over those 500 plate appearances, that total most likely could not be reached without screwing with the HR allowed total of those pitchers according to their own ratings.

TL;DR: Absolute ratings cannot be used as the determinant for statistical generation because absolute ratings exist in a vacuum, independent of the skill of the other party, while statistics depends on the absolute ratings of both parties. The statistical output of one set of absolute ratings would differ from the necessary input in most cases as a result, and would be unable to be computed. Meanwhile, with league totals/modifiers system, stats can be assigned in a way which allows specific stats to be aligned with a league total or average, rather than with absolute ratings, which would solve the problem mentioned previously.

I could be wrong though.
I understand why its important to have statistical value for ratings, but also don't think an offensive player with horrible pitching stats should shut down my team, when it scored 30 runs against the best pitching team in the league. Stats at that point get favored towards junk pitchers, that can barely get the ball across the plate.

One of my concerns is that a powerful monster of their generation losses greatness, because of league modifiers. But also understand realism.

Thank you for your input!
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Old 02-15-2024, 02:30 PM   #18
Samueltbaum
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It's just an easy thing to ask for when you're not the one writing the code.
Can you please go further into this statement?

Thanks for posting!
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Old 02-17-2024, 10:38 AM   #19
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Originally Posted by Samueltbaum View Post
Can you please go further into this statement?

Thanks for posting!
It is human nature to always underestimate the amount of work required to perform a task when it is other people that have to do it. So it's easy for anyone to say "player ratings should generate all statistics" but actually making that happen in a baseball sim where there are high expectations for historical accuracy is another thing entirely.

League totals and modifiers are the sledgehammers in OOTP that ensure statistical accuracy. If you removed them, accuracy would drop dramatically and it would take years for the OOTP devs to balance the new system properly and even more time to recover from the customer backlash over it.

Last edited by uruguru; 02-17-2024 at 10:42 AM.
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Old 03-05-2024, 04:52 AM   #20
Samueltbaum
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Quote:
Originally Posted by uruguru View Post
It is human nature to always underestimate the amount of work required to perform a task when it is other people that have to do it. So it's easy for anyone to say "player ratings should generate all statistics" but actually making that happen in a baseball sim where there are high expectations for historical accuracy is another thing entirely.

League totals and modifiers are the sledgehammers in OOTP that ensure statistical accuracy. If you removed them, accuracy would drop dramatically and it would take years for the OOTP devs to balance the new system properly and even more time to recover from the customer backlash over it.
Thanks for clarifying!

If this was in response to my question of is 35 most one can score, than I'm sorry if that was interpreted as underestimating the devs. That was never my intention, simple question since I hadn't found much online previous to this post that would answer my question. Knowledge is power, and sometimes one must ask to gain that knowledge.

Since then I have learned about computer generated totals, from this post and others. The way I interpret it, could be wrong, is in the game settings whatever the totals are is what the computer would generate. I can adjust those totals to increase or decrease player output. I did have one game where I won 54-0 after adjusting numbers.

I know the devs. put a great deal of time in this game. I hope its never been interpreted that I've ever underestimated their effort. I simply new when I bought the game that OOTP is a very elaborate game, where many settings can be changed to impact the game. Along with this I now have a community that has played the game religiously for years, that I can now learn from.

I would enjoy to find out a way of how to not have a generated total for league wide statics in one season. That may exist, it may not exist. If it exists I'd love to know, but no hate on the devs if it doesn't exist. They've created a phenomenal game!.

Part of me agrees about statistical accuracy and some of me doesn't. The part of me that agrees is the side that plays the standard style of game, not trying to create the best possible team every year. I know there are people that like to play the game, and not have a player who hits 60+ home runs ever season, because thats not realistic, so to those people there must be some sort of wall that prevents that from happening. If the league average for hitting that season is generated to be .233, the system wouldn't let someone hit .420, because that wouldn't statistically accurate for that season.

The side that disagrees mentions Barry Bonds, Aaron Judge, Ichiro, Tony Gwynn, Babe Ruth, Randy Johnson, or any other outliers of their time. Statistical accuracy is great, but it hinders the outliers. Or even not historic greats, just the best players in the league all on one team. A (100% accuracy scouting) 95 Contact player that has an eye of 90 on my monster team, would not realistically regularly hit .235/.300/***, while same season a 60 C/ 60 eye, on a terrible team, hits .330/.400/****. that is something that happens regularly. My theory is that my monster players stats were decreased to level out the totals for the league itself to match the previously determined numbers for the season.

Thus far, I do not believe I have ever asked for any change to the game. I hope I never do. It is a great game. Sometimes I will ask questions to help me understand this elaborate game, maybe the things I ask are possible, and all it takes is a ### change in one of the settings, some of the things may not be possible, and I would understand.

That all said I ask those questions because I understand there are people who have much more experience playing with the settings of the game, and I try to learn, not discredit the developers or community!

Thanks again for your post!.
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