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RE: Multiple Levels of Minors Might Get Cut from PS 2006

 
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RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/5/2006 10:05:12 PM   
dneely


Posts: 227
Joined: 8/20/2005
Status: offline
Shaun:

Right now PureSim cannot compete with DMB, Strat or PC Action in terms of in-game play and in-game managerial decisions and the "feel" of managing your team. Plus all 3 offer the opportunity to play vs an opponent live on the net. This is still IMHO a huge feature these games have over PureSim.

I love PureSim and IF the managerial options, decisions and PBP are vastly improved then PureSim CAN BE the ultimate baseball sim. None of those games offer any kind of fictional leagues or career play and they lack ANY in-game GM type decisons etc.

Hope this helps you...

DNeely

(in reply to puresimmer)
Post #: 31
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/6/2006 8:59:55 PM   
Amaroq

 

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

Would making the 60-man roster size available when using real players and real rosters be an improvement from your perspective?


I don't see any real reason to keep it out - I frequently set up a 50- or 55-man roster-limit league for 1901 with 16 teams and 'seeded', giving myself basically that, only without the ability to place the real players on the real rosters automagically for the initial setup.

The first season, there are not even enough 'real' players to give me a 25-man roster, and the entire minor league system is filled with 'scrubs'.

By the third season, all major-leaguers are 'real' and most minor-leaguers are, and by the fourth it feels like almost-all of the minor-leaguers are as well; some scrubs may linger at the bottom of a few teams' minor-league system for a couple years after that.

(in reply to dneely)
Post #: 32
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/7/2006 4:01:41 AM   
cdvalenta

 

Posts: 100
Joined: 2/5/2006
From: Palmer, MA
Status: offline
I am new here and just bought the game only a few days ago. I'm already hooked. I absolutely love this game! This a great product. I love the fact that I can set up my own fictional leagues OR run historical replays. Anyways I'll be brief, so for what its worth here is my 2 cents... I'm in complete agreement with KG here.
quote:

ORIGINAL: KG Erwin

Quick answer: "Anything that endangers the game's stability and adds unneccessary complexity should be immediately shot."

Personally, I'd prefer more in-game options and improved AI over increased roster sizes.


(in reply to KG Erwin)
Post #: 33
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/7/2006 6:31:37 AM   
Beach23BoyP

 

Posts: 288
Joined: 8/20/2005
Status: offline
Again the "plain facts" are:

1) If you prefer using "real players" than multiple levels of minors "are not needed".
2) However, if you prefer "fantasy players" then multiple levels of minors "are needed".

It is that simple. The exciting thing about fantasy players is to draft them straight out of college or high school (btw, VERY FEW HIGH SCHOOLERS OR COLLEGE BOYS GO STRAIGHT TO "AAA"!!!) and follow their development thru their minor league careers.

This will be a "game breaker" for many (if not most) OOTPers, but it doesn't appear to be that important to most PSers. However, in order to attract players from the Big Boy OOTP -- PureSim will have to have muliplte levels of minors someday. It is that simple, and I know that to be the truth. I've been in both communities for years!

BTW, Shaun's new almanac feature will keep me playing PS over OOTP, even without multiple minors. It is that good and I prefer PS's interface (and my Sienna Skin!) anyway.

(in reply to cdvalenta)
Post #: 34
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/7/2006 7:32:35 AM   
ravinhood


Posts: 3891
Joined: 10/23/2003
Status: offline
I'd rather see the AI better at trading and not getting ripped off by the human player myself than minor league improvements.

(in reply to Beach23BoyP)
Post #: 35
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/10/2006 9:03:53 PM   
jimair1

 

Posts: 18
Joined: 2/3/2006
Status: offline
Lose the extra minors!!!!!

It doesn't add a whole lot. I too prefer more in game options. Such as suicide squeeze, safety squeeze and pitch outs.

And is it just me or does it seem like base stealing is too easy? I'm only 7 games into the 2003 season and have yet to see a runner thrown out on either side.

Jim

(in reply to Beach23BoyP)
Post #: 36
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/11/2006 12:20:56 PM   
akcranker


Posts: 477
Joined: 12/12/2005
Status: offline
yes stealing is way too easy. I'm on July 18th in a 1998 Replay of the St. Louis Cardinals and Edgar Renteria already has 122 Stolen Bases with Johnny Damon having 90. Next closes AI player is Ray Durham with 60.

(in reply to jimair1)
Post #: 37
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/11/2006 5:45:28 PM   
Beach23BoyP

 

Posts: 288
Joined: 8/20/2005
Status: offline

quote:

ORIGINAL: akcranker

yes stealing is way too easy. I'm on July 18th in a 1998 Replay of the St. Louis Cardinals and Edgar Renteria already has 122 Stolen Bases with Johnny Damon having 90. Next closes AI player is Ray Durham with 60.


All you have to do is "tweak the XML". You can make PureSim do exactly what you want it to d0:

:<!-- Higher means better ability to safely steal, also increases the number of steal attempts -->
:<STEAL_SPEED_MULTIPLIER Value="151"/>
:<!-- Higher means better thows on steal attemps -->
:<CATCHER_ARM_MULTIPLIER Value="104.35"/>

Try decreasing the Steal_speed_Mulitplier value to 135 and increase the catcher's arm rating to 115 or so. I've always found a "perfect setting" for any of my leagues. Just takes a bit of tweaking.

BTW, that is the beauty of the PureSim and it's "XML engine file" -- you can make do about anything! I have one small complaint or two (too many flyballs and another one) but there might be the perfect setting for those too.

You just need to learn how to tweak the XML file. It extremely easy to edit. Before I start a "historical player / fantasy teams" league I run several test to get the "engine settings" exactly the way I want it before I start my league. Then I re-examine the XML about every three years to make sure that the league is evolving the way I want it too. That keeps the stats in perfect harmony and it seems to me, at least, to be 1/2 the fun of playing PS!

What other sim of any genre gives the user this kind of POWER!

(in reply to akcranker)
Post #: 38
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/11/2006 7:00:42 PM   
PadresFan104


Posts: 1223
Joined: 8/8/2005
Status: offline
One mans power is another mans hassle....

I've been a PureSim player for years, but have never liked the XML argument. The game should allow for this tweaking in the UI, especially now that the game is being marketed to a wider audience.

This gets back to my request to clean up the look of the game as a whole. The 2005 version of the game is still using a mix of windows from all previous versions of the game. I would look a consistent look and feel throughout. Yes, even more than multiple levels of minors...

Al

(in reply to Beach23BoyP)
Post #: 39
RE: Multiple Levels of Minors Might Get Cut from PS 2006 - 2/12/2006 1:14:33 AM   
Beach23BoyP

 

Posts: 288
Joined: 8/20/2005
Status: offline

quote:

ORIGINAL: PadresFan104

One mans power is another mans hassle....

I've been a PureSim player for years, but have never liked the XML argument. The game should allow for this tweaking in the UI, especially now that the game is being marketed to a wider audience.

This gets back to my request to clean up the look of the game as a whole. The 2005 version of the game is still using a mix of windows from all previous versions of the game. I would look a consistent look and feel throughout. Yes, even more than multiple levels of minors...

Al


You can look at it both ways. Yes, it would easier if Shaun added a very more "custom engine tweaks" via sliders (errors, base stealing, pitcher hook, etc), but at the same time I would hate to lose the power of the XML file.

Right clicking on the XML file and editing with notepad or wordpad is extremely easy. And you can't screw up as long as you backup the original XML file.

After all, how many programs give you anywhere near the custom tune ability and power that Shaun has given us. Most programs frustrate me (like OOTP) because I can't make them look and do what I'd like 'em to do. I have to accept them the way they are.

Beside adding a few pics and songs (Sienna skin) -- one could easily change the entire look of PS if one wanted too. I, myself, have thought about countless other changes to the PS interface, but now it's too late. Maybe 2006.

You can't believe how long it took me to redo all the "buttons" in PureSim!

(in reply to PadresFan104)
Post #: 40
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