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Tell me this isn't the case - 7/7/2006 12:22:10 AM   
rowech

 

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Is the roster limit actually a mandatory count? If I do a 50 man roster with real players have I just invited fictional players into my league?
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RE: Tell me this isn't the case - 7/7/2006 12:28:45 AM   
Claymore Cut


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quote:

ORIGINAL: rowech

Is the roster limit actually a mandatory count? If I do a 50 man roster with real players have I just invited fictional players into my league?


Yes it is, and yes you are...

(in reply to rowech)
Post #: 2
RE: Tell me this isn't the case - 7/7/2006 12:29:30 AM   
Rhett

 

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Yes it is mandatory, you must have the numbers of players correspond to the roster limit.

Yes, there will be fictional players in a 50 man roster league, I believe that anything above the basic 35 man roster brings in some fictional players. I am hoping that someone will come up with a premade association will full minor league talent, but it would be a pretty big task.

(in reply to rowech)
Post #: 3
RE: Tell me this isn't the case - 7/7/2006 12:55:39 AM   
KG Erwin


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It depends on which year you start the association, the pool of available historical players, and the distribution by position. 

(in reply to Rhett)
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RE: Tell me this isn't the case - 7/7/2006 12:59:17 AM   
rowech

 

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Man...that stinks...that definitely needs to be fixed so it's a maximum and not a mandatory count. 

(in reply to KG Erwin)
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RE: Tell me this isn't the case - 7/7/2006 1:42:52 AM   
SittingDuck

 

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quote:

ORIGINAL: rowech

If I do a 50 man roster with real players have I just invited fictional players into my league?


That sounds hilarious. lol!

"Have I just invited Death into my household?" "Mice into my cupboard..." etc,etc

(in reply to rowech)
Post #: 6
RE: Tell me this isn't the case - 7/7/2006 1:44:19 AM   
rowech

 

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What sucks is I really liked the team I had drafted.  Just the right combination of speed, defense, and power with an awesome bullpen and average starters...just the kind of team I like.  Odds I'll pull off the same team again, not likely. 

(in reply to SittingDuck)
Post #: 7
RE: Tell me this isn't the case - 7/7/2006 1:57:20 AM   
SittingDuck

 

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Do you not make a copy of the end-of-season compressed assn file?

(in reply to rowech)
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RE: Tell me this isn't the case - 7/7/2006 2:53:06 AM   
waltwa

 

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i have always complained about the mandatory count. in its latest edition ootp unfortunately did the same thing which they had never done but i have read that in their patch (tomorrow) that they will drop the mandatory rosters.

i play in 5 ootp online leagues and the first thing i do when i take over a team is to release all the dead weight. usually i have between 10-15 players on each of my minor league teams. it is much easier to know who your players are.


(in reply to SittingDuck)
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RE: Tell me this isn't the case - 7/7/2006 4:26:37 AM   
puresimmer

 

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The mandatory count is important to make sure the salary cap can't be gamed. Not in major league baseball there are mandatory roster requirements as well (40-man)

_____________________________

Developer, PureSim Baseball

(in reply to waltwa)
Post #: 10
RE: Tell me this isn't the case - 7/7/2006 5:55:20 AM   
rwd59

 

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Be nice if it was an option. I don't like the fictionals in my leagues either, especially when they make it to the majors. Even with 100% super scrubs you have a few that make it.

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RE: Tell me this isn't the case - 7/12/2006 5:00:14 AM   
XCom


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Would it be possible to remove the requirement on mantaining the maximum roster count in leagues where finances are turned off? That way we can have rosters below the maximum and not be worried about filling up with scrubs. This could be useful for historical sims where new players are imported in subsequent seasons. So, you could have a 50 man roster setup with a historical populated league (35 per team) and no fictional players added. Then there is room for more real players as the years progress. Just something I've seen come up in the forum and I thought it could be easy to implement.

quote:

ORIGINAL: puresimmer

The mandatory count is important to make sure the salary cap can't be gamed. Not in major league baseball there are mandatory roster requirements as well (40-man)


(in reply to puresimmer)
Post #: 12
RE: Tell me this isn't the case - 7/12/2006 9:45:41 AM   
motnahp

 

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I run a Sandbox mode assn. using 35-man rosters. I have this set up as Multiplayer, with all teams under human control. This particular set up doesn't impose any restrictions on me. For example, I've got one franchise with 46 players and another with 26.

The Sandbox mode gives the user the option of importing fictional players during each off-season, but does not require it.

(in reply to rowech)
Post #: 13
RE: Tell me this isn't the case - 7/13/2006 3:30:24 AM   
Amaroq

 

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quote:

ORIGINAL: puresimmer
Not in major league baseball there are mandatory roster requirements as well (40-man)


I don't think that statement is quite accurate; my understanding of the 40-man roster is that it is in place at all times, and is a maximum, not a requirement.

Its generally unwise *not* to make use of the maximum space available, so its uncommon for teams to do so, but I don't think its required that they keep it fully stocked, as most computer games require.

(in reply to puresimmer)
Post #: 14
RE: Tell me this isn't the case - 7/13/2006 5:05:21 AM   
rwd59

 

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40 man is quite often not full during the season. It does get full sometimes during the offseason to keep people who are Rule 5 draft eligible from being scooped up in the draft. To be quite honest, the forcing of fictionals into a historical league has always been the thing I hated most about Puresim and one of the big reasons I always stayed with OOTP and I'll be d*** if they didn't put that in this time. That leveled the playing field alot for me between the 2 games.

< Message edited by rwd59 -- 7/13/2006 5:08:46 AM >

(in reply to Amaroq)
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RE: Tell me this isn't the case - 7/13/2006 11:36:14 AM   
Marsh511

 

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I completely agree with Rowech here. There needs to be a setting to prevent fake players (LOL - I'm not even going to call them "fantasy" players!) from being created. When doing a draft from a pool of real players, I'd like to see a toggle to either just END THE DRAFT at the point the player pool is exhausted...or to continue filling rosters with "fantasy" players. It seems like the Puresim, OOTP, and Baseball Mogul developers all originally tried not to cater too much to the replay or historical simmers...and were slow to let go of the need for Fantasy players. Fortunately, they've each let it go a bit, though I'm surprised that Shaun (of the 3) seems to have hung on to this notion the longest.

I just tried to draft from a pool of 1946 major leaguers, was up to around the 27th or 28th round in the draft...and when I scrolled through the Draft Log, I was dismayed to find that a few fake players were starting to appear. And then on the completed rosters, I also saw one or two fake pitchers had cracked the starting rotation for a few teams.

Marshall

(in reply to rowech)
Post #: 16
RE: Tell me this isn't the case - 7/13/2006 4:03:57 PM   
rowech

 

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That's simply not good.  Would it not be easy to at least make the real players have minimum values so they wouldn't get drafted behind fake players?

(in reply to Marsh511)
Post #: 17
RE: Tell me this isn't the case - 7/13/2006 5:19:43 PM   
biggerboat

 

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I agree, this 50 roster size should never have to be a max...it simply handcuffs anyone who is doing a historical league...it also hinders the ability to do lopsided trades...3-1 for example means you would have to cut two guys, or sign two scurbs to maintain the max roster size...both cases are not cool

(in reply to rowech)
Post #: 18
RE: Tell me this isn't the case - 7/13/2006 11:19:47 PM   
Marsh511

 

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Well, you can be sure that Shaun will address this somehow, maybe even on the very next patch. Knowing Shaun, he'll add an additional option to "End Draft When Player Pool Empty" (or something like that), as well as a simple "Do Not Create Fictional Players in this Association" right in the initial setup of a new association. Despite holding the Fictional Players / Alternate Universe concept near to his heart, Shaun has put together a tremendous piece of software. I'll also venture to guess that this recent increase in new sales for Puresim was probably made up at least 75/25 or even 80/20 of real/historical simmers vs. fictional universe players. A little while ago, I think there was a poll of existing Puresim players, and the overall split between the REAL vs. FICTIONAL players was something close to even. I'm not sure, but that's what I seem to remember.

Give Shaun a chance to address these points, guys!
Marshall

(in reply to rowech)
Post #: 19
RE: Tell me this isn't the case - 7/13/2006 11:23:09 PM   
Claymore Cut


Posts: 270
Joined: 5/16/2006
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quote:

ORIGINAL: Amaroq

quote:

ORIGINAL: puresimmer
Not in major league baseball there are mandatory roster requirements as well (40-man)


I don't think that statement is quite accurate; my understanding of the 40-man roster is that it is in place at all times, and is a maximum, not a requirement.

Its generally unwise *not* to make use of the maximum space available, so its uncommon for teams to do so, but I don't think its required that they keep it fully stocked, as most computer games require.


It is indeed a maximum, not a requirement...

(in reply to Amaroq)
Post #: 20
RE: Tell me this isn't the case - 7/14/2006 7:52:23 PM   
Amaroq

 

Posts: 1100
Joined: 8/3/2005
From: San Diego, California
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quote:

ORIGINAL: Marsh511
I completely agree with Rowech here. There needs to be a setting to prevent fake players (LOL - I'm not even going to call them "fantasy" players!) from being created. When doing a draft from a pool of real players, I'd like to see a toggle to either just END THE DRAFT at the point the player pool is exhausted...or to continue filling rosters with "fantasy" players. It seems like the Puresim, OOTP, and Baseball Mogul developers all originally tried not to cater too much to the replay or historical simmers...and were slow to let go of the need for Fantasy players. Fortunately, they've each let it go a bit, though I'm surprised that Shaun (of the 3) seems to have hung on to this notion the longest.

I just tried to draft from a pool of 1946 major leaguers, was up to around the 27th or 28th round in the draft...and when I scrolled through the Draft Log, I was dismayed to find that a few fake players were starting to appear. And then on the completed rosters, I also saw one or two fake pitchers had cracked the starting rotation for a few teams.

Marshall

I can explain a bit of how we got to this point: I was one of the beta testers, and in the early life of the beta, a PureSim historical league would provide only '10-point scrubs' when the real players ran out. They certainly weren't good enough to crack the starting rotation but would fill out the roster.

There were a couple problems with that:
First, there were problems with the AI, which didn't "look ahead" to realize what areas were going to get short-changed (often pitching, with a 1901 league for example), so a human player who did that could get a large advantage.
Second, most of the ten-point scrubs signed one-year contracts, so the following free agency you'd see the AI teams averaging 20 spots to fill. The problem was, they would all settle on the same 10-point scrubs to sign, so the process of filling those 300-odd empty slots took *forever*, even on a really fast computer.
Third, you could configure a league where the real players really weren't enough, say, importing the 1901 players into a 30-team association, which would spread them thin enough that there are only about 10 'real' players on each team.

The most expedient fix was simply putting in 'quality' fake players; that addressed all three of the major issues plus a number of minor ones I haven't listed. Shaun and I argued about it - as a dedicated historical-players player, this was not the solution I wanted to see! - but this was the best compromise in the time allowed.

In the long term, what I'd like to see is this:

1. For a 1901 real-players league with minor leagues, have the game automatically import all players who debuted in 1901-1904, 'weakening' the ones from 1902, 1903, and 1904 so that they are appropriate minor-leaguers who need to develop to reach their appropriate debut year. This *should* just about remove the need for fake players, as well as prevent the 'all my guys make their debut three years later than they did in real life' phenomenon.

In the short term, perhaps we could get this:

2. On league startup, make 'fictional players' behavior a toggle, with perhaps four levels:
- "Full quality" (as though you were playing a fictional-players league)
- "Young quality" (current style: players are in the 17-22 range, but can develop)
- "Minor-leaguers only" (fictional players are all 17-22, and scaled to develop between 1-50, leaving the 'top' part of the range for 'real' players)
- "Scrubs only" (all fictional players are in the 'ten-point-scrub' range).

If Shaun decides to go the 'roster limits are a maximum, not a requirement' route, you could add a fifth tag
- "None" (Only real players will be generated)

(in reply to Marsh511)
Post #: 21
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