Dynamic Sliders, are they possible?

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  • nathan118
    Rookie
    • Mar 2003
    • 304

    #1

    Dynamic Sliders, are they possible?

    I had this intriguing idea. Most slider sets are created by one person, and for their skill and play level. I think for some of the sliders you could make a dynamically changing slider set. Some of the sliders will be perfect where they are at, like outfielder speed, throwing, baserunner speed. Those are either realistic or they're not, play style doesn't really enter into it.

    But some like contact and power...what if you could change them based on game performance? First we have to figure out the average hits, homeruns, and strikeouts in a real MLB game. Then assign a slider "change value" for each hit, homer, or strikeout that a game you play is over or under. For instance...

    If the average number of hits in a game is 10 for a team, but in our mvp game we had 15, then we could assume our contact was too high. Maybe for every hit over 10 we lower our contact by 1, so in this case by 5. Then the next game we have 9 hits, so we raise the contact 1. While it would be constantly changing, over time the variability in any given game would tend to average out.

    This could be done for both player and cpu sliders for contact, power, strikeouts. Think it could work? You'd have to arbitrarily assign a slider change value for each hit, homerun, or strikeout you are over or under. Either 1 point change up or down for each, or a half a point.

    First step would be to find the average for each category we want to dynamically monitor (hits, homers, strikeouts, anything else?), determine the slider(s) that affects it, and how much to change each. Anyone want to help me?

    Edit: Thinking about it, the variability in any 1 game is probably too much. One game you could have 3 hits, then next 18...and our sliders would constantly be all over the place. For testing purposes, and to average out that variability, maybe the stats for 5 games could be kept, and then use those to adjust sliders. Then after every 5 games you could adjust the sliders accordingly.
    Last edited by nathan118; 12-11-2005, 06:38 PM.
    PSN: nathan118
  • highlight_reel
    MVP
    • Aug 2005
    • 1053

    #2
    Re: Dynamic Sliders, are they possible?

    I'd help you, on one condition. You have to make CAPs too.

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    • nathan118
      Rookie
      • Mar 2003
      • 304

      #3
      Re: Dynamic Sliders, are they possible?

      I've never made a CAP before.

      I was thinking an added benefit of this approach is that the difficulty of the game is constantly adapting to your skill level. If you start to get better (and on average have more hits and homers) this approach would slowly make it harder based on your performance.
      PSN: nathan118

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      • nathan118
        Rookie
        • Mar 2003
        • 304

        #4
        Re: Dynamic Sliders, are they possible?

        Ok, found these stats at espn...

        http://sports.espn.go.com/mlb/statistics

        Went to team stats, and saved it as an html file, opened it in excel, and found some averages. For hits for example, I added up every single team, then divided by the total number of games played in the league. This should give an average for a team per game. This should work, as my homerun calculation matches espn's on that page. Here are other per game averages (per team) for the 2005 season.

        R - 4.59
        H - 9.05
        2B - 1.82
        3B - 0.18
        HR - 1.03
        TB - 14.33
        RBI - 4.37
        BA - 0.264
        OBP - 0.330
        SLG - 0.419
        OPS - 0.749

        They aren't all important, but that's all of them. Next to look at pitching stats, but I need to do homework. Boo homework!
        Last edited by nathan118; 12-11-2005, 07:04 PM.
        PSN: nathan118

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        • highlight_reel
          MVP
          • Aug 2005
          • 1053

          #5
          Re: Dynamic Sliders, are they possible?

          E.R.A.- 4.28
          K per 9 innings- 6.59
          K/BB- 2.05/1
          OPS- .747
          WHIP- 1.37

          The others are of no use.
          Last edited by highlight_reel; 12-11-2005, 07:29 PM.

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          • nathan118
            Rookie
            • Mar 2003
            • 304

            #6
            Re: Dynamic Sliders, are they possible?

            I did the same thing for pitching stats. Mind you this is per game, not per inning.

            HBP - 0.37
            K - 6.30
            BB - 3.13

            Any other batting or pitching stats that can be attributed to any specific slider(s)?
            PSN: nathan118

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            • nathan118
              Rookie
              • Mar 2003
              • 304

              #7
              Re: Dynamic Sliders, are they possible?

              Ok, here is my first crack at this. I played 5 games and kept stats in certain areas of interest. I then took CPU and User averages during those five games and compared them to real MLB averages. Then with those differences I calculated changes that should be made to different sliders. The "multiplier" for each slider is completely arbitrary. You will have to download the spreadsheet to get an idea what is going on.

              If it doesn't make sense, just change some of my real data and see what happens to the slider changes. Change the cpu HITS to 999 for one of it's games, and notice that the CPU Contact slider change goes way negative. My sliders are based off Jistic's sliders, but I tweaked them slightly harder before these 5 games, and I got creamed. I think Jistic has the best balance for fielder/runner/throw speeds.

              Any suggestions are welcome, especially in regards to what should affect a given slider, and to what degree.
              Attached Files
              Last edited by nathan118; 12-23-2005, 09:29 PM.
              PSN: nathan118

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              • djjoe
                Rookie
                • Jan 2003
                • 142

                #8
                Re: Dynamic Sliders, are they possible?

                Nathan,good work!I dont understand your slider settings-please explain,what would the sliders be set to,and waht level to get the best simulation results?Thanks again.

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                • nathan118
                  Rookie
                  • Mar 2003
                  • 304

                  #9
                  Re: Dynamic Sliders, are they possible?

                  I started with Jistics slider set, but really you could start from any. This spreadsheet doesn't tell you where to start, but just where to go based on your in-game stats. Computer getting too many hits? Then you need to turn down the cpu batting contact slider. Where you start is up to you.

                  I like jistic's because I think the fielder/runner/throwing speeds are set nicely. I think someone should sit down and actually time a runner from home to first and see if it's accurate, really compare it to real life stuff. I think I need to keep track of caught stealing attempts also. Successful attempts doesn't give a whole picture.
                  PSN: nathan118

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                  • steven
                    Pro
                    • Mar 2005
                    • 621

                    #10
                    Re: Dynamic Sliders, are they possible?

                    Originally posted by nathan118
                    I started with Jistics slider set, but really you could start from any. This spreadsheet doesn't tell you where to start, but just where to go based on your in-game stats. Computer getting too many hits? Then you need to turn down the cpu batting contact slider. Where you start is up to you.

                    I like jistic's because I think the fielder/runner/throwing speeds are set nicely. I think someone should sit down and actually time a runner from home to first and see if it's accurate, really compare it to real life stuff. I think I need to keep track of caught stealing attempts also. Successful attempts doesn't give a whole picture.
                    hey whats up ,this is NASA30 just wanna tell u your theory is interesting,
                    I would like to see your sliders on what u got, so i can give them a shot, i understand u made them more difficult than jistic version, a little bit more harder im saying, u mentioned this on a previous post. Can u post those sliders u said u made a little harder or post the ones your using now.

                    thanks NASA30

                    Comment

                    • Gr8ONe
                      Rookie
                      • Jul 2003
                      • 410

                      #11
                      Re: Dynamic Sliders, are they possible?

                      Nathan, in essence this is the "TRUE" way to create sliders. However, you should start from Default. I would've kept the speeds that you said were spot on and moved everything else to default. That way it's easier to grasp what to change. However, your method by even doing it at where you started is spot on also. Most slider guys understand the randomization theory so in reality, they do sliders and after every 5 games adjust per needed over the course of a game season (franchise). They generally start up a fake franchise to create sliders. Not to ramble on, but I just wanted to say that your theory works for sliders from all games. Madden, MVP, NBA Live, doesn't matter. Most just don't wanna do the work involved in setting up "DYNAMIC SLIDERS".

                      Comment

                      • nathan118
                        Rookie
                        • Mar 2003
                        • 304

                        #12
                        Re: Dynamic Sliders, are they possible?

                        Thanks for feedback guys.

                        Nasa30, I think all I'd changed was made pitch speed a little faster (2 or 3) and made cpu contact a little higher (2 or 3).

                        I could have started from defaults, but I thought jistics sort of gave me a head start. The "multipliers" i'm using make small changes to the sliders. I figure big sweeping changes every 5 games would lead to too much fluctuation.

                        My goal here really is to give people a tool to adjust whatever slider set they are using. I think jistic, or pared, or whoever can give us a great starting point...but everybody plays the game differently. By calculating the actual stats it should be customized to everyone's skill level. (though my calculations are really simplistic).

                        I just wish I had more time to play. This probably won't be very interesting until I can play another 5 games and see if my stats become more realistic or not (because that's the whole point).
                        PSN: nathan118

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                        • nathan118
                          Rookie
                          • Mar 2003
                          • 304

                          #13
                          Re: Dynamic Sliders, are they possible?

                          So I actually timed some runner speeds and fielder throws off of some highlight clips and compared them to in-game stuff.

                          Twice I timed carlos delgado going from home to third in 12.5 seconds. A couple other people I timed around 11-13. In game I timed different people running from home to third, and they could all do it in 11-12 seconds pretty much. If anything baserunner speed is a tad fast, but not by much. I increased user speed up to 50. From first to third it only sped up the time to 10 seconds. I think adjustments that people make do diddly squat. Jistic has user speed at +4...which is probably not even noticeable.

                          I also timed some throws from the outfield to home. I timed bobby abreu and jason repko throw to home from about mid-depth in about 2 seconds off a highlight reel. From my timing that's about spot on what the game does with sliders at zero.

                          The only thing that is hard to judge is infielder and outfielder speed. This I think will be related to the number of doubles and triples.

                          I've decided to start over with most stats at zero on all-star. Updated spreadsheet coming soon.
                          Last edited by nathan118; 12-24-2005, 08:13 PM.
                          PSN: nathan118

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                          • Rod_Carew29
                            All Star
                            • Apr 2004
                            • 7872

                            #14
                            Re: it's all about the timing @ nathan118

                            Interesting...I've done the same for a long while myself....from home to first, from home to third.....

                            I've never recalled timing a throw, but I am usually right on with that aspect of a guys' game......


                            peace!

                            Originally posted by nathan118
                            So I actually timed some runner speeds and fielder throws off of some highlight clips and compared them to in-game stuff.

                            Twice I timed carlos delgado going from home to third in 12.5 seconds. A couple other people I timed around 11-13. In game I timed different people running from home to third, and they could all do it in 11-12 seconds pretty much. If anything baserunner speed is a tad fast, but not by much. I increased user speed up to 50. From first to third it only sped up the time to 10 seconds. I think adjustments that people make do diddly squat. Jistic has user speed at +4...which is probably not even noticeable.

                            I also timed some throws from the outfield to home. I timed bobby abreu and jason repko throw to home from about mid-depth in about 2 seconds off a highlight reel. From my timing that's about spot on what the game does with sliders at zero.

                            The only thing that is hard to judge is infielder and outfielder speed. This I think will be related to the number of doubles and triples.

                            I've decided to start over with most stats at zero on all-star. Updated spreadsheet coming soon.
                            For 2017...
                            Don't Call It a Comeback

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