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Old 05-24-2017, 09:14 PM   #341
NakedReporta
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Like clockwork ...



Bunted into a force at third. Followed by fly out. Rally killed.

Last edited by NakedReporta; 05-24-2017 at 09:16 PM.
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Old 05-24-2017, 09:27 PM   #342
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What about putting into the game an artificial constraint that doesn't allow players to be injured or ejected when there's three outs? Maybe not ideal, but situations like this (which I swear I have happen 3-5 times per season) are even less ideal.
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Old 05-24-2017, 10:14 PM   #343
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ARGHHHHHH! And then it happens again the very next game I play. Salas hurt on third out, down a run, scheduled to bat 4th in the late innings, and my options are replace him immediately with a pitcher who will have to bat or a batter that will have to pitch. It is the one (and only one) thing that consistently takes me out of the realism of the game.

Been awhile since I've done this but I don't think it has to be a batter that has to pitch or a pitcher that will have to bat.

I think you could go to the 1 slot in the batting order (assuming you don't want to take Trout out) and change the position from "RF" to "-". Then put your pitcher in that slot and change the position to "P". Next put your hitter into the 6 hole and assign that position to "RF". Assuming you have an OF on the bench. If not you could put a SS in the 6 hole and your new pitcher into the 9 hole.

Only downsides are you have to pick your reliever right away and if you have warmups on he may have to come in cold?

Give that a try next time, I think it will work.
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Old 05-25-2017, 08:11 AM   #344
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One thing I've noticed and this has been happening for awhile is that owners tend to allow you to spend more the more you win. I don't think that is true of the major leagues. Oakland didn't start handing out fat contracts after getting close to the World Series. If an owner is stingy, make them stingy. Force us guys looking for a challenge to year in, year out stretch the budget thin and also deal with the pain of having to either sacrifice budget in scouting or miss on a FA that could be the difference in getting you to the end.

Relievers have a terrible tendency to have droves of star caliber arms in free agency 6-8 years in. Makes it easy to sit around in the offseason and easily be thrifty and get big arms.

These are my criticisms of an otherwise great game.
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Old 05-25-2017, 08:51 AM   #345
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Bases loaded, less than 2 outs

I've mentioned this before, but there really needs to be a "take pitch" option with two strikes.

I can't think of all the times I've had a pitcher come up to bat early in the game (i.e., too early to pinch-hit) with bases loaded and 1 out and promptly ground into a double play. I'd much rather he strike out and let me bring my leadoff hitter up with 2 outs.

The only other option is to squeeze bunt, but then you run the risk of the pitcher missing the bunt and your runner on third getting hung out to dry.
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Old 05-25-2017, 12:28 PM   #346
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Is there a way to add a round to playoffs?

I'd like to set up a league where 3v4, winner v2, winner v1, which you'd do by having an eight-team bracket with 1vbye, byevbye, 2vbye, 3v4, but I don't know how to do this. All you'd need to do is be able to add up to one more round to the tournament, but the number of rounds seems fixed based on the number of teams in the playoffs.
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Old 05-26-2017, 11:03 AM   #347
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Is there a way to add a round to playoffs?

I'd like to set up a league where 3v4, winner v2, winner v1, which you'd do by having an eight-team bracket with 1vbye, byevbye, 2vbye, 3v4, but I don't know how to do this. All you'd need to do is be able to add up to one more round to the tournament, but the number of rounds seems fixed based on the number of teams in the playoffs.

Make custom playoffs in the league settings screen
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Old 05-27-2017, 01:15 PM   #348
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Is there a way to add a round to playoffs?

I'd like to set up a league where 3v4, winner v2, winner v1, which you'd do by having an eight-team bracket with 1vbye, byevbye, 2vbye, 3v4, but I don't know how to do this. All you'd need to do is be able to add up to one more round to the tournament, but the number of rounds seems fixed based on the number of teams in the playoffs.
There is an incredible amount of customizing playoff options. Even when the playoffs start you can modify which playoff team plays who.
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Old 05-27-2017, 01:18 PM   #349
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I love the round robin option added to the playoff feature in OOTP18. It is perfect for the 4 teams in each league option.

The only update needed is to allow the round robin to occur past the 1st round like the WBC. have the round Robin option occur until the Final 4 teams are left.

Overall Great addition!
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Old 05-30-2017, 08:33 PM   #350
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I posted this in another forum, but it's more appropriate here.

Is there a way to see the pitcher's pitch count when he is up to hit without having to click on the box score?

Top of the fifth...I usually sit in a daze through the first few innings. So my pitcher comes up to hit with the bases loaded down a run, but since he's only given up that one run, I assume he's pitching a good game. So I let him hit. Ground out. inning over.

And then we go to the bottom of the 5th, and he's already got 100 pitches thrown.
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Old 05-31-2017, 05:18 PM   #351
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Make custom playoffs in the league settings screen
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There is an incredible amount of customizing playoff options. Even when the playoffs start you can modify which playoff team plays who.
I know how custom playoffs work, I've been using them for many versions now.

I've attached a screenshot of a "stock" four-team playoff. What I want to do is add a round to the left of the first round to create a ladder-style playoff (not just for four teams, but in any tournament). Instead of Round 1: 1v4, 2v3 R2: [1v4]v[2v3], I want R1: 3v4, R2: 2v[3v4], R3: 1v[2v[3v4]], perhaps by adding in a bye somehow.

NOTE: When you have wild cards checked, and then you select all of the teams in the division based on their finishing position, the game thinks more teams qualify for the playoffs than actually exist in the league. When you make a wild card checkbox invisible to the user, make sure you also uncheck it?
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Old 06-14-2017, 11:12 AM   #352
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Like clockwork ...

Bunted into a force at third. Followed by fly out. Rally killed.
I don't so much mind when the P or 1B fields a bunt and throws to third for the forceout. What aggravates me is when the bunt is fielded by the 3B, who then wheels and throws to the SS covering third. IMO this is absurd and is something I've never seen in real game at any level.
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Old 06-14-2017, 02:56 PM   #353
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I don't so much mind when the P or 1B fields a bunt and throws to third for the forceout. What aggravates me is when the bunt is fielded by the 3B, who then wheels and throws to the SS covering third. IMO this is absurd and is something I've never seen in real game at any level.

The whole bunt.. player thrown out at 2b or 3b play is definitely a downer and something that needs looked at IMHO.. I see more of those plays than the higher % bunt and out at 1b while the runner moves over... at least when playing out a game via 3D.


I don't have many gripes about this years version, but this and having players drop off the face of the earth for seemingly no reason are like two thorns in an otherwise excellent game.


Typing this has me wondering if I can change eval settings in challenge mode.. I need to check that tonight because I'm using defaults for the first time and I think they are off big time.
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Old 06-14-2017, 03:40 PM   #354
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How do you set up a world where the inaugural draft is done in the association? Its not in the manual and ive gotten no help in forums. Is this possible???
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Old 06-14-2017, 09:20 PM   #355
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Any possibility we can be allowed to change AI evaluation numbers in challenge mode?
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Old 06-26-2017, 09:26 PM   #356
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3D keeps getting better and better.. REALLY IMPRESSIVE!

1. I hate seeing a team play in the shift, runner on 1st base and the infielder gets the ball, has to run to 2nd base and then also throws out the batter for a double play. It looks ridiculous.

2. Would like to see the home team run out into the filed at the beginning of the game.

3. Any chance we can get the enhanced player boxes to stick to the players like the simplistic name boxes? I want to see the extra information, but you can't move them around and they don't stick to the players.
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Old 06-26-2017, 10:13 PM   #357
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3D keeps getting better and better.. REALLY IMPRESSIVE!


3. Any chance we can get the enhanced player boxes to stick to the players like the simplistic name boxes? I want to see the extra information, but you can't move them around and they don't stick to the players.
^^^^^
This.
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Old 06-28-2017, 02:30 AM   #358
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Has anyone run multi-year sims (20-30?) and looked at how many catchers end up as top offensive players? Going back to this thread (http://www.ootpdevelopments.com/boar...9&postcount=40) wondering what the Catcher position looks like now and also if any further tweaking has been done since initial release?

You know what would be neat? Intstead of Batter/Pitcher fatigue ratings, having individual position fatigue values would solve this whole catcher thing I think.
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Old 06-29-2017, 05:14 PM   #359
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I'm loving the game (despite some comments I took at face value on steam I liked how 17 played and jumped in).

However one thing I am noticing. I even made a second file and jumped into commisioner mode to take a peek.... The 3D game engine physics seems....just really off when it comes to outfielders.

I've noticed opposition AI teams CONSTANTLY getting "highlight reel" type catches in outfield fairly consistently the entire file so far. It's Late May in my file. I constantly see balls dropping and going to the wall near my outfielders. I even went and in that second file made a new player gve him HOF outfield stats and tried it out. Just as bad if not worse. Constant balls dropping RIGHT next to the sprite who was already in vicinity from above him, them bounding to the wall for double/triples. What's more frustrating, is I have not seen a single case where a guy stretching a single to a double has caused an out for either team, 1st-3rd attempt there was no business or chance of working out, resulting in an outfield assist gunning them down. 240 arm, not the slightest whiff of that arm has shown up once. Should be gunning a guy down at 2nd/3rd/home what does it do? Throws to a cutoff man.....

Questions to Devs:
1) "Should I not consider a ball that lands near an outfielder to have landed near that outfielder's sprite?"
2) "Is there a issue with the AI not making throws to gun down ridiculously aggressive base runners?"
3) "Why does there seem very little difference in the speed of throws from a 200+ arm and a 80-90 arm fielder in a potential out?"
4) "Why is there constant plays of guys "lunging" for balls that go right through their sprite?" Not above them jumping for a line drive 10 feet up. I've started seeing the difference of the sprite actions (Like the baseball just ripped a hole through the sprite and should be on career ending DL).

5) "What mode should I use that does not have sprites and weird stuff like this happen as much?"

Thank you a ton for your time and feedback when I know you all could just have been working on fixing these issues instead of answering my nagging in my first forum post. (I found answers to almost all of my questions including personality traits via searching the forums that the Online Manual didn't) Looking at players like Matt Garza of the Brewers gives an easy answer to how Controversy works, lol.
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Old 07-01-2017, 10:24 AM   #360
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I'm loving the game (despite some comments I took at face value on steam I liked how 17 played and jumped in).

However one thing I am noticing. I even made a second file and jumped into commisioner mode to take a peek.... The 3D game engine physics seems....just really off when it comes to outfielders.

I've noticed opposition AI teams CONSTANTLY getting "highlight reel" type catches in outfield fairly consistently the entire file so far. It's Late May in my file. I constantly see balls dropping and going to the wall near my outfielders. I even went and in that second file made a new player gve him HOF outfield stats and tried it out. Just as bad if not worse. Constant balls dropping RIGHT next to the sprite who was already in vicinity from above him, them bounding to the wall for double/triples. What's more frustrating, is I have not seen a single case where a guy stretching a single to a double has caused an out for either team, 1st-3rd attempt there was no business or chance of working out, resulting in an outfield assist gunning them down. 240 arm, not the slightest whiff of that arm has shown up once. Should be gunning a guy down at 2nd/3rd/home what does it do? Throws to a cutoff man.....

Questions to Devs:
1) "Should I not consider a ball that lands near an outfielder to have landed near that outfielder's sprite?"
2) "Is there a issue with the AI not making throws to gun down ridiculously aggressive base runners?"
3) "Why does there seem very little difference in the speed of throws from a 200+ arm and a 80-90 arm fielder in a potential out?"
4) "Why is there constant plays of guys "lunging" for balls that go right through their sprite?" Not above them jumping for a line drive 10 feet up. I've started seeing the difference of the sprite actions (Like the baseball just ripped a hole through the sprite and should be on career ending DL).

5) "What mode should I use that does not have sprites and weird stuff like this happen as much?"

Thank you a ton for your time and feedback when I know you all could just have been working on fixing these issues instead of answering my nagging in my first forum post. (I found answers to almost all of my questions including personality traits via searching the forums that the Online Manual didn't) Looking at players like Matt Garza of the Brewers gives an easy answer to how Controversy works, lol.
I assume you're referring to in-game managing in 3D mode? My understanding is that what you see on 3D mode runs based on what the simulator tells it to do.

So let's say you start a new game as the home team. Leadoff hitter in the top of the first comes to the plate. You press 1-Pitch, and the simulation engine determines a double to centerfield. The game then generates text that describes the play, and the sprites react accordingly. So even if it looks like the sprites should catch the ball but don't, and the text describes the centerfielder as "just missing" the catch, it's all done to add flair and flavor to an otherwise ordinary double. To me, this is what separates OOTP from a computer version of Strat-o-Matic.

I think what you're looking for (and apologies if I'm wrong) is a more realistic 3D engine. I know I've found that the 3D animations look pretty good on extra base hits down the lines and in the gaps, but balls that go over outfielders heads look "catchable." I've also found that if it's really bothersome, I'll switch into 2D broadcast mode.
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