Budget Help
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Budget Help
I’m completely lost when it comes to my franchise budget. I’ve purchased $8 million of extra budget that goes right in the bank, my bank has a total of $13.7 million and the view budget tab shows I have $22.71 million remaining budget and that I can sign players up to the annual value of my remaining budget. I tried making a trade where I’d be adding $3 million to my payroll and it says it can’t be made due to budgetary constraints. What am I not understanding here? I have $22 million of remaining budget and it won’t let me add three million to my payrollTags: None -
Re: Budget Help
I spent a long time trying to figure out the budget system. I understand it’s on some sort of weekly algorithm but it still never made sense to me.
In my most recent franchise (2 years ago), I turned off budget and now do the math myself by looking at real-life numbers, specifically the luxury tax.
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Re: Budget Help
During the offseason the game sets aside X amount of payroll so that you can sign your contract renewable players and arbitration eligible players. It's frustrating as all get out, but its the games way of ensuring you can field the minimum number of players required.
Also, it could be the CPU team isn't doing the trade due to budgetary constraints.I can't shave with my eyes closed, meaning each day I have to look at myself in the mirror and respect who I see.
I miss the old days of Operation Sports :(
Louisville Cardinals/St.Louis CardinalsComment
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Re: Budget Help
I’ve messed around with this for a bit and I don’t like throwing this word around but I feel like there is a bug with the trading budgets. The budget constraint was definitely on my side because I was taking on more salary than the cpu. Then as an experiment I was able to sign a free agent to a one year $7 million deal. I had the budget to add $7 million with a free agent deal but I couldn’t add $3 million in the trade I attempted. I finally got the trade to go through when I threw in someone with a $1.5 million salary to balance things out more financially.Comment
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Re: Budget Help
I have always been the biggest proponent of having budgets to reflect realism, but I gave up on that this year.
I turned them off to see more trades. The way the budgets and trade engine are setup they value players on perceived value and since logic was never changed with real contracts that messed with trades. MLB is not like the NBA where we have to match salaries to make a trade.
The changes made to budgets were a poor design choice when the talk was to make franchise more accessible. Making salaries and budgets both weekly and yearly was overly complex. When people discuss salaries in major sports is money per year. I'm hoping they scratch that and revert back to what they had before and have budget increases/decreases based on performance.
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Re: Budget Help
If it's still the same way as it was in 12, turning budgets off only effects trades. Free agency will still be effected by budgets.
I have no real idea though. I've been playing the same save since 2014 and haven't really tested these things in a while.
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Re: Budget Help
This is really one of my biggest pet peeves with Franchise mode. Why can I sign a $30 million free agent contract during the season but I can't add $15 million in a trade. It makes no sense and truly does hurt the immersion.
My house rule is I won't surpass the luxury tax threshold anyway but if it says I have 30 million in remaining budget I shouldn't be told I can't make a trade due to budgetary constraints.
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Re: Budget Help
There was an effort to complicate the game a few years ago. Scouting the player progression are now vague and I still haven't figured out the new budget system.
It used to be simple. After each season you got a percentage increase or decrease or no change and you could easily see how much money you had to spend. Now it's like reading tea leaves.≡Comment
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Re: Budget Help
There was an effort to complicate the game a few years ago. Scouting the player progression are now vague and I still haven't figured out the new budget system.
It used to be simple. After each season you got a percentage increase or decrease or no change and you could easily see how much money you had to spend. Now it's like reading tea leaves.OSFM23 - Building Better Baseball - OSFM23
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Re: Budget Help
it's still simple: you multiply X time Y squared then divide by pı (but first you guesstimate how many Friday's are in a 6 month season), then if the tea leaves say Uranus is in the house of the rising sun, then you have Dodger money. but if you're fortune cookie says ‘‘a sucker's born every inning’’ then you have Marlin money.≡Comment
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Re: Budget Help
It is not meant to be overall or exact potential.
If you google mlb scouting grades there are a bunch of good reads on the topic.Funkycorm
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Re: Budget Help
Actually it does not. The 80/20 scale is the standard in all baseball scouting.
And the scale is simply explained on the left of the player you are scouting.
I mean it is totally self explanatory.
80 is elite
70 is very good
60 above average
50 is the average major leaguer
40 and below you approaching mlb scrub levels and career minor leaguers.
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Re: Budget Help
It uses the scouting grades that are used in real baseball. 80 is best of the best, perennial MVP with a 50 being your average player score.
It is not meant to be overall or exact potential.
If you google mlb scouting grades there are a bunch of good reads on the topic.OSFM23 - Building Better Baseball - OSFM23
A Work in ProgressComment
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Re: Budget Help
It uses the scouting grades that are used in real baseball. 80 is best of the best, perennial MVP with a 50 being your average player score.
It is not meant to be overall or exact potential.
If you google mlb scouting grades there are a bunch of good reads on the topic.
When you are looking to acquire a player in a trade do you convert the attributes to a scale of 80? It's goofy to have attributes on one scale and scouting on a different scale. It makes the game unnecessarily complicated.
Similar to the suggestion the acted on to make the ball curve when it gets near a foul line. Ball to center field doesn't curve. Ball to right center doesn't curve. Ball to left center doesn't curve. Ball to straight away right doesn't curve. Ball to straight away left doesn't curve. Ball gets with 50 to 75 feet of the foul line and a giant magnet makes the ball curve. It makes the game look goofy.
My theory is the developers get bored for stuff to do so they add this kind of thing.≡Comment
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Re: Budget Help
Right - except the attributes are a scale of 1-100.
When you are looking to acquire a player in a trade do you convert the attributes to a scale of 80? It's goofy to have attributes on one scale and scouting on a different scale. It makes the game unnecessarily complicated.
Similar to the suggestion the acted on to make the ball curve when it gets near a foul line. Ball to center field doesn't curve. Ball to right center doesn't curve. Ball to left center doesn't curve. Ball to straight away right doesn't curve. Ball to straight away left doesn't curve. Ball gets with 50 to 75 feet of the foul line and a giant magnet makes the ball curve. It makes the game look goofy.
My theory is the developers get bored for stuff to do so they add this kind of thing.
Part of the confusion is that the 80/20 scale is used in real life scouting and that all prospects are graded on it before they hit the MLB level. Real players don't have attribute ratings in real life so there are aspects of all sports games that are not in real life.
In the game, the scouting grade scales are only applied to the draft itself. Once the draft is over, they have normal in game ratings and the scouting grade means nothing. Where as in real baseball they are graded on a regular basis until they hit the majors.
In the game, think of an 80 potential scout grade as a perennial all star or MVP candidate if they reach their true potential. Aka, potential 94 or more. Think of a 50 potential grade translating to a potential around 74, which is the average major league player in this game or should be at least.
In the end, because it is a game and we have limited rosters amongst other things, player attributes take over once a player is drafted. If this were real baseball they would be assigned scout grades based on their potential, age, and skill set.
Fixing the draft and fixing progression and regression will help this whole system be better.
I know this is a long complicated response but hopefully this clarifies things a bit for you.Funkycorm
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