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Old 02-27-2013, 02:46 PM   #1
JeffR
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The Beta: What to Expect

As promised, here's a detailed update on what you can expect in the beta version of the game you'll get access to if you pre-order starting next Monday (exact time on Monday to be announced.)

We're trying to err on the side of caution and stability when deciding what's going into the first beta release, so we're avoiding big coding changes this week and temporarily disabling some things that are likely to cause serious issues. Still, there are aspects of the game that, no matter how shaky they are at the moment, can't be removed and will be on display, warts and all.

Bottom line: if you're planning on pre-ordering and expect to be playing a smooth, fully-featured, bug-free version of the game on Monday, you're not going to be happy with what you get. It's a beta, and betas crash and frustrate and confuse and break, and have ugly things like missing graphics and debugging tags in the text.

That said, here's what I can tell you about what you'll have to play with on Monday:

Playable leagues:


Canada:
Quebec Major Junior Hockey League (QMJHL)
Ontario Hockey League
Western Hockey League

Czech Republic:
Tipsport Extraliga

England:
Elite Ice Hockey League
English Premier Ice Hockey League
National Ice Hockey League South 1
National Ice Hockey League North (Moralee Conference)

Finland:
SM-Liiga
Mestis

France:
Ligue Magnus

Germany:
Deutsche Eishockey Liga

Russia:
Kontinental Hockey League

Sweden:
Swedish Hockey League
Allsvenskan

United States:
National Hockey League
American Hockey League
ECHL

There are about 6 leagues that will be longer-term projects (and that last group will grow). Of the playable leagues, the most at-risk ones are the CHL leagues; they're a package deal because of the Memorial Cup, but the player ratings in a couple of them may be a little more incomplete than the other playable leagues right now. I'd prefer to keep them playable, but if I look at them this weekend and decide one or more isn't in a useable state (or at least in one that I can get useable with a late night or two), they could get pulled temporarily.

What's playable is largely determined by the amount of work researchers have been able to get done. We're not excluding leagues because we think they're worse or less significant than the ones we have working right now; it's just a matter of getting the research complete enough.

The Database:

Team and league data is mostly finished; player data varies widely by league. There aren't a lot of specific attributes set in the database at the moment; instead, a template/target ability system is used to generate realistic attributes for the players. This is a deliberate decision on my part; I don't want a repeat of the EHM problem where huge numbers of players had very haphazard-looking collections of attributes because only a handful of them were actually completed. So the database work is being done in a way that prioritizes setting some basic parameters for the players first that will ensure a fairly realistic set of attributes (e.g., defensive centres get good defensive ratings, nobody has NHL-level speed but no acceleration at all, etc.), and then the fine details get filled in later. In most cases, that fine-tuning work is just beginning; some leagues are a little farther ahead in that regard.

Player histories outside the NHL are mainly nonexistent; I'm hoping we can reach an agreement with one of the big database sites to use their information, rather than going through the nightmare of entering it all manually.

The accuracy of rules implementation varies widely from league to league. Some things (e.g., the AHL developent rule) are approximated or abstracted right now, others (some of the more unique KHL roster rules) aren't implemented at all. It's a little too broad a topic to detail league-by-league, but we're trying to get things as realistic as possible within the constraints of the game (which includes the need to keep things fairly modular so customization remains possible, as opposed to doing a bunch of behind-the-scenes hardcoding.)

Rosters will be as up-to-date as we can get them for the playable leagues. The unplayable ones will range from accurate (where researchers are currently assigned) to about a year out of date (unassigned leagues, which are mainly low-level ones - the bottom end of the minors, Junior A, and leagues in most lesser European hockey powers.)

Non-playing staff aren't done as thoroughly as the players. In the best case, they exist and have the correct names; in the worst, they're not there at all and will be replaced by randomly-generated staff. Their undeveloped state is partly intentional - they can have a significant effect on player development, so for the moment we need dependably neutral values for them while we make sure the development model works properly.

The AI:

The AI is OK at a few things right now, mediocre at many others, and just plain bad in places. It can choose lineups and build lines reasonably well and has a crude but effective grasp of tactics, but isn't that great at managing its roster. Not terrible, it just signs some strange contracts, tends to bungle the re-signing of its own players, and likes to collect and hoard starting goalies.

The trading AI in particular is very much a work in progress. We try different things, sometimes it gets better, sometimes it gets worse. It wasn't that awful a couple of weeks ago, but in the last few builds...well, on a scale of Mike Milbury to Sam Pollock, right now it's at Rejean Houle.

Stats:

Very good in places, but there are still some issues; at the moment, scoring has been too low in the last few builds and we're trying to figure out why (as I write this, we think we've found the problem - an issue with mysteriously inflated goalie ratings - but haven't implemented and tested a fix yet.)

The nature of the ratings will lead to a few noticeable stats oddities; PIM distribution is one that comes to mind - the NHL and a couple of other leagues should be OK in this regard at the start of the game, but the solution (a specific attribute setting) will take a while to implement across the rest of the database.

Tracking of advanced stats (Corsi etc.) isn't incorporated yet ("real-time stats" - hits, takeaways, etc. - are, though.)

Interface:

Placeholder graphics for team/league logos and player faces, of course. Hopefully there'll be some community solutions to that quickly. We've added a way to have team logos change over the years for historical play, but it doesn't appear to be working properly right now.

The look of the game won't be unfamiliar to anyone who's played OOTP. Functionally, there are aspects that have a ways to go: columns that don't sort right, screens that require too much clicking to arrange the right way, that sort of thing.

The in-game interface (where you can actually watch a game's play-by-play) is very rudimentary at the moment; the play-by-play text is being worked on but right now all you'll get is a short notice of whatever event (shot, turnover, goal, etc.) has just occurred. It also seems to have a couple of nasty crash bugs that can hit at the end of the game.

Performance:

Stability and crash fixing are priorities this week, but we won't get everything fixed. Some testers are reporting a lot more instability than others, and we're still trying to figure out the reasons. For most people, it's possible to let the game run hands-off for multiple seasons without it crashing.

Speed-wise, it's similar to OOTP, probably a little slower if you had the same number of teams and leagues running. It's not ever going to be a game where you can run a season in 30 seconds and build yourself a 30-year league history while you have lunch, but as a general rule you'll be looking at minutes to run a hands-off season, not hours. Historical mode in particular flies by, since game only has to deal with the NHL (Right now, leagues can't be turned off in modern mode; all the playable ones are active, which tends to slow things down. We'll try to make them selectable soon so you can pare your game down to just a league or two being playable.) The first version of the beta will be one of the slowest ones you'll see; it should get better from there.

Mac version:

No Mac beta version to start with; sorry, there are just too many other things to be done right now. We still want to have one, and will let you know when we have more news on that front.

Historical Mode:

Lots to talk about here. First off, Historical mode isn't going to have a great deal of flexibility in its setup to begin with. That'll improve as we go along, but to start with the setup options will be limited.

For the players, you'll have to let player ratings be recalculated annually (rather than using the same player development model used in the modern mode); players will always retire at the correct time (after their last real-life active season in organized hockey) rather than having the option of letting them choose their own time to retire; and the draft is giving us enough problems right now that it may be taken out pending repairs if we can't get it straightened out by the weekend (which would only leave you the options of either having players assigned to their historical teams automatically, or appearing as free agents.) The draft problems extend to expansion drafts; at the moment, expansion teams have to fill out their rosters with free agents.

As with the modern mode, it won't be possible to set up a fictional league at the moment. You may be able to change some team names, but that will likely cause problems unless you change absolutely nothing but the name.

Inclusion of the WHA is still undecided, but at this point it's probably not going to happen by Monday. Very soon, though, I hope. (And the WHA players will all be available, regardless.)

Right now, the database has ratings for every player who was active in 1947, and every player who debuted in the NHL and WHA between then and 1978-79 (I'm actually partly done with 79-80 and I think I can squeeze in another year or two before Monday if there are no fires for me to put out elsewhere.) So you can get three decades of play in if you start right at the beginning. You could probably play a little into the 80's, but the player supply will dry up. I'm hoping to add at least a couple of new years per week during the beta.

No historical coaching/management staff yet, and don't think there will be in this year's game. That said, I've been thinking about how to handle that lately and it seems like a good longer-term possibility. No historical arenas yet, either; that should be coming in this version, but the modern ones (or randomly-generated ones, in some cases) are used right now.

All dollar figures in historical years will be in 2013 US$. We'll switch over to the OOTP method of historically-correct figures eventually, but right now it's better to have a single frame of reference for testing - it makes it a lot easier to evaluate the contracts the AI is offering, for example, if it's all in modern amounts.

I'm reasonably happy with the way the historical aging/development model seems to be working, but it hasn't had a lot of testing. Having more people looking at it will definitely be useful.

There appear to be some significant issues with the AI's roster handling in historical games; Malte's trying to get those under control right now. There's a weird tendency for the AI to not offer its best players new contracts when their old ones run out and just leave them on their protected lists, where they own the rights but the guy can't play.

Customization:

We've had to shut off a lot of the league customization features for the sake of short-term stability. They'll come back, but for now you'll largely be limited to playing the preset leagues in their default format. Obviously, we want to make it a lot less restrictive, but that needs to be handled in a controlled way rather than throwing it all in at once and then trying to untangle the problems that result.

Online Leagues:

No functionality at all at the moment, and I can't make any promises yet about a timeline for when it'll happen; that'll depend on what the workload looks like in the coming months - it's going to need a big, dedicated chunk of time to do properly.

International Play:

Same story. Not in now, we want to add it but can't say for sure when it's coming.

Documentation:

None to speak of. The manual won't get put together until much closer to the September release. So, it'll be a bit of an adventure figuring things out at the start (and we'll probably learn some useful things about the intuitiveness and user-friendliness of our user interface). We'll help out as much as we can if you have questions; I'm planning on spending the first couple of days next week mainly posting in the forum, unless I need to help with emergency fixes.

In summary, what you'll get on Monday is emphatically a beta version, with lots of issues and unfulfilled potential. Having said that, I think people will be impressed at the rate at which they will see game improve in the coming weeks. We have a bad week here and there (we're just coming off one, in fact), but we're pointed in the right direction and making steady progress.

So, that's as complete a picture I can paint right now about the game's status. Some things may change between now and Monday, but probably nothing too drastic. I hope that's enough for everyone to make an informed decision about whether or not they want to buy on Monday or wait and see. We'll try to answer any questions you might have, although we may be a little slow at that given everything else we need to be working on.

Finally, we'll try to get some new screenshots out later in the week. I just want to make sure we're not going to show you something and then have to cut it at the last minute.

And one last clarification, since I was asked earlier today: there's no nondisclosure agreement for the beta - we can't very well ask you not to talk about something you've paid for, after all (those of you who have signed an NDA to help with official editing and testing, it still applies to anything that's not actually present in the beta.) I would request, though, that if you mention it on a blog, Twitter, Facebook, etc., you mention that it's a beta you're playing, not the final version, and wait for the full version in September before doing a full review (previews are fine.)

Edit - Thursday Night:

Today was final decision day for keeping/temporarily disabling most of the customization features. We left a little more in than anticipated; here's the list of what's been turned off and left on.

Game Options:

Enable Injuries -> ok
Injury frequency -> ok
Development Options -> ok (aging speed and peak ages)
Hall of Fame Criteria -> ok
Autosave frequency -> ok

League Setup - Settings:

Game Engine Settings -> ok (regulates goals per game, penalties per game, etc.)
Number of Defense Pairing Used -> ok

League Details:

Name -> ok
Abbreviation -> ok
Cup Name -> ok
Nation -> disabled
Region -> disabled
Draft 1 + 2 -> disabled
Junior Type -> disabled
League Value -> disabled
Money Value -> disabled
Trade Frequency -> ok
Average budget -> disabled
Schedule Details -> all disabled
Allocate random contracts -> ok
Reset all injuries -> ok
Reset player contentment -> ok
Run computer manager on all teams- > ok
Generate Schedule -> disabled
League Expansion -> disabled
Draft Details -> ok

Playoffs:
Everything editable but creation of new playoffs disabled
Pre-PO/Relegation/Interleague-Tournament -> disabled

Roster Rules:
all disabled (roster sizes, number of foreigners, etc.)

League Rules
all disabled (salary cap, trading deadlines, etc.)

Contract Rules
all disabled (minimum and maximum ages, free agency, etc.)

Game Rules
all ok (points for W/L/T/OTL/SOL, OT/shootout rules, etc.)

Playoff Game Rules
all ok (as above except for playoffs)

Awards
all ok (which awards to use and their names)

League Names/Structure
All name edits on, all buttons/dropdowns disabled (so names can be edited, but teams can't be moved out of their division/conference)

Edit Team
all ok (basic team details - name, abbreviation, city, market size, attendance, arena)

Edit - Sunday afternoon:

Here's where we stand after a very long, and not yet complete, weekend of work. We'll continue working right up until we have to finalize the files, so there may be more progress between now and then.

Playable Leagues:

No major changes to what I posted earlier, all those leagues will be playable. The situation with the Canadian junior leagues isn't great; we lost our QMJHL researcher midweek so that league is in very rough shape and the OHL, while a little better, also has a lot of holes in the data. They're going to stay playable, though, because it would cause too many problems at this point to pull them out. But I strongly recommend not trying to start a game in the QMJHL or OHL until they've had at least two or three more weeks of work done on them.

The Database:

Nothing significantly different than I said earlier. I spent a lot of time on Friday and Satursday getting the NHL prospects into acceptable condition and building up the prospect pools for the 2013 and 2014 draft enough that each should be good for 2-3 rounds of realism.

We ran into some problems getting the new name generation system set up, specifically with the feature that will let us specify ethnic name groups at the state/provincial (rather than national, as in OOTP) level. Since the whole system has to be implemented at the same time, we're just leaving the default OOTP names in place for now - so that's going to lead to some weirdness like too many hispanic names for US players, Canadian names lacking variety, and European names just being downright strange in places. The situation is very temporary, we plan on having the real system in place within a week or so.

The AI:

A little progress, but not much; it's still making most of the same mistakes, maybe to a slightly lesser degree.

Stats:

The low-scoring problem is mostly fixed. Still some issues with defencemen not getting enough points, but it's a vast improvement over where we were a couple of days ago.

Performace:

Stability is better; the crashes we're finding now are associated with an obvious cause (i.e., click on a certain thing and the game dies) as opposed to crashes that would occur mid-simulation with no apparent cause.

Speed still has a lot of room for improvement, things really start to crawl during certain parts of the offseason like the opening week of free agency.

Historical mode:

Progress, but still some problems. The roster handling and strange contracts remain as issues, albeit less severe ones now. Drafts work...once. Something's causing them to stop after the first year; we're looking into it. Expansion drafts seem to be OK now. There are issues with games that start before 1978-79 once they get to that season, because the demise of the Cleveland Barons isn't being handled correctly.

WHA will not be in, at least for now. The player database is completed through 1979-80; I was hoping to get a little more than that done but there were too many other things to do this weekend. But I'll get going again once things have settled down this week, and the 80s should go fairly quickly.

Customization:

See the list I posted above, no big changes since I posted that.

Last edited by JeffR; 07-16-2013 at 02:53 PM.
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Old 02-27-2013, 02:55 PM   #2
Stat
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Thanks again Jeff. It's really appreciative in terms of communication.

I do have a question for you.

I'm on a Mac but have Bootcamp and Wineskin.

How many times can I download the beta license? For example, part of me wants to download the Windows beta on my Mac OS and use Wineskin to possibly get it to work. But if it doesn't, I would load bootcamp and use my Windows OS.

If later the Mac beta comes out, would I be out of luck for downloading the Mac version of the beta?

Oh, and is there a way, Sebastian, you, Malte want us to post bugs? I assume you would want the bug, how we got there, how they can reproduce it?

Last edited by Stat; 02-27-2013 at 02:57 PM.
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Old 02-27-2013, 02:58 PM   #3
Methodz
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Looking forward to testing it and giving input when needed.
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Old 02-27-2013, 03:00 PM   #4
Methodz
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Will commissioner mode be available?
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Old 02-27-2013, 03:06 PM   #5
Orioles1966
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With the current Leagues that are set-up ,can you move a team from the NHL to the AHL or any other league?

Can players from the past be placed on current teams with the editing feature?

Can games be saved on a daily basis?

Whats the largest number of teams that you can have for a functioning league?

Last edited by Orioles1966; 02-27-2013 at 03:14 PM.
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Old 02-27-2013, 03:30 PM   #6
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Quote:
Originally Posted by Stat View Post
Thanks again Jeff. It's really appreciative in terms of communication.

I do have a question for you.

I'm on a Mac but have Bootcamp and Wineskin.

How many times can I download the beta license? For example, part of me wants to download the Windows beta on my Mac OS and use Wineskin to possibly get it to work. But if it doesn't, I would load bootcamp and use my Windows OS.
You'll get one license code that can be used on two computers at a time. So if it doesn't work with Wineskin you can unlicense it and you'll still have your two installs available (actually, you probably wouldn't be able to make it as far as the licensing step in the first place, but in case you did, that's what to do.)

Quote:
If later the Mac beta comes out, would I be out of luck for downloading the Mac version of the beta?
Your original code will work with the Mac version.

Quote:
Oh, and is there a way, Sebastian, you, Malte want us to post bugs? I assume you would want the bug, how we got there, how they can reproduce it?
By Monday there'll be a separate forum for the beta and a specific subforum for bugs, I'll post some guidelines in there.
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Old 02-27-2013, 03:33 PM   #7
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Will commissioner mode be available?
Yes, although certain things will be disabled for editing - mostly league-level stuff, you should be able to edit nearly anything in the player data, although I think there might be a glitch or two with a couple of fields there where we've made recent changes. Contract data isn't displaying properly in the player editing screen right now, for example.
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Old 02-27-2013, 03:44 PM   #8
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Quote:
Originally Posted by Orioles1966 View Post
With the current Leagues that are set-up ,can you move a team from the NHL to the AHL or any other league?
No, not possible right now.

Quote:
Can players from the past be placed on current teams with the editing feature?
Not directly, you'd have to do it manually by copying the data in by hand. There's no way to do an OOTP-style single player import at the moment.

Quote:
Can games be saved on a daily basis?
Yup, daily, weekly, monthly, or yearly.

Quote:
Whats the largest number of teams that you can have for a functioning league?
You can't add or subtract teams right now, so there's not really a limit to speak of. I think the NCAA and Swedish Division I (neither of which is playable right now) are the biggest leagues in the game, just under 60 teams each; the NHL and AHL are the biggest playable leagues at 30.
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Old 02-27-2013, 03:48 PM   #9
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Not terrible, it just signs some strange contracts, tends to bungle the re-signing of its own players, and likes to collect and hoard starting goalies.
Nothing unrealistic about that, just ask the Vancouver Canucks.
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Old 02-27-2013, 03:57 PM   #10
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Any guess when we will see a mac version?
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Old 02-27-2013, 04:01 PM   #11
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Can't wait to try and make this game better by reporting bugs!
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Old 02-27-2013, 04:05 PM   #12
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When you say the top two leagues in the UK is this the Elite League and English Premier league?
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Old 02-27-2013, 04:12 PM   #13
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When you say the top two leagues in the UK is this the Elite League and English Premier league?
Right. NIHL Division 1 may not be that far off, either.
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Old 02-27-2013, 04:29 PM   #14
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Will junior development and drafting work as intended in the beta? I love watching new guys rise to the fame. :P

Also will the amount of years we can play be limited? e.g 20 years and so on.

Last edited by PromisedPain; 02-27-2013 at 04:30 PM.
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Old 02-27-2013, 04:32 PM   #15
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Will the schedule generator be in working order and will neutral site games be available with the generator? If yes,does the generator add neutral site games or is it done manually?
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Old 02-27-2013, 04:39 PM   #16
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Originally Posted by JeffR View Post
You'll get one license code that can be used on two computers at a time. So if it doesn't work with Wineskin you can unlicense it and you'll still have your two installs available (actually, you probably wouldn't be able to make it as far as the licensing step in the first place, but in case you did, that's what to do.)

Your original code will work with the Mac version.

By Monday there'll be a separate forum for the beta and a specific subforum for bugs, I'll post some guidelines in there.
Thanks for the help Jeff. Really appreciated. If I get as far as it working on Wineskin, I'll post a guide for the Mac users here but I do suspect that I'll have to load my Windows OS and install my license there.
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Old 02-27-2013, 04:40 PM   #17
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So gutted about the Mac version but not that surprised. I'm trying to be positive and be thankful that at least we will get one eventually. The optimist in me is glad we get a more polished first version. Hopefully if some bright spark can get it to work with something like Wineskin (I don't have a clue what it is or how it works) then they will post it.

Also I have to thank Jeff for his excellent communications.
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Old 02-27-2013, 04:41 PM   #18
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Thanks for the excellent post. I am sure that as excited as we are to play FHM, we all now have a better (balanced) picture of what we're getting into and are excited to help-out with the BETA.

Looking forward to it!
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Old 02-27-2013, 04:41 PM   #19
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I've beta tested before and this all sounds pretty normal to me, except for it turning into a public beta I'm raring to go!
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Old 02-27-2013, 04:48 PM   #20
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Can't wait to try and make this game better by reporting bugs!
ie) like if the Leafs make the playoffs.
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