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| OOTP 25 - General Discussions Everything about the brand new 25th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
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#21 | |
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All Star Starter
Join Date: Aug 2016
Posts: 1,658
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Or quick starts explaining |
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#22 | |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
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Quote:
I estimate that since adjust goes both ways it zeros out. But that's a guess with no evidence. However, what this shows is that not keeping the adjust and weaken within a pool of adjusted and weakened players, that is, the changes within the pool zeroing out, distorts the game output. If a player gets something added to his contact rating some other adjusted player should have the same amount taken away. |
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#23 |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
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#24 |
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Hall Of Famer
Join Date: Oct 2005
Location: The Doghouse
Posts: 3,553
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You would think someone would reply and verify it will be put into a patch.
__________________
1903: The hatchet is finally buried |
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#25 |
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All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 943
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I play with the development engine and no recalc. I set talent change randomness low. My problem with the weaken/make bad settings is hat players such as Nolan Ryan and Carlton Fisk enter the game on a season where they played very little and had poor stats never seem to develop without me manually going in to adjust their ratings up a little at the beginning to make them not be so awful. Is there a suggestion someone has for me to use on these settings to get guys like this to develop? I use recalc occasionally but prefer my way so there is more randomness in players who develop?
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#26 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,076
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#27 | |
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Major Leagues
Join Date: Apr 2021
Location: Caracas
Posts: 324
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#28 |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,076
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#29 |
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Major Leagues
Join Date: Apr 2021
Location: Caracas
Posts: 324
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I have tested varying these values at the beginning of some simulations and there are indeed differences when importing and creating the ratings of the universe of players, both MLB and the minors (if enabled). And yes there are big differences, a player who the previous year had 100 at-bats and then never played in the MLB (IRL) can have extremely high ratings and become a superstar since the creation of the ratings, and if one applies the other extreme, players who may have a relatively decent rating for their actual performance (IRL) become A+ players and have very low ratings.
And they are impossible to develop since they are players with very low floor ratings from import. |
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#30 |
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Major Leagues
Join Date: Apr 2021
Location: Caracas
Posts: 324
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As I mentioned before after the creation of the game, the engine takes the path you decided in the setup, if the player development is enabled or indeed at the end of every year the ratings are recalculated depending on the IRL numbers.
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#31 |
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All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 943
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I haven’t started a historical yet with 25 but I had gotten to where I would put all ones in the make bad category with 24. I would also lower the weaken numbers as well. I don’t want a guy like John Paciorek who imports in 1963 for the Astros to become a superstar because he played 1 game that year and went 3-3 with 2 walks in 5 plate appearances. I just was looking for any suggestions before I fire up a historical with the supposed changes in this area. I remember years ago some guy made a database for historical players that adjusted when players entered to seasons where they played a significant amount of time so players like Ryan and Fisk would resemble their actual talents. I used that DB exclusively until it was no longer useable.
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#32 |
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All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 943
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It would be nice if the game on import could look at a players future stats when using the development engine and weaken players automatically if they did not reach a certain level of production. That way John Paciorek would become crap and Ryan and Fisk would have a chance to become stars. Before anyone says it, I know this is what recalc does but it also ensures a players will become the player he should be. I want it to be possible that stars don’t develop as they should and other players become better than they actually were. That’s why I don’t use recalc often.
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#33 |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
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I hardly ever play without recalc, but always assumed that the base potential on remaining seasons, peak seasons and remaining peak season controlled everything when playing with real player and only the OOTP talent ratings and development engine.
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#34 |
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All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 943
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It doesn’t develop players that import in a crap season because their ratings are soooo looow. Potentials look great but they never reach them for a variety of reasons such as they are older when they import and they don’t develop quickly and age out of improving to where they should reach.
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#35 |
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Hall Of Famer
Join Date: Oct 2013
Posts: 2,540
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If anyone cares—-for my random debut 3 yr double weight recalc 7 round draft (and import set for 7 rounds also) I am using 600/275 and 75/30 for my weaken/adjust setting. Seems pretty good.
I also play with just short term injuries and tcr set to 50 and retire by age 40. High fatigue. No DH. I tested/simmed out 100 years and liked the results using 1984 as a base year. That is know the basis for my current league. Would like to hear from others if they have a setting that they like. And how their league is set up since that will probably affect their adjust/weaken setting. Last edited by Reed; 03-22-2024 at 04:21 PM. |
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#36 |
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Major Leagues
Join Date: Apr 2021
Location: Caracas
Posts: 324
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when doing the initial historical setup it is possible to edit how the game takes into account and imports the potentials of each player.
I only simulate historical seasons without recalc, development on and the TCR in 150, I really like to simulate history that is not too much related to IRL stats. I also activate the first year draft. And if from the first day without recalc and with the engine development on, already the initial imported potentials (coming from the initial setup) can vary up or down very fast, also the high TCR has effect. |
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#37 |
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All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 943
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See I always have set TCR low. I didn’t want random nobodies to turn into stars. That may be why, even though they have high potentials players who come in low just don’t develop. I always looked at TCR being something that applied to potential ratings as opposed to current ratings. Guess I’ll run a couple of tests with high then low TCR and the look at the players that usually don’t develop to see how that changes things.
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#38 |
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All Star Reserve
Join Date: Dec 2001
Location: LA (Lower Alabama)
Posts: 943
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Do you change the numbers for weaken/make bad or do you leave them alone?
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#39 |
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Major Leagues
Join Date: Jul 2020
Posts: 394
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#40 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Looking for a place called Leehofooks
Posts: 10,076
Infractions: 0/1 (1)
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Quote:
Last edited by David Watts; 03-22-2024 at 06:48 PM. |
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