Until there's something in the official OOTP correspondence about contract negotiations being changed, I'm going to assume it hasn't and stay away. :)
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Well, signing a guy to an extension, he DOES give you sort of his base contract demand, and you work from there.
Free Agency that doesn't work that way....
To some extent, I agree...although in most cases, an agent will give a team a starting number.
And let's face it...this is one of the weak areas for BM, too. Seems silly to call the way one of these games unrealistic, while ignoring the fact the other one doesn't do it right, either.
I'm assuming you are talking of an older version of OOTP because that is certainly not the case now. When you select Sign Player, you will be given an amount that the player wants to sign for and the length of contract wanted. You then have the option of selecting Meet Demand or you are free to choose your own offer. This applies to signing FAs as well as resigning players.
Also when you resign a player, the new contract takes effect the following season rather than straight away like it always has in Mogul - which is certainly not realistic.
BTW I hear Mogul still uses points instead of dollars. :p
You may remember when this was a common misconception of Mogul long after it was changed.
Yea but, there's no feedback at all. With the negotiation system in Mogul, every time that you make an offer you get some sort of feedback about the offer you've made. With OOTP, it seems as though the player says "here's what I want, take it or leave it".
I have yet to be able to sign any players unless I use Meet Demands.
:(
I'm not sure if you have this disabled or not but players will often reply to offers. It is not always an immediate reply but may take several sim days - sometimes sooner if the offer is very good. While Mogul gives you immediate feedback, OOTP will take a couple of days to allow for other teams to make offers in free agency.
If I make an offer, the player will respond with "That is just the sort of offer I was looking for" and then later with "That is the best offer. I will sign for your team". If they don't like it then they will tell you as much or they will tell you that another team has offered more.
You can enable or disable these messages under your Manager Options.
As long as I'm not being a complete dick about my counteroffer, I've been fairly successful with signing guys to numbers other than what they're demanding. Sometimes, an extra year, but at a lower per year salary, does it...or, if it's a guy I REALLY want to sign.extend, I'll give him a player option.
That's certainly an improvement. Last time I played was 6 and never saw a thing about negotiations being changed.Not when the guys behind one game says it's "[t]he complete package results in the best historical career baseball simulation on the market, nobody comes even close."Quote:
Originally Posted by Arctic Blast
I've been playing since BM07, and I must say, I'm quite happy with the game. It provides a relatively realistic simulation with a very accessible interface. After all, isn't that what it's supposed to do? Those comparing it to OOTP should understand that, while OOTP is more in-depth and perhaps a more realistic simulation, BM is designed to be more towards the opposite end of the spectrum: easily playable and a little-less indepth.
Does the game have issues that are a bit of a nuisance? Sure:
The free agent signing system needs a complete update.
Player development could use some improvement.
The competitive balance does get out of whack, even with equalized cities.
Offensive levels are distorted, I suppose, though I don't play historical and it's fairly easily remedied in modern games.
The only one of those that really bothers me is the free agent signing system, because that has been an issue for a long time and has constantly been bandied about. Still, I've never heard any mention of improving it. That alone would go a long way towards improving the game.
PS: As for the mods, I've found them exceptionally helpfully, albeit a bit defensive at times.
knicks, I agree totally with you. The different games need to remain different...everyone is looking for something a bit different. The way things are right now works well, because people can pick and choose, and find the game that works the absolute best for them.
To be honest, I've been wondering if there's that much of a gap. In terms of setup, when I start a new game of mogul I spend so much time babysitting the AI teams that it slows things down tremendously. And I don't even bother playing historical games (anything prior to 93ish) as the amount of work/editing to get Mogul to work even remotely logically is enormous.
I guess it depends on how much tolerance you have for
a) Overly-complex intefaces with far too many options
or
b) Unrealisitc, inauthentic inaccurate, illogical, inconsistent sim results (particularly for historical play)
My tolerance is pretty low for each. The sad thing is it is possible to have BOTH.
The problem with OOTP is that you have this rock solid statistically sound and deep base to work off of, but a UI that is obssessed with minutae. They would be wAY better off moving 60-70% of the game options to an external utility, OR having a OOTP light .exe and a OOTP full .exe.
Just because you've coded in L/R splits and 4 platoons and everything else into the game doesn't mean EVERYONE is going to use them.
You could easily have BBM's simple interface with most of the bells and whistles operating in the background.
The team roster section in OOTP is a good example. It takes me two or three clicks to get to my lineup screen, and if a I click on a position player it takes another couple clicks to get his batting stats, and if I want to see his MLB totals that's another click. That's 5-6 clicks to do the same thing I could do in 2 in BBM.
Ofcourse the player himself (particularly in Historical games) is considerably more likely to behave and perform true to life, especially if he isn't on my team.
And there is the kicker, in OOTP it may be a HUGE pain in the *** to run my own team, but atleast I don't have to worry as much about running every OTHER team!
The ideal game for me would be to have a BBM like interface for running my own team, but OOTP intelligence in creating the league and running the competition teams. People keep telling me that the console games are now able to provide this (plus give you a graphical treat), but I am skeptical (everytime I play those kinds of games I see things like Edgar renteria hitting 50HRs or something).
And right there I believe is the differance between those of us who are frustrated, and those that are generally content.
I used to be able to do this for BBM... just ignore everyone around me and worry only about my team. The problem is after a while I started 140+ wins per year and 11 straight world championships... with Montreal, with equalize cities off on Manager mode. Then I looked around, saw what was going on, and it's been all down hill since :p
IDK, steriods may have helped...
BBM is and in all liklihood will forever be game you buy if you plan on being in an online league. They AI can't do sh**. It can't even look after its own team. At least console games can do that. Sure you can still rip off the AI in a trade but at leats it can bounce back. In BBM you can not onlyrip them off but you will also see them sit in the league basement forever if they are a small market team. I shouldn't be expected to through any complicated process of tweaking or looking after AI teams to get enjoyment out of a game. That takes the whole point of it. To me the point is to have fun running YOUR team not everyone else's. I might as well finanly give give a new console baseball game a shot (haven't since MVP 05 that was a great game), since this game is headed no where. If the AI can't look after its team yet after 10 years of coding then I don't think it ever will unless Clay brings in some new faces to his team and re-hauls his game engine.
Sorry for the double post, but firthermore thegood things that have happened to the game are all essentially fluff. Do we need 4 different minors like real life? No, the one was just fine considering the AI doesn't even know what to do with itself with 4 minor league systems. At least back in 05 the league could stay somewhat balanced since players didn't have time to rot like they do now. The contract systems is too flawed to care about, it just gives us another advantage. I will give Clay credit where credit is due though. He has made game that sims fast and is great for online play even though it wasn't made for that purpose.