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OOTP 26 - General Discussions Everything about the brand new 26th 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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Old 05-28-2025, 11:50 PM   #21
GirlPowerATL
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To this year, my personal lfavorite thing to do is create jerseys and stadiums. I know im in the extreme minority of this but I have so much fun doing so! I agree with some other comments, Its still easily the best baseball game out there to me
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Old 05-29-2025, 12:53 AM   #22
MKG1734
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Go to the thread about player development issues and actually read it. Its clear that none of the settings actually do anything. There has been so many options added since I started playing in 2006 and few of them seem to actually actually work. Its amazing, actually. I think maybe some people just like moving players around on the rosters and think that's great. But, when you actually run reports and track what's happing with gameplay ... none of this works [it actually all works much much less than it did many versions ago]. Sincerely disappointing.
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And yes, the recalc button is the giant bandaid that covers for everything not working at all, as someone posted in this thread above.
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Matt Arnold; question - have you seen the hoopla about the player development not working? Is it working as intended? Additionally, since so many new features have been added over the years and they don't seem to actually work, is it possible to deep dive the root code to get the roster management AI to actually work well [bc when the roster management doesn't work well in a purely simulated game ... then ... the game doesn't work]... any thoughts on makingthe code available for teview and editing on our own purchased game [like civilization does], allowing us programmers to see whats going on using the full engine of the game so it can be worked on by many people [and for free]?

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Old 05-29-2025, 03:04 AM   #23
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Originally Posted by MKG1734 View Post
Matt Arnold; question - have you seen the hoopla about the player development not working? Is it working as intended? Additionally, since so many new features have been added over the years and they don't seem to actually work, is it possible to deep dive the root code to get the roster management AI to actually work well [bc when the roster management doesn't work well in a purely simulated game ... then ... the game doesn't work]... any thoughts on makingthe code available for teview and editing on our own purchased game [like civilization does], allowing us programmers to see whats going on using the full engine of the game so it can be worked on by many people [and for free]?
As far as the roster management AI, this is what Markus said three years ago.
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Old 05-29-2025, 03:58 AM   #24
MKG1734
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Originally Posted by Paul Reuschel's Mustache View Post
As far as the roster management AI, this is what Markus said three years ago.

Hi there - yes, I recall this being Markus' attitude years ago toward roster management [the Hosmer scenario linked to in the initial post being one example of so, so many]. Once you begin to notice these scenarios are not one-offs but constant in game play, it becomes harder to play bc the game truly can take many hours to be played well and then the AI just dumps players at random [maybe bc actually coded that way]. And so, seeing that Markus had stepped down, I was [am] hopeful that new blood would see that a roster management simulator game requires a roster management AI that actually plays as a competent adversary

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Old 05-29-2025, 04:37 AM   #25
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We've certainly made an awful lot of improvements in the last 10 years. Is it perfect? Obviously not, but we did take a good look at minor league roster management this year, and will continue to look to improving that in the future.
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Old 05-29-2025, 10:41 AM   #26
MKG1734
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Hi Matt,
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Did you see all the concern about minor league player development? Where players maintain their high potential ratings into their 30s after many minor league seasons with no current rating development? Is this working as intended? It is substantially different from all previous versions.
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Additonally, I posted a link from a decade ago in the top post. This scenario continues to occur in today's game. The base of this game is being a roster management game. If the AI roster management is weak, all the other bells and whistles do not matter, really. Is there a setting that is recommended to keep such scenarios from continuing to occur?
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Old 06-03-2025, 08:45 AM   #27
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Originally Posted by MKG1734 View Post
Hi Matt,
.
Did you see all the concern about minor league player development? Where players maintain their high potential ratings into their 30s after many minor league seasons with no current rating development? Is this working as intended? It is substantially different from all previous versions.
.
Additonally, I posted a link from a decade ago in the top post. This scenario continues to occur in today's game. The base of this game is being a roster management game. If the AI roster management is weak, all the other bells and whistles do not matter, really. Is there a setting that is recommended to keep such scenarios from continuing to occur?

There is no potential after 30. Players no longer develop so any potential at 30+ should be the same as their overall
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Old 06-03-2025, 09:03 AM   #28
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There is no potential after 30. Players no longer develop so any potential at 30+ should be the same as their overall
Slight correction.

At 30 the game no longer displays the players' actual Potential ratings. Instead, it displays their Potential Ratings as equal to their Current Ratings.

However, their Potential Ratings still exist and can be seen in the Editor. Also, players can in some cases develop/improve after the age of 30...it is just the general point in time where they are more likely to regress than develop, or at least the point where the game has decided displaying the actual Potential rating is no longer useful.
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Old 06-03-2025, 11:47 AM   #29
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Originally Posted by MKG1734 View Post
Does the league become drastic imbalanced thru the draft imbalances after 20 or so sim seasons as it did 10 versions ago?
Referring to something like this? Even Brad K's "HoF outfield" can't compete with Packer's Dimaggio, Ott, Williams. That said, the rest of the league has been balanced. KC is just that legendary dynasty. Now, if 28 seasons from now....
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Old 06-03-2025, 01:38 PM   #30
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Referring to something like this? Even Brad K's "HoF outfield" can't compete with Packer's Dimaggio, Ott, Williams. That said, the rest of the league has been balanced. KC is just that legendary dynasty. Now, if 28 seasons from now....
LOL. You're not going to forget that are you?!?!?

Anyway, I decided I didn't need to spend that much money. In 1974 I finished first with an outfield L-R of Ron Fairly, Reggie Smith, and Richie ZIsk.
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Old 06-03-2025, 05:22 PM   #31
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Originally Posted by GirlPowerATL View Post
To this year, my personal lfavorite thing to do is create jerseys and stadiums. I know im in the extreme minority of this but I have so much fun doing so! I agree with some other comments, Its still easily the best baseball game out there to me

This has become the main way I keep the game fresh after 17 years--designing the jerseys and logos for my fictional league, designing new textures for the 3D models from the forums to fit the universe I've built.


FWIW, I too find the combine puzzling at this stage even though I find the concept appealing in the abstact, but in general, I've loved that they add new game features each season and tend to enjoy them all--the updated IAFA system from last year has been great, hard mode for trades, etc. etc.
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Old Today, 09:26 AM   #32
majesty95
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As an example; the civilization series had the entire code available for civilization 4 from day one.
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Because of that, expert programmers who were not employed by Firaxis but just loved the game were able to create mods to both develop new features [that Firaxis then built upon themselves in later releases] and also to simply fix/shore up the existing code. All these years later it is STILL being actively modded and the result is civilization 4 has a large network of players and is a vastly stronger game than when it was released
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The same would be true of ootp. It has a dedicated following and programmers who love the game already would be able to shore up and fix it a great deal. Plus --- its free for ootp development.
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I'm not here to stir the pot. I used to thoroughly enjoy ootp until I realized I enjoyed the idea of what ootp was sold as being only to find out thru many, many, many hours of play testing, tracking, etc., that the core engine simply doesn't work very well. There is no other option currently. And bc of that, it would be nice to see actual improvement of the game. I played for many years in a row before it became clear to me that the actual issues with the game were never touched while a new feature and rosters were added yearly. I was hoping with the new development team that this had changed which is what I inquired about. Since it hasn't the best path forward would be to allow us programmers under the hood to help make the game as great as it could be.
The flaw in your logic is that Civilization is a game that updates every 5-6 years. OOTP is an annual game.

This makes more sense when youre not releasing a title every year.

If they open sourced it, they would constantly be behind the "mods" because there would be way more people modding than the actual dev team has.

Its just not realistic for an annual release game.
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