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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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#141 | |
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People get so hung up with using a 1 as a rating, as if the number even matters. Make it a 100 or any number that's drastically lower then everyone else at that level. That player should struggle and the fact they aren't is game breaking. I'm glad I didn't upgrade to 26 |
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#142 |
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Hall Of Famer
Join Date: Dec 2002
Location: The OC
Posts: 6,358
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I am just reading this now, and first of all I'm really glad my online leagues are still on 25, because I look at minor league stats to decide when to move guys from one level to the next.
First, I think there's a fundamental disconnect here with what is meant by "current ratings" and "potential ratings." Let's imagine two extreme players. One is a distant cousin of Willie Mays, but his ancestors weren't enslaved, so he's living in Africa, never having played baseball, but moves to the States at age 18 and finds that he enjoys it. This guy has excellent, maybe superstar potential ratings but his current ratings should be terrible - he has no experience at all. That's how I understand it. Meanwhile, a second guy has lived, eaten and breathed baseball his entire life. He comes into the draft with a very polished game, but it also turns out that he's pretty close to his ceiling - maybe his "current ratings" are good enough to be a borderline big leaguer but his "potential ratings" aren't really any higher. Seems to me the second guy could probably hold his own and do well in the high minor leagues, while the first guy should be awful even in the low minors and the question is whether he's able to develop quickly enough to get to that lofty potential. But the point is that, to me, "potential" ratings just show a person's ceiling - nothing more. "Current" ratings show what that person is capable of now, and I thought those would be the only things ever used to determine performance. Some people here have objected that guys with high ceilings should dominate the low minors, and no doubt that is true. But they should do so because their ratings should move more quickly than others, as their current performance starts to approach their potential. And of course, I think the real reason people are upset is because an element has been introduced that runs counter to baseball knowledge that's so fundamental that Bill James had basically proven it in the 1990s: there's nothing qualitatively different between the minor leagues and the major leagues. There was this persistent idea until that point that some guys just didn't have the mental makeup or whatever to thrive at the highest level. James proved mathematically that this was nonsense - once you were able to quantify the varying levels of competition, players performed just like they were supposed to. Introducing an element that applies to performance in the minor leagues but not in the major leagues creates two problems. One is with OOTP's game engine as a baseball simulator: there's nothing qualitatively different between how a player should perform in the minor leagues versus the major leagues once you factor in the changing talent level. Creating some artificial thing where "guys just need time to figure it out" smacks of the bad old days, when players would have "clutch" or "RBI" ratings - it's not how the game works, and this has been understood mathematically since around OOTP1. Adding this stuff in makes the engine less realistic, and it gets people worried because it suggests a willingness to put in intangible hoodoo rather than having mathematical-based simulations that people can rely on. The second problem is as a gameplay element. Once you've played it for a while, solo OOTP is pretty easy when you play with ratings on. I tend to either turn them off entirely or only have very rudimentary ratings, because otherwise there's not a ton of challenge. Most solo players who've been at it for a few decades that I know do the same thing. As a matter of gameplay, this makes it impossible to do anything like this because when looking at minor league stats, I now know that this is done through the "minor league engine" and not the regular one, and that it's taking different things into account. So I have to turn everything on to have any confidence in the game, and now I'm back to the point where the game is too easy. I want a challenge, but I don't want the challenge to be arbitrary and opaque as a matter of gameplay - this is supposed to be baseball, not Calvinball. Finally, I think the biggest concern people have is that this fundamental shift - adding weird intangible factors to certain parts of the engine - was just thrown in there without any discussion and this was only discovered by a person running tests. Honestly, I think a lot of people in this thread are doing him a disservice - while he has been pretty strident in this thread, he has uncovered something that is (a) extremely important and that (b) was just put live into the sim engine without any discussion or notification. We owe him a debt of gratitude, and if he's shouting it from the proverbial rooftops, it's understandable - imagine that feeling he must have had when running that test and realizing there was something not right happening. When I first started playing OOTP (version 4!), there was a clutch rating, pitchers had an "avoid hits" rating that was pretty fundamental to their skill, etc. Markus didn't grow up steeped in baseball lore or research, but one of the best things about him was his interest in learning those things and trying to add them to the game. His change to the DIPS-based engine in the mid-2000s was pretty cutting edge for the time and it's a big part of what helped OOTP win the battle of the baseball sims, in my opinion. I have to say that doing something to the game engine that makes the minor league simulations happen in a way that's different from the major league engine feels to me like a big step back, back to the discredited "there's something different about the big leagues" school of thought that was debunked decades ago. It's also a very bad time to do something like this - every longtime player I know is very nervous about what the first non-Markus version would be like, and everyone also knows that Perfect Team is the revenue engine for the game, so there's concern that single-player OOTP will become something of an afterthought. This certainly isn't going to do anything to make me worry about that any less. Finally, if these critical posts cause the discussion to be brought to an end, I'll be even more worried. The most optimistic thing I can say about this discovery is that we have developers in the thread who've been willing to engage. I appreciate that, and I think it's very important for the future of the game for this to be a discussion, where the wisdom of the community is used as a feedback mechanism. I don't think this change accurately reflects the best research about baseball skills, but really the worst thing about it is that it was simply added in without any discussion ahead of time. The best thing is that this discussion is taking place now. People here really care about making sure the sim engine is as realistic as possible, and also that it provides the best and most realistic gameplay experience. For the reasons I've explained, I think this fails on both fronts, and I hope we can continue the productive discussion about it.
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#143 |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
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I'm sure it was discussed with the customers who are close to the devs, those who help with the game. However they are not a representative sample of the customers.
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#144 | |
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Minors (Double A)
Join Date: Apr 2023
Posts: 139
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#145 |
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All Star Reserve
Join Date: Aug 2016
Posts: 521
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#146 | |
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Minors (Rookie Ball)
Join Date: Dec 2019
Posts: 37
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If you haven't played the game you're not really in a position to determine if this is game breaking or not. 26 plays better than any OOTP I've played. If you have a type of save/style/scenario within 26 where this truly breaks the game, I'm sure people would be open to hearing about it. Where success comes from in athletics, especially at lower levels, is extremely fuzzy and there are an infinite number of variables that no sim can truly replicate. Numbers representing "Current ability" and "Potential ability" are at the end of the day fictional abstractions. If you could actually put a true number that showed someone's exact "Current ability", it would be a constantly moving number within a range from game to game, at bat to at bat, moment to moment. |
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#147 | |||
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Minors (Rookie Ball)
Join Date: Jul 2011
Posts: 30
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This is a pretty awful change, and the number of posters that don't seem to understand jpeters' point is frustrating. The amount of "OK, but nobody actually locks 1/600 prospects to AAA, so what's the problem?" is agonizing.
The development team's argument that "well, raw athleticism is represented by potential ratings and not accounted for in current ratings" is nonsensical. Current ratings are "ability to apply raw athleticism to the task". The development team's argument boils down to "people are naturally better at something that they might be naturally better at". If this is the case, then just reflect it in their current ratings. Which is exactly what kidd_05_u2 argues: Quote:
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fhomess elaborates: Quote:
The actual problem is that almost nobody ever comes out of the amateur draft with the current ratings to go anywhere higher than Low-A. The fact that real-life teams send everybody to R/A- and the good players tear the cover off the ball is because those good players should have 40s, 45s or 50s, not 30s, and probably could have been sent right to A or AA. It's not because they have potentials of 70+ that somehow compensate for their actual 30. Real-life teams don't send all of these guys straight to A or AA for a variety of reasons, many of which have nothing to do with ability and everything to do with things like personality, maturity, and organizational culture. But now? When current ratings don't matter? What level do I send a guy to after the draft? Who knows! Because his ratings aren't his ratings! And then I can't trust his statistical output because it turns out that his potentials are being factored in to those, but only in the minor leagues, and if he's got good potentials he's going to perform well regardless of his actual ability and I'm only going to discover his actual ability once I place him on the big league roster. Eckstein 4 Prez then shows up to make the point, with lots of words!, that Bill James disproved the "there's something different about the Bigs" nonsense decades ago. So why are we bringing it back?!? I already don't use minor leagues in my solo leagues anymore because it's not possible to tune the totals to be what I want without running 474,000 test sims first (and because players develop regardless of playing time; playing time is really only for getting additional information through stats, "rotting on the bench" or "giving a guy reps to figure it out" is sadly just not much of a thing). The two online leagues I participate in, the OTBL and the TCBA, are broadly OK looking enough that their minor league totals don't bother me. But I heavily use minor league stats when evaluating whether it's time to push players up another level. The fact that minor league stats are almost completely meaningless in OOTP26 is enough for me to say that the OTBL, the league I run, may be on OOTP25 forever. And we may be a drop in the bucket, but a lot of the ownership in that league only buys new versions of OOTP when I upgrade the OTBL. Last edited by matskralc!; 06-26-2025 at 10:53 AM. |
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#148 | |
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Minors (Rookie Ball)
Join Date: Jul 2011
Posts: 30
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And then what we do is having the scouting model mis-interpret the player's current ratings and amateur stats and physical attributes and assign him higher potential ratings than he really has. Now you have your Chad Hermansens who come out of the draft as a 45/65, fly through the minors because they're better than everybody they're actually playing against, OPS .850+ as a 20-21 year old in AAA, and perform like a 45/45 in the majors because it turns out the scouts got it wrong and "guy who's better than everybody in the minors" was his ceiling. At no point do we need to factor in a player's real potential ratings in order to create the mirage of players who progress quickly through the minors and then flame out in the majors. |
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#149 | |
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Hall Of Famer
Join Date: Dec 2002
Location: The OC
Posts: 6,358
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I'm certainly not arguing that the game has reached some platonic ideal of baseball and the sim engine can't be improved. This is an example of an improvement that can be made. What I am saying is that an element that has nothing to do with a player's current skill has been introduced and it makes a difference to the player's outcome in the minor leagues. This reminds me so much of the debate in the early 2000s on these very boards about having a "clutch" rating, right down to the main arguments in favor being "I played the game and you have to understand that this is a real thing," "the game creates better outcomes than it used to so why are people complaining," and "this really isn't that big of an effect so what are people up in arms about." I'm still friends with the old school forum crowd from those days - we're in an online league together that's been going since...2006? 2007? I don't think it's possible for me to overstate the level of dismay this creates with those folks, who are basically saying "well, OOTP25 is a good product and I can live with just using that if they're going to break the sim engine by adding nonsense into the calculations." Personally I don't feel that strongly about it, and might still get new versions for the solo experience. But we rely on how our guys are doing in the minor leagues in our (quite competitive!) online league, and I don't think I'm going out on too much of a limb to say it's unlikely that league will ever upgrade past OOTP25 unless this is taken out. You can ask mats though - he's our commissioner.
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#150 | |
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Minors (Double A)
Join Date: Apr 2023
Posts: 139
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#151 |
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Hall Of Famer
Join Date: Dec 2002
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I think this was all probably a way to try to shortcut a real problem, which is that the game really doesn't seem to create a lot of players who look like they have the talent level to play in the big leagues but they crash out for whatever reason.
I don't know anything about creating sim engines or coding or whatever - I'm just a simple guy who bull****s for a living. But it seems to me that if you are creating, say, 800 players for the draft every year, you want maybe 1 in 100 to have a talent level at creation that would make them among the best in the league if they achieved it, and maybe you also want around 1 in 100 players who are already at or near their talent levels at creation. (And of course, you'd have many players who are far below their talent levels, some of whom will never reach that ceiling.) That would mean that, say, one generated player in 10,000 would be created at a level where they were already almost ready to be one of the best players out there, which implies that it would happen once every 12 years or so. That's historically accurate-ish. (In my lifetime: Mike Trout, Ken Griffey, Stephen Strasburg, Alex Rodriguez, a few others if I broaden the definition a bit.) Now I just made up those rates, but my point is that you can tinker with this stuff until you get realistic results by using the current/potential ratings system as they previously existed and were commonly understood. As is true with most situations where people take shortcuts, it ends up a muddled mess. As the developers are now realizing, this game does not have the kind of fanbase where people are going to go "oh well, the overall sim numbers look decent, no need to drill down at too much of a granular level."
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#152 |
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Hall Of Famer
Join Date: Jul 2002
Posts: 2,262
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I tried to make this short, I really did.
I've been playing OOTP long enough to remember the bugs of the OOTP4-6 days, when after 40 years of simming, minor leaguers couldn't hit over .130 because the new pitchers the game generated were too good. Or was that Baseball Mogul 2000? Anyway. Never played college baseball though. Let's go back to basics: you are a MLB scout, evaluating an amateur player. Traditionally, you do this on the 20-80 scale, but let's use 1-600. In real life, ratings above the midpoint are rare, and reserved for the best prospects, except when rating foot speed and, for pitchers, fastballs, where max ratings are sometimes given. It does not work this way in OOTP, but I'm trying not to digress too much. It's a struggle. Long story short: the vast majority of players who are candidates for organized ball would have potential ratings of just 200-300 on a 600 scale. That is how you are supposed to account for double-super stars like Babe Ruth and Pedro Martinez and early Mike Trout on a 600 scale: a 550 potential hit tool should almost never happen. You absolutely shouldn't have so many players with ratings over 400 that you now need a double booster from the potential ratings to differentiate. This has always been a stupendous challenge for OOTP, maybe the central challenge for gameplay: how do you make a video game interesting when most of the players — the key to immersion in a sim — ought to be interchangeable? (We'll come back to that.) (Worth noting for a sec: if a scouted player can't manage to get at least to an average of 200 in potential ratings, he probably isn't getting into organized ball. That's relevant to the discussion, but will also muddy the waters right now.) It's absolutely critical to note that these scout ratings — potential ratings — are 100% not data. They are observations. Opinions! I know some will try, but IMO this is not arguable. Bat speed is data. Arm speed, arm angle, home-to-first time, average angle of attack, spin rate, barrel rate: all data. 500 potential power rating? Opinion. Therefore, at the heart of what we are discussing is this: if minor league baseball players' statistics are influenced by potential ratings, then in fact they are influenced not by data but by somebody's opinions. That is, because Johnny Q. Scout believes that Hubert H. Homerhitter has the potential to hit 40 HR in the majors someday, somehow Johnny Q. Scout's opinion actually manifests in a boost in performance for Hubert in AAA. But not in the majors, where Johnny Q. Scout's opinions suddenly mean nothing. That's what I've gleaned from this discussion. Rather than thinking of potential ratings and current ratings as two separate ratings, I recommend visualizing them as two circles, one inside the other. Each current ratings (C1, C2, C3 etc for every separate rating) you can think of as being the smaller ball inside the larger ball with the P1, P2, P3 ratings etc. So, a player with a 100 current rating and a 500 potential rating would have a small ball inside a large ball. Room for improvement. A player with a 100 current rating inside a 250 potential rating would have a small ball inside a slightly larger ball. Not much room for improvement — but perhaps, hard to tell a difference in their performances for now. When we think of two players at AAA, one with a 100 C and 250 P and one with a 100C and 500 P, it's easy to understand why they should perform more or less exactly the same: because they have the same current rating. However, the better player's C ball should fill up more of the P ball as he plays, gains experience, gains skill. As the C balls get larger within the P balls, we can visualize the player living up to his potential, maybe even exceeding it. There is no need to increase the size of the P ball. Because some players do exceed their potential ratings, which again, are opinions and not data. When Justin Turner suddenly became a .300 hitter, nobody said, "His contact potential has gone from a 5 to a 9!" They said, "Holy cow Justin Turner can rake now, guess we were all wrong!" The problem with OOTP's game engine, and I've thought this for years, isn't one that needs to use opinions to boost facts. The problems could be solved with just two tweaks. Well, three. 1. If a player A has more potential than player B, regardless of current ability, then if the potential rating is accurate, his current ability ratings should go up much, much faster (and more measurably!) than they currently do in OOTP. This would completely eradicate the need to self-hack it with a potential boost. 2. The way players are rated needs to be completely overhauled so that the vast majority of players are in the bottom half of the ratings scale, as they are in real life. Ratings over 400 and especially over 500 need to be reserved for the true superstars. But here's the great thing: this would make it infinitely easier for users to reliably create superstars in their games. As a fictional simmer 4 life, I would be so, so, so happy if I could create a few Jimmie Foxxes who actually play like Jimmie Foxx and not Andy Fox. That brings us, unfortunately, to the third tweak. 3. Some genius has to figure out how to create a game where the code doesn't just see the vast majority of players as essentially replacement-level players who really could be interchanged one with the other. I have no proof, but I believe this is the problem that probably vexed Markus more than any other ("OOTP only knows numbers not names" IYKYK.) I think he did a truly fine job of faking it — but it's not perfect. And if OOTP were to implement the recommendations above, this problem would come roaring back. I don't have an answer for it. This is all an even bigger issue, by the way, for players like me who like to simulate earlier times in history. I suspect some or many of the people who see this engine change as negative are historical and fictional simmers, with those not bothered being largely modern day users. Nowadays, and with MLB awash in data, you can argue that the vast majority of players are kind of treated as fungible. Roster turnover has never been as high as it is today. 80, 100 years ago, you had 15 guys at the start of the season, and chances are you had a good chunk of the same guys at the end of it, even the sucky ones. Without data to guide them, teams relied on managers who did everything on feel and reputation and favoritism. That's also hard gameplay to model — and completely different gameplay from modern times. Last edited by sixto; 06-26-2025 at 05:52 PM. Reason: typos |
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#153 | |
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IE The Josh Gibson has a HR potential of 600 yet current HR ability is 20. The idea is for these players to develop through HS/College and see how many turn out to be who they were in history. This is obviously not doable now in 26 since they would all have inflated MILB stats and I'd have no clue when to promote |
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#154 | |
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Minors (Double A)
Join Date: Apr 2023
Posts: 139
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#155 | |
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Hall Of Famer
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#156 | ||||||||||||
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Minors (Double A)
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Last edited by Paul Reuschel's Mustache; 06-27-2025 at 12:15 PM. |
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#157 |
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Minors (Triple A)
Join Date: Mar 2025
Posts: 221
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Classic top-down program design: decide what the final product looks like then break it down into finer layers of detail. All those calc settings determine the final season product before the season is played. That's the top. Playing out the season fills in the details. The ratings decide who gets what percentage of the total. Apparently, the devs feel combining potential with current ratings substantially expands engine performance, somehow. It hasn't been discussed how and that may be an important consideration in understanding the context of these changes and the broader contribution to the game.
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#158 | |
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All Star Reserve
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#159 |
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Hall Of Famer
Join Date: Apr 2010
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What levels are boosting stats? Is it all minors? Do Indy leagues boost anything? International? Are you boosting stats in the winter/development leagues or feeder leagues?
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#160 | |
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Minors (Rookie Ball)
Join Date: Dec 2019
Posts: 37
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Whatever "Current ability" means, it absolutely plays differently in different levels of baseball. |
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