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Old 03-07-2004, 06:19 PM   #1
Markus Heinsohn
OOTP Developments
 
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Lightbulb OOTP 6 Screenshots

hxxp://www.ootpdevelopments.com/board/showthread.php?s=&threadid=56567

Enjoy

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Old 03-07-2004, 06:24 PM   #2
lynchjm24
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Quote:
Originally Posted by Markus Heinsohn
hxxp://www.ootpdevelopments.com/board/showthread.php?s=&threadid=56567

Enjoy

March is the sweetest month.
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Old 03-07-2004, 06:25 PM   #3
Vince
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Wow...40 man roster, waivers, etc...nice.

Screen #3 is my favorite.
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Last edited by Vince : 03-07-2004 at 06:27 PM.
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Old 03-07-2004, 06:26 PM   #4
CentralMassHokie
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Hey Markus,

I'd post over at OOTP, but I'm not registered and I'm lazy.

And it turns out I'm not just lazy but also dumb and was misinterpreting something I saw.

Anyway, I like what I'm seeing thus far (40 man roster, waivers, option years, etc)!

Last edited by CentralMassHokie : 03-07-2004 at 06:28 PM. Reason: I'm dumb
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Old 03-07-2004, 07:08 PM   #5
Buccaneer
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I am really in love with screen #3.
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Old 03-07-2004, 07:33 PM   #6
Daimyo
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If you read what it says on screen4 describing the new, improved OOTP6 engine it basically says that K's are completely meaningless right now (as some of us have theorized for the last 3 real years). Just thought that was an interesting thing for them to basically admit to.
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Old 03-07-2004, 07:44 PM   #7
Crapshoot
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Well, a bunch of us had bitched constantly about that- and DIPS is a fairly new revelation...
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Old 03-07-2004, 07:48 PM   #8
ISiddiqui
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I heart Markus.

Can't wait for this year's version to come out . It sounds like it'll be great!
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Old 03-07-2004, 07:58 PM   #9
Young Drachma
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Should make doing dynasties that much better. Less I have to simulate happening.

Nice improvements.
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Old 03-07-2004, 11:03 PM   #10
MizzouRah
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Very nice!


Thanks,

Todd
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Old 03-07-2004, 11:12 PM   #11
korme
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ROSTER SIZE LIMITS!

Softball leagues and wiffleball leagues may become a reality now.

w00t w00t for being bored and making innovative careers in the future
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Old 03-07-2004, 11:16 PM   #12
Young Drachma
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hehe...little league too!
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Old 03-07-2004, 11:18 PM   #13
korme
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Player devlopment/aging may increase kids getting to the majors quicker and guys stay in the majors long, for those who wanted it.

this is a wonderful day
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Old 03-07-2004, 11:21 PM   #14
korme
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Velocity changed to pitch speed... nice
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Old 03-08-2004, 07:41 AM   #15
fantastic flying froggies
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Might be just enough to get me interested in playing baseball sims again... I stopped playing at OOTP 3...
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Old 03-08-2004, 07:56 AM   #16
Karim
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Screen 3 definitely takes the cake.

A baseball question: Are guys on the 40 man roster who are not on the active roster generally AAA players?
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Old 03-08-2004, 08:01 AM   #17
ScottVib
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AAA or hot AA prospects who would have been eligible for the Rule V draft if they weren't put on the 40 man.
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Old 03-08-2004, 08:23 AM   #18
Ben E Lou
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I hate to sound like a skeptic, because I *REALLY* want a good baseball text sim, but I apparently hold a contrarian opinion to the masses regarding Screen #3. That screen really concerns me, rather than excites me. The AI didn't handle all of the options well in previous versions. Giving *more* options makes me really wonder how the AI is going to respond to the infinite possibilities of potential game settings.

There are at least 6,912 permutations of "on/off" and "high/medium/low" options (maybe more, if some have "high/very high" and "low/very low" also), not to mention that there are five different settings that allow user numerical input. What concerns me is that a change in any one of these settings requires a change in game strategy. I'll absolutely love it if the AI can adapt and respond appropriately to all of these different settings, but I have to admit that I'm skeptical.
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Old 03-08-2004, 08:28 AM   #19
GrantDawg
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Quote:
Originally Posted by SkyDog
I hate to sound like a skeptic, because I *REALLY* want a good baseball text sim, but I apparently hold a contrarian opinion to the masses regarding Screen #3. That screen really concerns me, rather than excites me. The AI didn't handle all of the options well in previous versions. Giving *more* options makes me really wonder how the AI is going to respond to the infinite possibilities of potential game settings.

There are at least 6,912 permutations of "on/off" and "high/medium/low" options (maybe more, if some have "high/very high" and "low/very low" also), not to mention that there are five different settings that allow user numerical input. What concerns me is that a change in any one of these settings requires a change in game strategy. I'll absolutely love it if the AI can adapt and respond appropriately to all of these different settings, but I have to admit that I'm skeptical.

negative, negative, negative.

Marcus will be getting my bucks again this year.
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Old 03-08-2004, 08:32 AM   #20
Ben E Lou
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Quote:
Originally Posted by GrantDawg
negative, negative, negative.

Marcus will be getting my bucks again this year.
Well, that's not the point. Whether or not I buy this game is a non-issue. Of course I will. The question is will I enjoy the game, not will I buy it.
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Old 03-08-2004, 08:41 AM   #21
Buccaneer
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Screen #3 meant more work and thought went into GM-related options and that is always a good thing. We will always have house rules. It's just a matter of wanting to have fun playing this game and OOTP gives you enough options to focus on certain things while ignoring other things.
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Old 03-08-2004, 08:46 AM   #22
JonInMiddleGA
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Originally Posted by Buccaneer
... more work and thought went into GM-related options and that is always a good thing.

FWIW, I'd disagree about the "always" part there.

Having more GM-related options that don't work worth a **** would not qualify as a "good thing" IMO.

No idea how any of this will/won't work in OOTP6, just pointing out an exception to "always".
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Old 03-08-2004, 09:37 AM   #23
hukarez
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Originally Posted by SkyDog
Well, that's not the point. Whether or not I buy this game is a non-issue. Of course I will. The question is will I enjoy the game, not will I buy it.

I'm guessing you're not beta testing this new incarnation of OOTP? Still though, like any program with a good patch or too, I'm sure the majority of issues that might come up with the program could be solved. Of course, nothing's ever perfect I suppose!
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Old 03-08-2004, 09:50 AM   #24
GrantDawg
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Originally Posted by SkyDog
Well, that's not the point. Whether or not I buy this game is a non-issue. Of course I will. The question is will I enjoy the game, not will I buy it.

Sorry. The last line was not pointed at you but my general opinion. The first line was pointed at you, though.
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Old 03-08-2004, 10:08 AM   #25
Maple Leafs
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Quote:
Originally Posted by SkyDog
There are at least 6,912 permutations of "on/off" and "high/medium/low" options (maybe more, if some have "high/very high" and "low/very low" also), not to mention that there are five different settings that allow user numerical input. What concerns me is that a change in any one of these settings requires a change in game strategy. I'll absolutely love it if the AI can adapt and respond appropriately to all of these different settings, but I have to admit that I'm skeptical.
On a similar note, was anyone else slightly disappointed to see that we still have to tell the AI whether to value veterans or prospects in trades? Shouldn't the AI teams be able to decide that for themselves, based on their position in the standings, relative age of their team, etc?
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Old 03-08-2004, 10:13 AM   #26
Young Drachma
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Originally Posted by Maple Leafs
On a similar note, was anyone else slightly disappointed to see that we still have to tell the AI whether to value veterans or prospects in trades? Shouldn't the AI teams be able to decide that for themselves, based on their position in the standings, relative age of their team, etc?

I'm with you here. I can see the reason for keeping it, but honestly, I get tired of having to orchestrate trades I "imagine" would happen IRL between PC teams when I'm doing a solo league, for the purpose of maximizing realism.
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Old 03-08-2004, 10:16 AM   #27
Ben E Lou
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Quote:
Originally Posted by GrantDawg
Sorry. The last line was not pointed at you but my general opinion. The first line was pointed at you, though.
I'm not *trying* to be negative, but seeing all those options, and knowing the holes in previous versions in adjusting to fewer options, it was the first concern I had. Markus didn't assuage it any by his reponse over at OOTP, either. I'm not convinced that he's even aware of the magnitude of what he's attempting, AI-wise.
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Old 03-08-2004, 10:40 AM   #28
Markus Heinsohn
OOTP Developments
 
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I am aware of this, of course. But from a programming standpoint, AI that adjusts to those different rules is not as hard as it may seem.

Last edited by Markus Heinsohn : 03-08-2004 at 10:40 AM.
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Old 03-08-2004, 10:43 AM   #29
Maple Leafs
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Markus, has there been news about any changes to the financial system?
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Old 03-08-2004, 10:44 AM   #30
Ben E Lou
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Quote:
Originally Posted by Markus Heinsohn
I am aware of this, of course. But from a programming standpoint, AI that adjusts to those different rules is not as hard as it may seem.
OK, that's good to hear then. I'd like to see, for example, the AI take into account that Waivers are On, but rule 5 draft is off, when deciding whether or not to trade that backup third baseman.
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Old 03-08-2004, 11:23 AM   #31
QuikSand
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I suspect that OOTP6 will lure me back into being a customer, after I skipped the last release. I, too, would really like a solid, playable, challenging single player baseball sim. I'm fairly encouraged by the talk about this newest version - enough so that I expect I'll be a buyer.
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Old 03-11-2004, 12:49 PM   #32
Ben E Lou
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Oh. Here's a question: can we expect OOTP6 to have a scheduler that works well, or to continue to have to use a utility to get a realistic schedule?
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Old 03-11-2004, 05:33 PM   #33
Buddy Grant
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I remain hopeful that the proposed OOTP6 changes will be coded with depth and are not the incomplete features like 'coaches/scouts' (ootp3) and the 'financial rewrite' of ootp5. That being said, one bit of apparent window dressing that shows up in these screens has raised a flag - The "Getting Hits" rating has been changed to "Contact" for OOTP6. The explanation in the screen shot thread indicates that the rating is not a true contact rating, it's simply the same as "getting hits" in OOTP5 but renaming it as "contact" makes it appear as if the feature had deeper meaning. I think this kind of transparent pseudo enhancement might increase sales slightly due to hype from some users, but it can end up being insulting to customers and potential customers that were expecting changes with more depth.

I also think it would be wise for Markus to provide a lot more explanation (is there any currently?) about how some of the game logic works in the games documentation, instead of relying on OOTP fans & forum moderators to propose wild guesses, post poorly designed game tests, or explain possible program inadequacies away with the oft-used OOTP support joke "Players sometimes will disappear in real life". I have not followed any other simulation that had as much of the games logic completely hidden from the user. The danger in this is that the risk of "pulling your chain" enhancements is great when you consider the amount of randomization in the game, and this means we have to have absolute trust in Markus. I'm sorry to be blunt here, but we have all seen several "pulling your chain" enhancements to the OOTP Series over the years.

Post note: Please believe I am not writing this with any malice towards anyone involved with OOTP, especially Markus. He is IMO a great guy & a talented programmer who genuinely wants to please his customers, sometimes beyond what can reasonably be expected of him. Anyone who knows me knows I am a big supporter of the series and will do all I can to help it improve, not trying to be the one to turn the cranked party stereo down.
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Old 03-11-2004, 05:35 PM   #34
Aggie2002
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What's a utility that I can use to get a realistic schedule in OOTP5?
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Old 03-11-2004, 05:54 PM   #35
FBPro
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Stickware
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Old 03-11-2004, 05:55 PM   #36
CraigSca
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Quote:
Originally Posted by SkyDog
Oh. Here's a question: can we expect OOTP6 to have a scheduler that works well, or to continue to have to use a utility to get a realistic schedule?

Good question - we're currently looking into providing such a utility in-game, but the current scheduling algorithm hasn't changed in OOTP6. At least, so far it hasn't.

-Craig
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Old 03-11-2004, 05:57 PM   #37
Schmidty
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The only thing that worries me is how all of these changes (especially ratings-wise) will affect ongoing multi-player leagues.
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Old 03-11-2004, 06:00 PM   #38
korme
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Smolen did a little more than touch Sauron, that's all i know Schmidty.
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Old 03-11-2004, 06:01 PM   #39
FBPro
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Originally Posted by Schmidty
The only thing that worries me is how all of these changes (especially ratings-wise) will affect ongoing multi-player leagues.

You can always use the v5 system which will be included as an option.
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Old 03-11-2004, 06:43 PM   #40
Schmidty
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Originally Posted by Shorty3281
Smolen did a little more than touch Sauron, that's all i know Schmidty.

As if I needed any more reasons to rip out his windpipe.
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Old 03-11-2004, 07:13 PM   #41
cincyreds
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Will talent pool in the draft be deeper??

I mean will there be more good prospects to choose from than in the past. I am in my 8th season with OOTP5 and had to reduce the draft to 5 rds because after that there just wasn't anyone worth drafting.

Thanks.
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Old 03-11-2004, 07:34 PM   #42
FBPro
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You will now be able to customize the player generation area of the game so it appears as drafts will be as deep as you want them.
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