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| Earlier versions of OOTP: Logged Issues All issues that have been logged and given a TT # are stored here until fixed |
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#1 (permalink) |
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Hall Of Famer
Join Date: Mar 2005
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My minor league manager AI has 177 men on my Rookie League Team
It keeps signing more and more crappy players
Last edited by bababui; 02-25-2008 at 12:04 AM. |
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#2 (permalink) |
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Global Moderator
Join Date: May 2002
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Hate to sound like a broken record, but we need a lot more information on this one...
![]() Where are you datewise in the game, and what settings are you using, including third party mods, etc.. what database are you using to play it, etc.. the more we have the quicker we can help fix the problem!
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TC ---------------------------------- You cannot depend on your eyes when your imagination is out of focus- Mark Twain. |
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#6 (permalink) | |
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All Star Starter
Join Date: Dec 2003
Location: Michigan
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Quote:
I know, 200 players is crazy - but that's the beauty of OOTP. Maybe there is a dude out there that wants to sign 200 players ... he can. And you can restrict the number of players in your league. You both win, and to me, that's what makes OOTP great - everyone can play "their way". It can't be a bug, when the game is functioning within your settings (settings which you can control). See ? |
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#7 (permalink) |
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Hall Of Famer
Join Date: Feb 2002
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In case anyone reading is curious about the current active limits in the real minor leagues:
24 - AAA 24 - AA 25 - A 30 - Short Season A 35 - Rookie
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. "We choose to go to the moon in this decade and do the other things not because they are easy, but because they are hard. Because that goal will serve to organize and measure the best of our abilities and skills, because that challenge is one we are willing to accept, one we are unwilling to postpone, and one which we intend to win." . |
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#8 (permalink) | |
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Hall Of Famer
Join Date: Mar 2005
Location: Los Angeles
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Quote:
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#10 (permalink) |
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Minors (Single A)
Join Date: Mar 2007
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i don't recall the thread, but hasn't it been documented that if you set a roster size limit on your lowest level league, that draft-and-release problems seem to occur each year?
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#11 (permalink) |
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All Star Starter
Join Date: May 2006
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maybe u saw in-game set-up, right where your setting roster limits, it says at the bottom some thing like "roster limit of less than 35 in lowest minor league not recommended"
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#12 (permalink) |
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Minors (Single A)
Join Date: Mar 2007
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nah, the draft-and-release issue has been logged and assigned a TT# apparently:
Serious draft bug Draft & Release instead of Sign & Release? |
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#13 (permalink) | |
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Hall Of Famer
Join Date: Jul 2002
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Quote:
1. In modern MLB there is a virtual limit to the number of players an organization can have under contract. That limit is the number of teams the organization has, times the limit of players per team. 2. Thus, if the average MLB organization has 6 teams, with a roster limit of 25 per team (for argument's sake), and there are 30 teams, that means that, not accounting for judgment or the disabled list, the first player available as a free agent would be something like the 4501st best player in that universe. 3. If teams have 100 players per Rookie League team, that is 75x30, or 2250 additional players in ML organizations. Thus, the best free agent available is the 6751st player in that universe. 3. It's more complicated than that. In real life there are gaps between levels and players fall into the cracks. Major League teams generally employ the best 25 players available in each organization, but their AAA teams do not necessarily have the 24 next best players, because it doesn't work like that. 4. Minor league teams are developmental, and organizations must plug in the best player they have available at each level. and get those players the playing time they need to develop. If they have a starting 1B at each level, and a backup 1B at each level, they have all the 1B they need. If they can't find a place for any leftover 1Bs to play, they tend to let them go, even though they are technically better players than, say, some second-string SS in A ball. 5. The result of this is that a selection of free agents available at any given time will be better than some of the players who have places in ML organizations. This is because a team's mandate isn't to stash on its rosters all the best players in the world - only the best players in the world that they can use. 6. This doesn't even take into account the fact that MLB is supposedly not the only league structure OOTP supports. It's bad enough if an MLB team has access only to the 6751st best player in the world via free agency - what do independent leagues have access to? 7. In the above example, there are some 2250 players who would be some of the best players in each independent league, who are unavailable - even though they are getting no playing time rotting on some rookie league roster. 8. The beauty of OOTP is that you can set the roster limit for the lowest minor league at 177 players, so if you want teams to store that many players, they can. The beauty of OOTP is decidedly not that you can't do it any other way without the AI releasing its most recent draftees because it can't find a place for them to play. 9. I should add that it should be an economic issue - 177 players on a team would mean a team is paying some 150 players not to play. Even at $5000 a year per player this is $750,000 a year down the drain. I know baseball teams have a lot of money, but that $750,000 could be used in a lot better ways. Like dougaiton before me, I am totally amazed that people don't understand why this is a bug. It is a huge, huge deal that makes free agents completely worthless during the season, and makes independent leagues without amateur drafts unplayable. |
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#14 (permalink) |
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All Star Starter
Join Date: May 2006
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1 thing ive always thought about free agents is that the game or AI should automatically delete all free agents who dont even see a single plate appearance in a season, if at all possible to do so in the next installment.
those that have previous stats, should be retired, rather than deleted even if they are only 23. my favorite league ive been playing is beginning to get bogged down with too many free agents and i have gone back to to see if i can find any of those stupid signings ive read about in this thread, and guess what: some teams' AIs ARE doing just that. to fix this problem, i have since took my first year player draft to just 1 round, and will have it at 1 round until the league begins to get depleted of free agents. hopefully in the next 5 years or so, then will raise it to 5 rounds for a few years, and maybe bring it up to 8 or 9 rounds at the most. i figure that 5 rounds is ideal if you have just the right amount of free agents, since most teams will probly lose 2 - 3 players a piece due to retirement, and the rest of the retirees are mostly free agents anyway. that should be the best fix for this problem |
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#15 (permalink) |
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Major Leagues
Join Date: Feb 2002
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The 35-man limit for the lowest level has created, for me, a sign-and-release issue. I'm playing an historical sim, so I don't use draft and I don't have enough FAs for the AI to sign 100 for each team - and I'm only using 1 level of minors - but I've found the choice to be between setting the limit to 35, and having huge sign-and-release issues, or setting it to unlimited, and having the AI sign pretty much every available FA there is. My problem isn' that big because in an historical sim, it takes several years for the number of players imported to reach a point where the AI is either going to over-run the minors with too many players, or I'll finally have a FA pool. But there is a big issue here.
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#16 (permalink) |
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Minors (Double A)
Join Date: Mar 2006
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Somewhat off topic, but I think sixto has a good point with respect to player valuation. I'm sure that if the AI didn't keep signing crappy players, independent leagues might be easier to run properly. Players like Ozzie Canseco or very late-career Rickey Henderson might not get signed because and would allow indy leagues to grab some players.
Incidentally, since the game doesn't allow for minor league rehab assignments, I usually set a maximum age limit for rookie, short season A and A ball leagues. |
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#18 (permalink) |
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Bat Boy
Join Date: Jun 2004
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i have the same issue, 100s of players in my R team....basically the last 3 years high draft picks, too, with high potential, are rotting without an AB or IP in the rookie team.
If I put in a max setting (35), my prospects get realeased. This is hugely frustrating |
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#20 (permalink) |
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All Star Starter
Join Date: Dec 2001
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This is also a huge problem with independent leagues and reserve rosters. Any league without a minor league affiliate has a reserve roster. This means that the smallest, poorest, least viable indy league franchises will hoarde players. I've mentioned this in this thread, but my Greenland Winter League has 18-man roster limits, and finances that wouldn't be too ridiculous if they just used pennies, but every single team has 30+ players on their reserve roster. It's absurd that the Qannaq Tusk, with annual revenues of maybe $5000, can have upwards of 50 players on contract, including 30 or more who'll never see a single at bat or inning pitched. The league's batting champ was demoted in mid season and replaced with one of those hundreds of reserves because of a minor talent change. When you're playing at a low enough level and you're able to tie up hundreds of players you'll have a lot of nonsensical roster churn.
I wholeheartedly agree with sixto - this is a bug, and a rather big one. Neither small independent leagues nor the lowest level of affiliated minors function correctly, and this ripples through your universe. The AI needs to be able to make a decision on which lower-level players to keep and which to cut, and that needs to vary depending on type of league. Affiliated minors need to heavily weigh potential, while indy leagues need to put more emphasis on current ratings and stats. Also, some value has to be placed on minor league contracts. Teams need to realize that keeping dozens (or hundreds) of unused players on contract is costing them something - and right now it's not. Assigning a minimal dollar value to these players might help the AI to not bust their budget with ridiculous numbers of players.
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