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OOTP 8/2007: General Discussions Talk about our upcoming version of the game...

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Old 03-17-2007, 05:58 PM   #1 (permalink)
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TRTR : Day 22

Sign and release

All right. Let's get something straight right up front. If you're looking for a prose-laden story about some immersive, fantastical element of OOTP v2007, you can go elsewhere now.

http://www.ootpbaseball.net/clubhous...gid=26&id=1300
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Old 03-17-2007, 05:58 PM   #2 (permalink)
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Old 03-17-2007, 06:00 PM   #3 (permalink)
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Second.

First to say it finally!
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Old 03-17-2007, 06:14 PM   #4 (permalink)
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Very nice work, RonCo. Major annoyance looks to be fixed.
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Old 03-17-2007, 06:14 PM   #5 (permalink)
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Fantastical elements are overrated. Especially in prose!
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Old 03-17-2007, 06:19 PM   #6 (permalink)
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hmm

I had one example on build 330 preview that was different.

I posted it in the preview forum too. RonCo responded and hopefully is looking into it or has been fix on a later build.


Here what I posted there.

Fictional league 16 teams, with minors AAA,AA, and A

Default AI evaluation setting, default settings, disable coach and scouts

I set roster limit for AAA, AA to 25 players and A lowest minor to 35. The lowest minor the game recommends min of 35 or more.

I sim 10 years of history.

Look at this Player first round pick #2 pick overall gets sign and release. This poor player getting bounce around all on pretty much the same day. He must be so tire for going to all those cities in the same day. The original LA team that drafted him try to sign him again after 2 days went by again and again release him. This player gets release 6 times in 3 days before sticking with current team Philadelphia.

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06-15-2016 Drafted in the 2016 first-year player draft (Round 1, Pick 2, 2nd overall Pick) by the Los Angeles Hopes.
06-15-2016 Released by the Los Angeles organization.
06-16-2016 Signed a 1-year minor league contract with the Detroit Guerillas organization.
06-16-2016 Released by the Detroit organization.
06-16-2016 Signed a 1-year minor league contract with the Oklahoma City Ice Dogs organization.
06-16-2016 Released by the Oklahoma City organization.
06-16-2016 Signed a 1-year minor league contract with the New Orleans Fusion organization.
06-16-2016 Released by the New Orleans organization.
06-17-2016 Signed a 1-year minor league contract with the Los Angeles Hopes organization.
06-17-2016 Released by the Los Angeles organization.
06-18-2016 Signed a 1-year minor league contract with the Staten Island Starfish organization.
06-18-2016 Released by the Staten Island organization.
06-18-2016 Signed a 1-year minor league contract with the Philadelphia Ensigns organization.
08-01-2016 Wins the FBLAA SL2 Player of the Week Award.
01-01-2017 SISA scouting updated ratings (potential): Contact: 45 (69); Power: 30 (68); Eye: 20 (60).

Last edited by jbmagic : 03-17-2007 at 06:29 PM.
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Old 03-17-2007, 08:42 PM   #7 (permalink)
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hmm

I had one example on build 330 preview that was different.

I posted it in the preview forum too. RonCo responded and hopefully is looking into it or has been fix on a later build.


Here what I posted there.

Fictional league 16 teams, with minors AAA,AA, and A

Default AI evaluation setting, default settings, disable coach and scouts

I set roster limit for AAA, AA to 25 players and A lowest minor to 35. The lowest minor the game recommends min of 35 or more.

I sim 10 years of history.

Look at this Player first round pick #2 pick overall gets sign and release. This poor player getting bounce around all on pretty much the same day. He must be so tire for going to all those cities in the same day. The original LA team that drafted him try to sign him again after 2 days went by again and again release him. This player gets release 6 times in 3 days before sticking with current team Philadelphia.

Maybe he got in trouble with the law, and only LA found out, so they released him, and teams kept jumping on him cause he was the 2nd pick in the draft, then they'd find out about the trouble and dump him, and finally a team with low standards (Philly) decided his talent outweighed the impending murder charge.

Hey, could happen...
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Old 03-17-2007, 09:04 PM   #8 (permalink)
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Maybe he got in trouble with the law, and only LA found out, so they released him, and teams kept jumping on him cause he was the 2nd pick in the draft, then they'd find out about the trouble and dump him
And LA picked him up the second time because…
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And, yes, I admit that OOTP is the greatest of this type game out there and has far more positive about it than negative. I--nay, we--tend to focus more on the negative because that's what derails our experiences. That's what we want to make better.

But really all I want to do is play.

So I'll try harder to be patient and hopefully the board will be patient with me.
And yes, I am still continuing my campaign to promote adding a 'mass select' option to Out of the Park 10.
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Old 03-17-2007, 09:19 PM   #9 (permalink)
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And LA picked him up the second time because…
Because there was someone else with the exact same name in the draft and they thought it was a different guy, but then realized their mistake immediately and released him. Duh!
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Old 03-17-2007, 09:24 PM   #10 (permalink)
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D'oh! Boy, is my face red. Good catch.
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And, yes, I admit that OOTP is the greatest of this type game out there and has far more positive about it than negative. I--nay, we--tend to focus more on the negative because that's what derails our experiences. That's what we want to make better.

But really all I want to do is play.

So I'll try harder to be patient and hopefully the board will be patient with me.
And yes, I am still continuing my campaign to promote adding a 'mass select' option to Out of the Park 10.
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Old 03-17-2007, 11:08 PM   #11 (permalink)
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This was an excellent blog. I only wish we (the non-testing fans) could see this type of analysis covering all facets of the game.
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Old 03-17-2007, 11:12 PM   #12 (permalink)
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1st is sooooooo last year 12th is where it's at
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Old 03-18-2007, 04:30 AM   #13 (permalink)
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jb, this is certainly fixed. In our tests nothing like this happened.
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Old 03-18-2007, 07:16 AM   #14 (permalink)
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hmm

I had one example on build 330 preview that was different.

I posted it in the preview forum too. RonCo responded and hopefully is looking into it or has been fix on a later build.
We'll see what we can find.
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Old 03-18-2007, 09:15 AM   #15 (permalink)
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Ding dong, sign and release is dead. Hurray!
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Old 03-19-2007, 12:49 AM   #16 (permalink)
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RonCo et al, thanks for these tests. It goes to show the dedication you guys have in trying to work out the kinks.

A few points...

It would have been interesting and more informative towards showing improvement if these tests were also shown for v2006 even though most of us could speak to it by experience.

League A (without minors) shows that there are more sign-and-releases than in a similar league with minors. I assume this league was not using ghost players in minors (because it had none) but could you speak to any issues with a league of that uses this type of minors? I only ask because this feature is being reintroduced.

Also, if League A has no minors, it must have reserve rosters. If teams are willing to fill reserves up - and they do - how efficiently are they actually using them? In at least some situations, one would think teams would draw from that roster first, rather than picking up a guy and release him later to nowhere, if you consider these FAs and reserve roster guys to be of equal quality (usually low).

Last edited by No Pepper : 03-19-2007 at 12:50 AM.
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Old 03-19-2007, 06:16 AM   #17 (permalink)
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RonCo et al, thanks for these tests. It goes to show the dedication you guys have in trying to work out the kinks.

A few points...

It would have been interesting and more informative towards showing improvement if these tests were also shown for v2006 even though most of us could speak to it by experience.

League A (without minors) shows that there are more sign-and-releases than in a similar league with minors. I assume this league was not using ghost players in minors (because it had none) but could you speak to any issues with a league of that uses this type of minors? I only ask because this feature is being reintroduced.

Also, if League A has no minors, it must have reserve rosters. If teams are willing to fill reserves up - and they do - how efficiently are they actually using them? In at least some situations, one would think teams would draw from that roster first, rather than picking up a guy and release him later to nowhere, if you consider these FAs and reserve roster guys to be of equal quality (usually low).
Yeah, it would be nice to run things against the v2006 baseline. Merely testing v2007 takes considerable time, however, and quite honestly, a divorce and getting fired from my paying job isn't worth it in the case of sign-and-release (which is a massively known issue in v2006). I can't begin to tell you how many hours I have given to this process in the past four months, and I know I'm not the only one. Ultimately, if we drive it to zero, it's infinitely better than v2006.

I've personally not spent time looking at the detailed efficiency of the game's roster management process. Another team of betas assigned in that area. My pure guess is that it's fairly good with some holes, but I'll leave that to someone else to say with any certainty.
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Old 03-19-2007, 06:17 AM   #18 (permalink)
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League A (without minors) shows that there are more sign-and-releases than in a similar league with minors. I assume this league was not using ghost players in minors (because it had none) but could you speak to any issues with a league of that uses this type of minors? I only ask because this feature is being reintroduced.
I was not using ghost players. I'll have to test a league with them, but my initial reaction is that using ghost players would reduce the occurance of whatever sign-and-release (if any) holes were still in the game.
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Old 03-19-2007, 06:20 AM   #19 (permalink)
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We'll see what we can find.
BTW -- thanks to jbmagic's comment and work in sending us some additional data, Markus was able to find a flaw when less than full minors (5 levels) were used. This is now addressed. I'll confirm it one way or the other with the next build.
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Old 03-19-2007, 10:04 AM   #20 (permalink)
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