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BigCricket
11-11-2008, 06:26 PM
1.) Better AI, especially with trades

2.) Improved Roster Management
-There needs to be better minor league progression. Ability to have more or less pitchers and players on the bench. An NL team would benefit more by adding another pitcher spot and taking away one of the bench spots.

3.) Managers
-Another addition that would be fun and take a way a bit of the staleness. For example: Tony LaRussa gives a +1 contact advantage to his player; Joe Girardi gives a +1 fielding advantage to his catchers; or how about a +1 movement bonus for pitchers under Bud Black? You should also be able to "fire" your managers and have a list of potential replacements (Willie Randolph or ever Cal Ripken Jr.) It would also be nice if after players retire, some could come back as managers (if you play 8 full seasons, you're eligible to manage when you retire.)

Granted, most of the manager ideas are farfetched, but 1 of 3 must happen. The game, especially 2009, was bogged down more than ever by the slow AI. Play-by-play games took nearly twice as long, which leads to boredom and staleness. I say this out of love for the game and desire to continue playing it with the same enjoyment I've had in past years.

rockiesfan4ever
11-11-2008, 06:43 PM
I just think the manager would be extra stuff than what we need to fix.

*cough*finances*cough*

justanewguy
11-11-2008, 07:57 PM
For years and years now, the inclusion of managers (and coaches) has been at or near the top of my list of new features (not improvements) that I'd like to see. And it's been talked about quite a bit, so we're not alone.

I'd be weary about them having any effect on a player's attributes, though. I think coaches (hitting, pitching, baserunning) should have a slight effect on a player's attributes during development, but nothing along the lines of "All players under Manager X get a +1 contact bonus." I'd just prefer to see any coaching effects be part of the randomness of aging and development, as opposed to a strict and temporary +/- effect. How could it be possible that Player A could have better contact (in BM terms, simply the ability to put the bat on the ball) than he otherwise would while playing under Manager Y, but as soon as he gets traded and is playing under Manager Z, he suddenly forgets whatever he learned that helped him do a better job of putting the bat on the ball? Essentially, coaches could just be a more detailed spinoff on the effect of farm spending (and would make a whole lot more sense, really...).

I'd prefer to see most of the impact managers have showing in terms of team strategies (actually, they'd completely determine strategies), and possibly with players' tendencies. For instance, a manager who preaches plate patience could essentially "force" players to see more pitches in the long run, without necessarily having any influence on their eye or contact ratings. However, tendencies like that would probably be very difficult to program, as we'd be getting into the nitty gritty of pitch-by-pitch simming...

Also, of course, the ability for players to become managers and coaches would be nice. I figure it may be possible to have this stem from a theoretical "baseball IQ" (or something along those lines) type rating that all players would get. This rating should probably have no influence on how the player does while they're a player, but could contribute to their tendency to want to manage, and their ability to impart knowledge/skills to their players when they become a manager. So, for example, Hitting Coach X would have an 85 "baseball IQ," and had a 90 power rating as a player, which would make him fairly likely to be able to teach players how to add a little bit more power to their swings. Again, not as a strict +/-, but it would influence the randomness of the aging and development, and players being coached by him would tend, as a group, to have a very slight increase in power where they otherwise would have run their normal, baseline development process.

It's also important to point out that a "baseball IQ" type rating would be a major hassle in terms of historic and nonfictional sims... all the data for players is pulled from predicted stats, and I'm not sure how the game would go about assigning intelligence ratings to all the players in the database. Also, this makes HGM's and FRS's jobs harder.

I think it'd be very cool to see one of the 45/57 scrubs (that you draft in the 6th round and get maybe a handful of major league games out of) turn into a hitting coach.

The whole thing would add a hell of a lot of depth to the game.

BINGLEBOP
11-11-2008, 09:35 PM
1.) Better AI, especially with trades

It's possible this this is being worked on, since the AI has improved SOMEWHAT each year. There's still a lot of work to be done though, but it's not unreasonable to expect this.


2.) Improved Roster Management
-There needs to be better minor league progression. Ability to have more or less pitchers and players on the bench. An NL team would benefit more by adding another pitcher spot and taking away one of the bench spots.

I'd love to see this, but I highly doubt this will happen before BBM 2010 is released. It doesn't seem like there are any "major" updates/changes like this. This year, we got the depth chart, and that's a waste since it's only cosmetic and you're unable to edit/change it. Your request would be great though, because 11 pitchers is just not enough sometimes.


3.) Managers
-Another addition that would be fun and take a way a bit of the staleness. For example: Tony LaRussa gives a +1 contact advantage to his player; Joe Girardi gives a +1 fielding advantage to his catchers; or how about a +1 movement bonus for pitchers under Bud Black? You should also be able to "fire" your managers and have a list of potential replacements (Willie Randolph or ever Cal Ripken Jr.) It would also be nice if after players retire, some could come back as managers (if you play 8 full seasons, you're eligible to manage when you retire.)

Granted, most of the manager ideas are farfetched, but 1 of 3 must happen. The game, especially 2009, was bogged down more than ever by the slow AI. Play-by-play games took nearly twice as long, which leads to boredom and staleness. I say this out of love for the game and desire to continue playing it with the same enjoyment I've had in past years.

This one won't happen either. I doubt it would happen in the next few years.

These things are in OOTP, which a lot of BBM users have been moving to, or play along with BBM, over the years. It takes a LONG time to learn how to play it when you start out, but it's a lot more detailed than BBM is.

Clay Dreslough
11-12-2008, 02:41 AM
1.) Better AI, especially with tradesYes. Already being worked on. Especially the problems with rich teams hoarding talent at one position and/or weaker teams trading away a starting player when they don't have a quality replacement.

Ability to have more or less pitchers and players on the bench.Yes. Literally working on this right now.

Granted, most of the manager ideas are farfetchedThat pretty much sums it up. There are many questions about the right way to do it. For starters, I'm not a fan of what I call the "Pokemonization" of sports games. Sports games should feel like real-life, not like a card game or role-playing game. Madden is the most notable recent offender. Randy Moss is no longer a "Pro Bowl receiver"; now he's got "Super Speed", "Sticky Hands", "Gloves of Dexterity" and a "+3 Girdle of Stone Giant Strength".

OK, I'm making stuff up but I hope you see my point. BaseballReference.com has a page that shows Manny Ramirez hit .396 with the Dodgers this year and .424 against lefties. So we show those stats in Mogul. But there isn't a page showing that Don Mattingly grants "+6 Contact and +3 Power" to his players.

If we do add coaches, and they do have an effect on player development and performance, I would want the effects to be mysterious, like they are in real-life. We can argue all night about whether Leo Mazzone is the best modern pitching coach -- and I think that kind of ambiguity is important to keep this feature realistic. Unfortunately, this kind of ambiguity isn't what some people want to see in Mogul. It also makes this feature less important because it has a less obvious effect on game play. So, for BB2K10, I'm definitely focussing on areas other than managers and coaches.

Clay

HoustonGM
11-12-2008, 02:59 AM
Yes. Already being worked on. Especially the problems with rich teams hoarding talent at one position and/or weaker teams trading away a starting player when they don't have a quality replacement.

Yes. Literally working on this right now.
:D :D :D


OK, I'm making stuff up but I hope you see my point.
Hey, you only made up the magical equipment part. He sure does have super speed and sticky hands! :p


So, for BB2K10, I'm definitely focussing on areas other than managers and coaches.
I'm 100% fine with that. My opinion of managers/coaches has always been "Eh, if they're introduced, cool, but I don't care at all."

Dwright5
11-12-2008, 03:12 AM
Here's my idea: Have a way to load any stadium in the game and assign it to any team. Currently the game has the data for many stadiums, even the changing dimensions of them over the years. But there is no way to load a complete park in the stadium editor. I'd like to be able to do that. The name of the stadium could lead to a drop-down with all the stadiums in the game available in commissioner mode.

filihok
11-12-2008, 04:24 AM
:D :D :D

Agreed!

Reade
11-12-2008, 07:45 AM
good news Clay, Thanks

flapper
11-12-2008, 10:37 AM
The fix I would like to see. I don't know if it has happened yet. I only have BBM2007. I would like to be able to take part in the expansion draft, draft the 62 mets for example.

EVEN11323
11-12-2008, 10:44 AM
The fix I would like to see. I don't know if it has happened yet. I only have BBM2007. I would like to be able to take part in the expansion draft, draft the 62 mets for example.

Nope, that hasn't happened yet. Thanks for the news Clay!

daves
11-12-2008, 12:04 PM
Customizable playoffs? Add more teams, reduce series length, etc, etc.

BINGLEBOP
11-12-2008, 01:55 PM
Whoa, a statement from the Chairman Of The Board himself!

justanewguy
11-12-2008, 02:01 PM
Whoa, a statement from the Chairman Of The Board himself!

Frank Sinatra? Carrot Top?

BINGLEBOP
11-12-2008, 02:15 PM
Scratch that... he's the Chairman Of The Bugs.

mnstonecold
11-12-2008, 05:45 PM
i'd like to see a manager/coaching addition but maybe put it as a slider in the stratagies section, so you could choose how your coaches/manager affect the player development and such. simple idea.

BigCricket
11-12-2008, 05:50 PM
Hey, thanks for the feeback Clay! I was definitely more concerned with 1 and 2 on my list, and its awesome to know that you're working on them both! Keep on truckin dude

BINGLEBOP
11-12-2008, 07:35 PM
i'd like to see a manager/coaching addition but maybe put it as a slider in the stratagies section, so you could choose how your coaches/manager affect the player development and such. simple idea.

But not simple enough to implement.

filihok
11-13-2008, 04:14 PM
Yes. Literally working on this right now.


Any chance you're working on THIS?

HoustonGM
11-13-2008, 04:16 PM
JEEZ! I've never seen anything THAT extreme.

filihok
11-13-2008, 04:23 PM
In the interest of full disclosure, it was a bit of a side effect or trying to prevent that from happening.

At the end of the season, I simmed through the off season then counted up all the extraneous contracts that teams like the Red Sox signed players to and stuffed in the minors. Then I created a player and gave him a salary equal to the sum of those salaries. Then, played through the off season. I hoped this would allow other teams to sign some of these free agents and use them instead of them being on the Yankees, Red Sox, Dodgers, Angels AAA team. It helped, but when I deleted the fictional player before the season...This happend. But only with Boston.

Doesn't change the fact that the AI shouldn't sign three short stops to $1 million + contracts on the same day and assign them to AAA>

BINGLEBOP
11-13-2008, 04:28 PM
I still think the game should differentiate between Major League and minor league contracts better. When a player signs a "Major League contract", it should stipulate that he must stay in the Major Leagues (barring an injury). If teams are full at the Major League level and that player is still a free agent come May or June, then maybe his demands would change and he would accept a minor league contract (like their years and salary demands decrease as the season goes on).

This would also make it more difficult (and challenging) to make trades. If you signed an injury prone player to a four year contract and his ratings totally tank in year two, the only way a team would accept him in a trade is if they had room (and a need) for him at the Major League level. No more trading a player with a huge contract with a mediocre minor-league player just to get rid of him.

HoustonGM
11-13-2008, 04:33 PM
Players should also be able to be signed for the minimum, especially undrafted free agents...They should be signed to the "Draft Day" contracts that drafted players get, not $700,000, 2 year deals.

BINGLEBOP
11-13-2008, 04:36 PM
Totally agreed.

actionjackson
11-13-2008, 04:36 PM
I know it's been harped on before, but how about improved simulation results i.e. 5.5 runs per team game in dead ball era is probably too much, in fact it's too much for any era, considering it's never happened in any MLB season, ever. From my experience singles, doubles and homers are usually too high, while triples are usually too low etc.

I'm probably in the minority but I am a historical simmer and would love to see more accurate historical sim results, whether year by year or era by era. I think too much offense also contributes a bit to the Y4 competitive balance problems because it creates even more of a spread between best and worst both offensively and defensively. The game engine itself in terms of being able to repeat the results (whether I find them unrealistic or not) is very strong i.e. the same general results occur over and over again. I'd just like to see them closer to historical norms at least for those of us that enjoy delving into baseball's past and learning about players we might not have otherwise known about.

Clay Dreslough
11-13-2008, 05:11 PM
I know it's been harped on before, but how about improved simulation results i.e. 5.5 runs per team game in dead ball era is probably too muchIn defense of the folks who haven't been complaining about this, I made historical sims less accurate in recent iterations of Baseball Mogul -- in an attempt to create more accurate ratings so that players could compete across different eras more realistically (e.g. by putting Babe Ruth on the 2008 Yankees). So if you ran a historical league in BB2K7 or BB2K8, you probably had better results. In any case ... my bad. And it is on my radar to make historical sims as realistic as possible in BB2K10.

Clay

mnstonecold
11-13-2008, 05:50 PM
Players should also be able to be signed for the minimum, especially undrafted free agents...They should be signed to the "Draft Day" contracts that drafted players get, not $700,000, 2 year deals.

as in unrestricted free agents. yes that would be nice although i go through an edit them at the ends of the season if they show improvement. but draft picks also get singing bonuses too so that would be neat but maybe not next year.

As with the contracts, i'd like to see a Major/minor league difference in the contracts. why should a team pay $3 million for a worthless pitcher in the minors when he isn't trade bait or you don't want to buyout the contract if it's over 2 years or more. i've seen too many times when i took a risk on an older reliable pitcher and one injury later he's crap.

actionjackson
11-13-2008, 06:40 PM
(e.g. by putting Babe Ruth on the 2008 Yankees).

Clay

Nice choice for an example: the most challenging player that baseball simulators ever faced. The guy was hitting more HR than most teams in the early '20's. How do you replicate him? Do you give him 200 for a power rating, 100+ HR in his predicted stats? The man was an anomaly, an outlier if ever there was one.

Thanks for the quick response and I'm glad to hear you're working on more accurate historical numbers, though I hope not at cost to the gamers that want to play the game with Ruth on the 2008 Yanks because ultimately flexibility and ease of play are the hallmarks of this game. That, along with your attention to your customers and the community of this forum are the reasons I keep coming back. :)

Perhaps a way to not disturb the accuracy of the ratings would be to include a folder within the BBM 2k10 folder with simulation settings for each historical season. If you need help I could do some of them, I know that Sir Kodiak has expressed interest in this as well, although it was a while ago, so he may have moved on. It's just that tackling all 108 seasons and counting is well, a wee bit daunting. Maybe we could break it into smaller chunks amongst those that are really interested in getting results that are as accurate across the league as possible for each season. The method would have to be standardized though. Or maybe you've already figured out how you're going to tackle this and I should just wait and see what you've come up with. Whatever it is I'll be intrigued to see 2k10 for sure because it sounds like it's going to try to address some long-standing gamer issues and that "is a good thing".

I'd rather have a game that I can get started on without much trouble the day I buy it and therefore pick it up again easily when I haven't played in a while that gets more realistic with each new version, than one that gives me vertigo with its complication while providing me with more and more realism with each new release. The easy interface and commitment to improvement over time will win out for me everytime, not because I'm a simpleton, but because it's a game, not work. Bottom line: as long as you continue to improve the game's shortcomings, (and anyone who's willing to take an objective look back at previous versions and judge them against today's version should be able see that you have) I'll continue to buy the game. :cool:

metsguy234
11-13-2008, 10:58 PM
Clay... I can't help but ask:

How is the chances of an Expansion Draft being included in 2K10 looking at the moment?

BINGLEBOP
11-13-2008, 11:30 PM
I would guess "slim to none", but if Clay is working on that, then I think we need to start a fan club for him or something.

Sultan of Swat
11-23-2008, 02:06 PM
I would like a button that allows me to swing the bat when I want to. There is a "Take Pitch" button and "Guess Pitch" button...there are defensive and offensive strategy buttons, but nothing that allows me to have control of swinging the bat when I want to! Also, the Pitchers need to be able to throw to first (maybe any base) to give the game a more realistic feel. And the fan noise doesn't always coincide with the action on the field. I would be willing to pay a little more for some of these refinements.

actionjackson
11-23-2008, 02:52 PM
This is a text-based sim game. If you want those kinds of refinements, there are many console games out there for you to choose from. Good luck keeping runs per game under 7 with them though. Sorry to come off as a bit of an a**, but I can think of about five things that need work before we address having control over the swing. It would be nice to have a hold the runner option though.

Sultan of Swat
11-23-2008, 03:08 PM
This is a text-based sim game. If you want those kinds of refinements, there are many console games out there for you to choose from. Good luck keeping runs per game under 7 with them though. Sorry to come off as a bit of an a**, but I can think of about five things that need work before we address having control over the swing. It would be nice to have a hold the runner option though.

Firstly, I don't think you are coming off as an a**. Secondly, I would be interested in knowing what the other 4 refinements are that you think would make this a better game for all? My point about controlling the swing is comparable to the idea that we can control the location of the pitch when our team is on defense. It shouldn't be that difficult of a refinement. :cool:

actionjackson
11-23-2008, 11:01 PM
Fix or tweak the AI, which is multi-pronged:
1) the trading AI (it's easy to rip off)
2) free agency (you can sign every free agent you want before the AI teams get a crack at them)
3) roster management (some stay in rookie ball too long, some are in the big leagues at 17)
4) give starting catchers an appropriate number of starts during a season, (instead of 150-160 games, it should be about 125-130)
5) make sure SP start on a reasonable amount of rest (i.e. not 0, 1, or 2 days)
6) fix the expansion draft (currently you can't conduct one - you have to take over a team after it's done)
7) fix the financials (specifically the y4 competitive balance issue [the issue that makes the big markets thoroughly dominate the small markets from about year 4 onward])
8) find a way to prevent AI teams from utterly sabotaging themselves by not spending a penny on scouting, farm system, and medical (thus leaving themselves with blind squirrels for scouts, having promising prospects turn to crap, and employing chimpanzees for doctors - thus raising the injury rate)
9) prevent rich teams from hording players and stuffing $1M+ players in the minor leagues (thus rendering them immune to whatever injuries they might experience despite their expensive doctors)
10) tweak simulation settings so that the league runs per team game rate is more appropriate to the era you're playing (i.e. instead of 5.5 to 6.0 runs per team game in the dead ball era, how about something closer to 3.5 to 4.0 per team game? [or reality]).

That's 10 off the top of my head and I'm sure others could come up with more issues which are more pressing than being able to control the swing. Those 10 should keep developer Clay Dreslough (an army of one) busy until 2013 or so ;) , and along the way for each problem he solves I'm sure some more will pop up. It's the nature of the game code. Another thing that's the nature of code is that the visual eye candy that you're looking for takes reams of code, whereas fixing these issues would probably take less and be more appreciated by most BBM gamers. If you're looking for that kind of game, I suggest you try MLB 2K9 or MVP '05 (the most recent game in the MVP series) or any of the other console games. It does sound like that's what you're looking for and if it is there's nothing wrong with that. As I said this is a text-based sim, which means the graphics are going to be a bit lacking.

Just because I can find ten issues that need fixing or tweaking, does not mean that this is not a great game. It is and with some tweaking and fixing it can be even better. It has also come a long way since I downloaded the free version of 2K5 or 2K6 and that makes me believe things are going to get even better over the next 5-10 years. I love the easy interface and the fact that you can download/buy it and be playing 30 minutes later, with some bumps along the learning curve road.

So, there you go welcome to Baseball Mogul and the BBM forum. I hope you stick around (nice handle/log-in name by the way - surprised it wasn't taken!) despite the fact that this might not be exactly what you're looking for because this game can be downright addictive and a lot of fun, especially when you're first learning it. Go through the various sections and threads of the Baseball Mogul section of the forum to check out discussion about the game, issues that have other gamers tearing their hair out, various bugs that users have reported, fixed bugs, moderations that other gamers have spent hours on (some of which eventually find their way into the game), leagues that have openings if that's your thing, and the dynasty section where people put their dynasties into the form of a story following the day-to-day ups and downs of the team they have chosen to head up. There's also non-Baseball Moguly type stuff on here: sports talk, or ejections which is basically a discussion free for all. You'll find everybody's pretty friendly and helpful around here and Clay seems to be on the forum almost daily and is constantly coming up with patches (updates) - official and unofficial. You probably want to start off with the official ones, the latest of which is 11.20, which is in the 2nd sticky from the top on the Bug Reports Sub-Forum in the Baseball Mogul Sub-Forum. Again, welcome and enjoy the game. :D

Sultan of Swat
11-23-2008, 11:56 PM
I know about this game's addictive qualities. I find it a lot of fun. Thanks for the complements about my handle/username. My username has a bit of irony to it. Babe Ruth was known as the Bambino and the Sultan of Swat...I am not a Yankees fan. But I am a fan of the Babe. Go, Cubs! Go, Red Sox!

NYDodgers
11-24-2008, 12:49 AM
I think the most important thing is to fix expenses. it's game-breaking and unrealistic. there have been many threads before about it, and it needs at least SOME kind of change.

People are going to cry over this remark again, but i would just like the option to disable expenses.

ohms_law
11-24-2008, 12:53 AM
Why?

I ask the same question every time this is brought up. Why? Expense are a central part of the game. Why would you even want to play without them?

filihok
11-24-2008, 02:26 AM
Why?

I ask the same question every time this is brought up. Why? Expense are a central part of the game. Why would you even want to play without them?

Because the AI can't handle it

ohms_law
11-24-2008, 02:28 AM
Sure it can... :confused:

filihok
11-24-2008, 02:41 AM
If non-contending teams think that cutting scouting and farm spending to 0 is the best way to try and improve, I would disagree

Jeffy25
11-24-2008, 02:47 AM
i'd really like to see more advanced scouting terms for upcoming amateur draft talent. currently, never is an offensive player ever drafted first, it is always pitchers or the occasional catcher, i understand why, but it would be nice to know if another a-rod were coming along.

I want trades to be harder to make, I want to have to work hard for the guys I want.

Either way I love this game!



1.) Better AI, especially with trades

2.) Improved Roster Management
-There needs to be better minor league progression. Ability to have more or less pitchers and players on the bench. An NL team would benefit more by adding another pitcher spot and taking away one of the bench spots.

3.) Managers
-Another addition that would be fun and take a way a bit of the staleness. For example: Tony LaRussa gives a +1 contact advantage to his player; Joe Girardi gives a +1 fielding advantage to his catchers; or how about a +1 movement bonus for pitchers under Bud Black? You should also be able to "fire" your managers and have a list of potential replacements (Willie Randolph or ever Cal Ripken Jr.) It would also be nice if after players retire, some could come back as managers (if you play 8 full seasons, you're eligible to manage when you retire.)

Granted, most of the manager ideas are farfetched, but 1 of 3 must happen. The game, especially 2009, was bogged down more than ever by the slow AI. Play-by-play games took nearly twice as long, which leads to boredom and staleness. I say this out of love for the game and desire to continue playing it with the same enjoyment I've had in past years.

ohms_law
11-24-2008, 02:48 AM
Well, that's a desperation action on the AI's part, in attempting to prevent total bankruptcy. The easy work around for that is to simply give that team a bit of cash, if it really bothers you.

I don't see that as being a legitimate reason to completely remove expenses, though. That reaction doesn't makes sense to me at all.

filihok
11-24-2008, 02:56 AM
I don't WANT to remove expenses. I agree that they are the major part of the game. I'd much rather see the AI be smarter with the finances but, I assume, that would take a lot more work than disabling them

ohms_law
11-24-2008, 03:42 AM
Well, the subject that was brought up was removal of expenses...

filihok
11-24-2008, 03:46 AM
It was the option to disable expenses.

Which, IMO, ranks between smartening up the AI/re-working revenue & expenses and doing nothing

ohms_law
11-24-2008, 04:00 AM
Well, providing an ability to disable expenses would require coming up wit a way to restructure the entire game to not use them. It ammounts to creating an entirely separate game, since ~3/4 of the functions that make up the game touch the expense system. That would likely (I'd almost guarantee it) be a larger job then tweaking the AI... which, the only thing that I imagine it needs in this respect is the foresight to keep itself from spending on salaries in order to continue to spend on expenses. The problem there though is that it needs to be able to stay competitive by keeping players as well. 6 of this or 1/2 dozen of another...

filihok
11-24-2008, 04:32 AM
Now, there is NO WAY I can challenge your knowledge of the code of the game. We all know that.

And maybe I'm way wrong, but:

A check box for "disable Farm Spending expense"

I'd assume the program when calculating the development of the players must refer to the amount (or rank) of the team in Farm Spending. Instead of referring to that, if the box is checked, it "pretends" that the amount (or rank) is the highest possible and develops the players accordingly. Let the teams spend whatever they want, but have it have no effect. If it is done for medical, it seems that it could be done for player development.

Maybe this is much more complicated than that due to the inner workings of the game, that most of us are unaware of. But myself, and probably some others, spend as much (or more) time reversing trades, F-ing with settings, forcing trades, doing parity drafts, etc as I do playing the game.

ohms_law
11-24-2008, 04:49 AM
The first problem there is that "the highest possible" is structured to be relative to all other teams. There's no set value like saying that the highest value = 10 or something, it's all Boolean checks (basically).
More importantly though, that one thing involves probably close to 50 changes or additions... which, each of those changes will involve at least 2-3 others.

So, the question is the same one that I always ask: Where do you want those ~500 changes made? Do you want Clay to spend that time on a workaround, or do you want him to fix the underlying issues? Everything that everyone requests takes time to implement and test, so the question is how important is it? What specifically would you give up in order to receive what you're asking for?

filihok
11-24-2008, 05:10 AM
You don't have to ask me that question because I answered it earlier.


It was the option to disable expenses.

Which, IMO, ranks between smartening up the AI/re-working revenue & expenses and doing nothing

We all want the same thing. The game to work better and be more enjoyable.

If the workaround is easy to implement, that's what we want. But none of us know that, so all that we can do is ask. If the workaround is as much work, or a huge portion of the work, as a fix, then OF COURSE we want the fix.

ohms_law
11-24-2008, 05:14 AM
I keep trying to inform though, and it seems as though people are ignoring what I'm giving them. As long as that continues I'm simply going to continue to repeat myself.

filihok
11-24-2008, 05:27 AM
The first problem there is that "the highest possible" is structured to be relative to all other teams. There's no set value like saying that the highest value = 10 or something, it's all Boolean checks (basically).
More importantly though, that one thing involves probably close to 50 changes or additions... which, each of those changes will involve at least 2-3 others.


If this has every been said before, I'VE never read it

ohms_law
11-24-2008, 05:52 AM
Well, it's just a (poor) "pseudo-code" way to say that the amount you spend is irrelevant, it's the rank that you spend at.

filihok
11-24-2008, 06:08 AM
THAT I know. What I don't know is how hard it is to give the option to disable that for the AI and instead have a constant entered.

ohms_law
11-24-2008, 06:23 AM
The thing to keep in mind here is that Mogul is functionally programmed. I don't expect that to mean much to non-programmers though, so the point is that pretty much everything is directly connected. There are certain things which are relatively isolated within themselves (the AI itself springs immediately to mind), but even within those systems the interconnections are usually vast.

Basically, that's the main problem I have with people saying "just make it an option". There's really no "just" to it. Normally, adding an option is just as much work if not more then changing the system anyway.

NYDodgers
11-24-2008, 12:31 PM
Ohm's, you keep saying that people like me are trying to get a "workaround" solution instead of waiting for a good overhaul.

Let me just ask you this: is an overhaul coming? is clay dedicated to revamping expenses for BM10?

I want an overhaul as much as you do. but it doesn't seem to be coming. especially with this quote from you from a different thread.
maybe...

What clay would like is to have examples of specific, reproducible "misbehavior" that he can fix. There isn't likely to be an actual "overhaul" (as in, rewrite), and for good reasons too. The AI is basically good, it simply needs increased awareness.

That's fine by me, it's his choice. Therefore, i'm asking for the OPTION for a slider for farm system effects, since all signs point to expenses not being changed in next year's version Medical already has a similar slider, and if it works for medical, which is a "relative" rating, it must work for farm too. For scouting, I just want the option for perfect ratings, as a different thread has suggested.

I have the option to edit a player to hit 120 hrs. I have the option to eliminate injuries altogether. I have the option to give my team a new stadium anytime i want.

So why can't i have the option, in my own baseball league game that i purchased for my own pleasure, to turn off something like farm and scouting expenses?

A point-by-point answer would be greatly appreciated.

NYDodgers
11-24-2008, 12:44 PM
Why?

I ask the same question every time this is brought up. Why? Expense are a central part of the game. Why would you even want to play without them?

And come on now..u me and FRS have had this argument before where we talked about how it adversely affects realism and parity. http://forum.sportsmogul.com/showthread.php?t=186438&highlight=remove+expenses&page=5

I actually think that's one of the best threads on the forums. HGM and FRS did EXCELLENT jobs in telling in detail the biggest flaws in our beloved game.

On a final note, it is mind-boggling how the recent patches still have not included the buttons for expenses going up exponentially. this was a small overlook in BM09, as I can't see how this change from previous versions was intentional, and it hasn't been fixed almost 8 months later..