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| OOTP 16 - General Discussions Discuss the new 2015 version of Out of the Park Baseball here! |
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#1 |
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Minors (Single A)
Join Date: Mar 2015
Posts: 63
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thanks for taking the time to look at this, you don't know how much I appreciate it. so I recently been thinking about starting a fictional league but idk the rule of thumbs in this field... like do I sim a few years to get rid of the initial batch of players or what? I say this because i've heard that the initial players are inflated offensively so you know... also I want to do like a fictional mlb except with different logos, so how do I import logos( I know a noob question) do you guys actually sim 30+ years to get a history cuz that takes a long time even on a solid rig at least that I know of? so yea any tips and answers to my questions will be fantastic.
P.S I want to play in like 2005ish so when do I start the league, at 199something to get a history and delete the first set of players or better to just go with the 2005 straight and run with the players? also how do I create logos and unis?
Last edited by xx2khazard; 08-02-2015 at 10:22 PM. Reason: forgot something |
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#2 |
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Hall Of Famer
Join Date: Oct 2005
Location: Connecticut
Posts: 3,865
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I'm about a week into my first fictional league and really enjoying it.
I went with two leagues, two divisions in each, six-team divisions, no wild cards. Old school, but you can set it up however you like. The creation wizard is fairly straight forward. I only ran five years. I'm using high school and college feeders and just needed enough data to have my draftees have some stats and honors to go by. My all-time major-league HR leader didn't have 200 HRs, but I really didn't care. If I ran 50 years and my leader had 700, it wouldn't really change my experience. The general set-up (and hiding the OV/POT numbers and all current ratings) has caused me to slow way down and enjoy some things I may whipped by in the past. When you see something like John Seale was AL Player of the month, it doesn't mean the same thing to you as seeing Mike Trout win it. Actually, it doesn't mean anything to you at first. You need to check him out and slowly you get to know your opponents. As far as importing logos, I'll leave that to one of the experts. But depending on how many minor league teams you also want to do, plan on hours tracking them down (or designing them yourself if that's your thing) and importing, double-checking them all, yadda, yadda. Good luck!
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I like Stats Mostly |
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#3 | |
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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Quote:
As for logos, you can either look for ones other people have created, or create your own. If you look in the mods forum, there are millions of good ones people have created. I have my own fictional league with 24 teams and 5 levels of minors, and every single logo and jerseys/caps I "borrowed" from other people. If you want to create your own, you should considering getting this tool, it's invaluable for logo stuff. I'm going to leave the details of how to get logos and get them into the game to others. As far as building your own league goes, here are a bunch of thoughts:
OK whew that was a lot. Now, a few more thoughts. At this point, whether you want some history or not, I would highly recommend doing at least one long-term sim for testing purposes. Here's what you do:
As a last note, here are some of the things I check for stability:
Good luck!!! Last edited by battists; 08-02-2015 at 11:10 PM. |
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#4 | |
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Hall Of Famer
Join Date: Oct 2005
Location: Connecticut
Posts: 3,865
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That is one bit I didn't do, but probably should have. I just checked the Do Not Disturb option and ran five years. But the AI didn't manage my 40-man roster and when I started after the fifth World Series, my 40-man only had 25 guys on it (the active roster). Part of the reason I started with such a weak organization I imagine was losing depth in the Rule 5 draft . . although I'm not sure if I can verify that.
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I like Stats Mostly |
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#5 |
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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Ouch that stinks. Luckily for me, I didn't have a particular team in mind to take over. What I also did was I created a "commissioner", and then when I took over a team myself, I created a separate manager identity. I just switch back and forth if I want to do "commissioner-y" things.
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Come check out my dynasty report, Funky Times! |
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#6 |
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Hall Of Famer
Join Date: Oct 2005
Location: Connecticut
Posts: 3,865
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I could have just re-run it, but I wasn't savvy enough with this stuff to know exactly what went wrong. For all I knew, a redux would yield the same thing.
It was only in reading your post did I realize how to make it different. Besides, having a total crap organization has been fun in a weird way.
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I like Stats Mostly |
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#7 | |
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Hall Of Famer
Join Date: Jul 2004
Posts: 18,506
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Then I created a new identity, saw that a few teams had offered me jobs, and took a position with the rookie league Titusville Barracudas, who had had the worst record in the league the previous year. Didn't do much better under me, but the "big league club" still thought highly enough to promote me to manage the low-A Modesto Bullfrogs next year. They are a little more competitive, at 61-61 with 10 games left in their season. My plan is to manage one year in each of my minor league levels, and then get a major league gig.
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#8 | |
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Hall Of Famer
Join Date: Apr 2009
Location: Long Island
Posts: 11,740
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Quote:
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- Bru |
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#9 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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yes, you really should do a test sim - not necessarily to start at a later date, but to verify your league is not fundamentally flawed by your settings. also, do not rely on league history unless you are adding both your leagues and averaging them. there is significantly more volatility when you arbitrarily split your data in half. use the data dumps available onthe database page - you only need league total batting and pitching, and insert headers. you don't need anything else from the checklist when configuring the dump.
you need 3 existing worksheets plus insert sheet from file (2 times) - copy the inserted sheets to 2 of the existing worksheets. then using a clean worksheet, you have to add the two leagues stats together (just the ones you plan to track). once you have the first year completed (use $ - "=$batting.sum(a2:a3)"), higlight that row and a blank row, then fill down. all the other years are now added up - you never have to do this again, unless have a range of years longer/shorter than previously used. for averages and such, you'll need to divide by 2, of course. (when i just used the insert from sheet, my links got broken when i deleted the csv imported sheets to add new ones - there is probably a setitng that stops this from happening - so you can potentially just insert sheet from file and if named the same each time you do it, the worksheet with formulas should remain unbroken and all the calculation will happen on their own.) once completed all you have to do is insert sheet from file and everything else should be automated in the worksheet. sim out 150-200 years - just to verify your settings. if you don't see an obvious problem, go ahead and start from year one. if you see that after 30-50 years an obvious shift has occured, add 10 to that and that's how far you should sim before beginning to play and/or erasing history etc etc... you don't want to invest all your time into a league and then realize after 10-20-50-100 years it's fatally flawed in its setup. tip for a faster long-term sim - turn off baseball cards, turn off awards, turn off all-star game, keep nothing (news etc), stats tracking detail set to very low (this doesn't affect league totals tracking), turn off facegen, turn off everythign that doesn't affect players development... keep playoffs, keep spring training. all other settings keep them as you will use in your league. you will save 20-33% of sim time. if you want to check in once in a while, set the csv dump (headers + batting/pitching only) on a yearly basis. import that to a spreadsheet and do your magic. what this is based on: when i made a 28 team league, it kept the settings for a 30-team league in regards to players created for the draft, int'l FA created, and int'l amateur FA. i didn't realize i'd have to change these settings by hand. this caused an upward trend in my league until an equillibrium was reached based on new talent/year influx. i think this also caused less fluctuation from year to year in statistical output. my stats got flatter after the league rolled over and reached an equillibrium in regards to influx of talent each year. so, 21 rounds of amateurs created for a 20 round draft (other settings default too) is too much for a 28 team league with minors. your stats won't escalate forever, but they will increse over the first few decades before they level out a bit, and then remain fairly flat. so, there are plenty of ways for us to screw up a good simulation. i'd love to see how many new players/year relates to # of teams in the league. i want fluctuation, i want periods of lesser/normal/above average talent to occur based on the randomness of player creation. i want fluctuation and randomness in that way. using the "automatically adjust modifiers" is just plain wrong for a simulation game. it's a poor attempt to correct either bad settings or a poorly programmed game (more likely the settings, but the fact that we can screw it up so badly without feedback from the game is partly to blame on the program, too) a new checkbox to keep these related settings proportional to number of teams would be nice. the game warns us if too few players will be made, but we also need to be warned about too many being made. if new players for 21 rounds is correct for a 30 team league then 28/30 * 21 = 19.6 would be good for a 28 team league - if it is 1:1 proportional - int'l FA and amateur FA settings means it will not be 1:1. i shouldnt have to simulate multiple 150-200 year leagues just to find some settings that work well together. 100years is probably enough, but just in case of poor settings, the first 50 years might need to be ignored. i really liked this game at first, but i am slowly starting to dislike what i have to go through to setup up a functioning league. also, you can't even play a real-world league more than a few years without having massive problems with the differences between created players and real players in the database. i would love to play with real players - but as it is currently it's untenable and incredibly complicated due to the drastic change in player talent as created players begin to fill the league. default home runs for a 30 ream fictional league is 5900?? thats just insane. 5000hr was breached in 1987? and also during obvious steroid years and no other time in history, let alone nearly 6000hr (1987 was probably steroids too, but was handled behind the scenes). this game requires so much work for it to be somewhat realistic. if you lower that hr total you have to adjust other things and it goes on and on and on. Last edited by NoOne; 08-03-2015 at 09:09 PM. |
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