Home | Webstore
Latest News: OOTP 13 THIRD Update Available: Version 13.3.9! - OOTP 13 Released! Download Now! - iOOTP 2012 Available NOW on the AppStore - Title Bout Championship Boxing 2.5 released!

Download OOTP 13 Now! | Download iOOTP 2012 from the AppStore

Go Back   OOTP Developments Forums > Out of the Park Baseball 10 > OOTP 10 - General Discussions

Reply
 
LinkBack Thread Tools Display Modes
Old 02-08-2010, 03:50 AM   #21 (permalink)
Hall Of Famer
 
Join Date: May 2007
Location: Newark, Notts, UK
Posts: 2,945
Thanks: 4,387
Thanked 301x in 232 posts
Quote:
Originally Posted by OldFatGuy View Post
Dola,

And just wanted to say, I agree wholeheartedly with your point about relievers. There is something very wrong with the way relievers recover, and it doesn't matter what setting you have it on. I've seen major league relievers used 4 days straight often enough in real life to know it happens, but I shudder to think what my guy would look like after the 3rd straight, because after the second straight (even if he only threw like 10 pitches total in the two outings), he's pretty much toast.
I agree, this is annoying.
__________________

Cryomaniac is offline   Reply With Quote
Old 02-08-2010, 04:00 AM   #22 (permalink)
Developer OOTP
 
Markus Heinsohn's Avatar
 
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
Quote:
Originally Posted by ike121212 View Post
In hope that these are considered for XI...


1. Defense- When you set Pitching Strategy to yourself and Defensive Strategy to the AI, you end up having to control both....very annoying. It feels like a bug and it didn't work like this in older versions. I just want control over the big stuff, like intentional walks!

2. RP Fatigue- It's too hard not to abuse. I can throw RP's every other day for 2 innings and accumulate no fatigue. If I throw someone for 1 batter on 2 consecutive days, they accumulate significant fatigue. I gain a massive advantage over the AI, that's tough to fix with any house rule. I really wish there was some type of reliever durability.

3. Stolen Base Wall- When a high Steal, Low/Medium Speed player hits his artificial SB limit, he just start getting thrown out almost non-stop. This model might work well for simulations, but it's bad for managing. I'd prefer SB's had a fatigue hit, for this type of player.

4. SB- I get forced into pitch by pitch play, until the runner goes. Let me green light him and stay in 1 pitch mode!

5. Accidental Subs- We've all done it. Let me cancel moves, if I catch them before I switch game to the game screen.
1. I'll look into that.
2. RP fatigue works pretty realistic if you ask me. Sure, there might be extreme examples, but overall I feel it is fine.
3. There is no such wall.
4. I prefer the way it works now, I want to be able to change my mind when the count changes because of a failed jump.
5. This is a PITA to code the way the system works now. Hard to explain MAybe I'll come up with an easy fix...
__________________
Buy OOTP Developments' Games ... OOTP is on Twitter now ... And, a Facebook page too!
Markus Heinsohn is offline   Reply With Quote
Old 02-08-2010, 08:41 AM   #23 (permalink)
All Star Reserve
 
Join Date: Oct 2006
Posts: 788
Thanks: 35
Thanked 109x in 79 posts
Quote:
Originally Posted by Markus Heinsohn View Post
1. I'll look into that.
2. RP fatigue works pretty realistic if you ask me. Sure, there might be extreme examples, but overall I feel it is fine.
3. There is no such wall.
4. I prefer the way it works now, I want to be able to change my mind when the count changes because of a failed jump.
5. This is a PITA to code the way the system works now. Hard to explain MAybe I'll come up with an easy fix...
If you look into 1, then I'm pretty happy. I really wish you'd look into RP fatigue though. Short outings really hit RP's hard. With modern bullpen settings, you're pretty much asking the AI to do this, so I don't consider it extreme. Just think of what the Yankee's bullpen would have looked like in the playoffs with your fatigue system....scary thought!
ike121212 is offline   Reply With Quote
Old 02-08-2010, 09:33 AM   #24 (permalink)
Hall Of Famer
 
Join Date: May 2007
Location: Newark, Notts, UK
Posts: 2,945
Thanks: 4,387
Thanked 301x in 232 posts
Markus, wouldn't one way to make the RP fatigue better to instead of basically saying if you pitch more than 2 days in a row you're screwed, you have something like this (this is heavily simplified):

fatigue = total number of pitches x number of consecutive days

so (using an arbitrary standard of fatigue) if you throw 10 pitches a day for 3 days your fatigue would be 90, but if you threw 25 pitches a day for 2 days it would be 100.
__________________

Cryomaniac is offline   Reply With Quote
Old 02-08-2010, 09:46 AM   #25 (permalink)
Developer OOTP
 
Markus Heinsohn's Avatar
 
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
Quote:
Originally Posted by ike121212 View Post
If you look into 1, then I'm pretty happy.
OK, #1 already works as designed. The defense is set by the AI prior to you selecting the pitch strategy, so the availabvle defense dropdowns enable you to overrule the AI.
__________________
Buy OOTP Developments' Games ... OOTP is on Twitter now ... And, a Facebook page too!
Markus Heinsohn is offline   Reply With Quote
Old 02-08-2010, 09:47 AM   #26 (permalink)
Developer OOTP
 
Markus Heinsohn's Avatar
 
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
Quote:
Originally Posted by Cryomaniac View Post
Markus, wouldn't one way to make the RP fatigue better to instead of basically saying if you pitch more than 2 days in a row you're screwed, you have something like this (this is heavily simplified):

fatigue = total number of pitches x number of consecutive days

so (using an arbitrary standard of fatigue) if you throw 10 pitches a day for 3 days your fatigue would be 90, but if you threw 25 pitches a day for 2 days it would be 100.
The system works already similar to that. It's a pretty complex algorythm, and I feel it works very realistic.
__________________
Buy OOTP Developments' Games ... OOTP is on Twitter now ... And, a Facebook page too!
Markus Heinsohn is offline   Reply With Quote
Old 02-08-2010, 10:37 AM   #27 (permalink)
All Star Reserve
 
Join Date: Oct 2006
Posts: 788
Thanks: 35
Thanked 109x in 79 posts
Quote:
Originally Posted by Markus Heinsohn View Post
The system works already similar to that. It's a pretty complex algorythm, and I feel it works very realistic.
I still think short outings hit a little too hard, and that reliever durability would be a nice dimension to the game. If you're happy with how it's working, then I appreciate you taking the time to read and respond.
ike121212 is offline   Reply With Quote
Old 02-08-2010, 10:52 AM   #28 (permalink)
Developer OOTP
 
Markus Heinsohn's Avatar
 
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
Quote:
Originally Posted by ike121212 View Post
I still think short outings hit a little too hard, and that reliever durability would be a nice dimension to the game. If you're happy with how it's working, then I appreciate you taking the time to read and respond.
Why reliever durability? The pitcher stamina is already used in the algorythm... why should be need a second rating for the same thing?
__________________
Buy OOTP Developments' Games ... OOTP is on Twitter now ... And, a Facebook page too!
Markus Heinsohn is offline   Reply With Quote
Old 02-08-2010, 01:15 PM   #29 (permalink)
All Star Reserve
 
Join Date: Oct 2006
Posts: 788
Thanks: 35
Thanked 109x in 79 posts
Quote:
Originally Posted by Markus Heinsohn View Post
Why reliever durability? The pitcher stamina is already used in the algorythm... why should be need a second rating for the same thing?
Because the 2 are often inversely related in real life. The typical spot starter has high stamina, but doesn't handle back to back games well. Many relievers aren't accustomed to throwing more than 1 inning or so, but regularly bounce back and throw 2 or more games in a row.

Pedro Feliciano threw 86 games in 2008 for 53 innings, 34 times on consecutive days, but only 1 long outing. Low stam, high durability....not at all uncommon for a lefty specialist. On the other side, Josh Rupe only threw consecutively twice, but rung up 32 long outings.

I won't belabor the point with the Mike Marshall's of the world (106 appearances for 208 innings), but when you look at the use of closers in the late 70's/early 80's, such as Goose Gossage, the game just doesn't allow for it.
ike121212 is offline   Reply With Quote
Old 02-08-2010, 01:25 PM   #30 (permalink)
Hall Of Famer
 
Join Date: May 2007
Location: Newark, Notts, UK
Posts: 2,945
Thanks: 4,387
Thanked 301x in 232 posts
Basically, 1 long outing should be more tiring than 2 shot ones.
__________________

Cryomaniac is offline   Reply With Quote
Old 02-08-2010, 02:40 PM   #31 (permalink)
All Star Starter
 
Join Date: Aug 2008
Posts: 1,660
Thanks: 412
Thanked 251x in 153 posts
Quote:
Originally Posted by Markus Heinsohn View Post
I prefer the way it works now, I want to be able to change my mind when the count changes because of a failed jump.
I can see that may be true if you are playing out each pitch. But if you are playing one pitch per AB, it would sure be nice to just give him the green light. Perhaps you can add an independant checkbox for green light so you can do either?

On a related but different note...
I think it would be an interesting and useful addition to the manual if you could explain some of the way the engine works (without giving up anything you consider a trade secret ). You could put them in little side notes so if people don't care they could skip it.

For example, it would be nice to know if the AI is more likely to throw a pitchout on certain counts or if it is more random. Do high steal / low speed runners get a good jump much less frequently but if they do they have a good chance of being safe (or visa versa). These are interesting and useful tidbits of information. Your other post was a great example of this type of info (the infield automatically plays at double play depth when necessary).
robc is offline   Reply With Quote
Old 02-09-2010, 09:36 AM   #32 (permalink)
All Star Reserve
 
Join Date: Dec 2002
Posts: 792
Thanks: 14
Thanked 77x in 31 posts
Long as we're here.

Markus,

I play an 8 team league. I handle all teams and play out all their games. The only thing I handle are substitutions. And I'm in one pitch mode. Since the AI is handling both pitching and stealing, do you foresee any problems with that?

I'm only a few games into the season, but the computer is not having much luck stealing against itself.

Thanks for the game.

Last edited by knockahoma; 02-09-2010 at 09:48 AM.
knockahoma is offline   Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 05:22 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2012, vBulletin Solutions, Inc.
Search Engine Friendly URLs by vBSEO 3.6.0
Copyright © 2009 Out of the Park Developments