|
|
#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:
|
|
|
|
|
|
|
#22 (permalink) | |
|
Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
|
Quote:
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! |
|
|
|
|
|
|
#23 (permalink) | |
|
All Star Reserve
Join Date: Oct 2006
Posts: 788
Thanks: 35
Thanked 109x in 79 posts
|
Quote:
|
|
|
|
|
|
|
#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. |
|
|
|
|
|
#25 (permalink) |
|
Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
|
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! |
|
|
|
|
|
#26 (permalink) | |
|
Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
|
Quote:
__________________
Buy OOTP Developments' Games ... OOTP is on Twitter now ... And, a Facebook page too! |
|
|
|
|
|
|
#27 (permalink) |
|
All Star Reserve
Join Date: Oct 2006
Posts: 788
Thanks: 35
Thanked 109x in 79 posts
|
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.
|
|
|
|
|
|
#28 (permalink) |
|
Developer OOTP
Join Date: Dec 2001
Location: Germany
Posts: 14,003
Thanks: 606
Thanked 7,113x in 1,336 posts
|
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! |
|
|
|
|
|
#29 (permalink) | |
|
All Star Reserve
Join Date: Oct 2006
Posts: 788
Thanks: 35
Thanked 109x in 79 posts
|
Quote:
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. |
|
|
|
|
|
|
#31 (permalink) | |
|
All Star Starter
Join Date: Aug 2008
Posts: 1,660
Thanks: 412
Thanked 251x in 153 posts
|
Quote:
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). |
|
|
|
|
|
|
#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. |
|
|
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|