This is why we need global edit in the game, so it makes it much easier, and much less time consuming for people that want to do this.
Fielding Sliders
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Re: BREAKING NEWS!!!
trau just PM'ed me that he's finding FIELDING ABILITY to be the main source of RANGE this year.
Last year...without a doubt it was tied to FIELDING REACTION(getting a move on the ball)...
I'll be checking this out also...as I was told that ABILITY was tied into errors.
Perhaps SCEA put more emphasis into ABILITY this year?...if a few of us check it out...we will get a better base to test our findings.
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: BREAKING NEWS!!!
trau just PM'ed me that he's finding FIELDING ABILITY to be the main source of RANGE this year.
Last year...without a doubt it was tied to FIELDING REACTION(getting a move on the ball)...
I'll be checking this out also...as I was told that ABILITY was tied into errors.
Perhaps SCEA put more emphasis into ABILITY this year?...if a few of us check it out...we will get a better base to test our findings.
M.K.
Knight165
I don't find that to be accurate from what I have tested. I think reaction and speed are the main issues here. Ability is tied into errors like you have said and diving catches, backhands, diving stops, etc.Comment
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Re: BREAKING NEWS!!!
trau just PM'ed me that he's finding FIELDING ABILITY to be the main source of RANGE this year.
Last year...without a doubt it was tied to FIELDING REACTION(getting a move on the ball)...
I'll be checking this out also...as I was told that ABILITY was tied into errors.
Perhaps SCEA put more emphasis into ABILITY this year?...if a few of us check it out...we will get a better base to test our findings.
M.K.
Knight165
It seems to have no effect on errors at all the cpu never had more than 2 in any game (however it has only been 7 games)
It does effect arm streangth and accuracy and in my opinion I had to many bad throws close plays until i made some slider adjustmentsComment
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Re: BREAKING NEWS!!!
Mike Cameron has better feilding ability than Adam Dunn.......ie...Mike Cameron will get to more balls(his fielding reaction) and when he is close he will be able to jump, dive, backhand, shoestring for mall balls and will have a better chance of catching those that he gets to(fielding ability)
That being said.....I don't just dismiss anything. I will check it out....
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: BREAKING NEWS!!!
Well it seemed to me that even if i took everyones speed to 0 and there reaction to 0 that they where still to fast.
Plus if you have everyone at zero that would mean that basically everyone in the game would be the same speed which is dumb.
I think that the fielding ability slider is somehow tied into speed and reaction. So you can lower that down and still be able to differentiate between a fast player and a slow one, also a laser arm and a weak one.
It also seems that you can offset any increase in errors this may cause by gameplay slider editsComment
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Re: BREAKING NEWS!!!
I've actually been working on attribute sliders for about 5 days now and what I have found through testing is as follows:
My Goal--
1.To open up the outfield gaps and lines for extra-base hits--
('Reaction time" attribute by itself will not do this. When set to zero, the first 1-2 steps by the outfielder will be slow but then they will be full speed. )
I decided to base all of my attribute ratings off of matching up the speed of the outfielders to the speed of the batted ball to make it realistic. Since you can only increase batted ball speed so much before getting into HomeRun Derby I chose to lower the OF speed.
I dropped the outfielders individual attribute speed to 0 and it was great, but not realistic to have everybody at the same speed. So I chose to lower by 40 clicks the speed attribute for everybody.
You have to do it for infielders also because it affects baserunning speed as well.
Since it affects baserunners also that means that 'Throwing power' needs to be lowered to compensate. I found that -25 for infielders and -20 for outfielders worked well.
2.To tighten up the middle infield to cut down on cheap singles back up the box.
I upped the 'reaction time' attribute for every 2B and SS to 100.
Worked great but I wanted some differentiation. So I ended up giving the top fielders a 100 and the worst fielders a 90.
3.Loosen up the 1st @ 3rd base lines
I lowered the 'reaction time' attribute for every 1B and 3B. I originally lowered this to 0, but what happens if you put a utility 2B in to play at 3B and he has a 100 'reaction time' rating?
So I compromised.
I dropped it by a ratio so that the best fielders would get a 50, avg. fielders a 25 and bad ones a 0. (I just eyeballed it, I didnt count it off)
4.Decrease stolen base success
I increased every catchers 'throwing power' attribute to between 95 and 100. And gave them all 100's in 'reaction time'
Results:
-I am very happy with the -40 player speed married with the -25 IF and -20 OF Throwing Power speed. It feels right with the speed of the batted ball.
-No more dribblers up the middle for hits, you have to hit it solid. Seeing eye hits will get through still, but only if they are perfectly placed like real life.
-I have hit liners into the corner over the 1B's and 3B's head without them jumping up and snagging it.
But the LF's and RF's still get to this ball too quickly.
-Basically hits feel more earned and I don't feel like I am getting cheated by superhuman outfielders.
-I feel good about how stolen base attempts balance out now.
-One thing I don't like is the utility player dilemma because of the different reaction times.Last edited by bukktown; 03-10-2008, 02:04 AM.Comment
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Re: BREAKING NEWS!!!
sand, i'm with you. Every year it's the same. Hence my sig. If the developers would just concentrate and make the AI play right, then let the consumers use the sliders if needed. Getting the AI right in any sports game is vital. To me, that would solve years of slider tweaks to get the game to play as accurate as possible.CLICK ME==> NY Jets Dynasty
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I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
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"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
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Re: BREAKING NEWS!!!
I've actually been working on attribute sliders for about 5 days now and what I have found through testing is as follows:
My Goal--
1.To open up the outfield gaps and lines for extra-base hits--
('Reaction time" attribute by itself will not do this. When set to zero, the first 1-2 steps by the outfielder will be slow but then they will be full speed. )
I decided to base all of my attribute ratings off of matching up the speed of the outfielders to the speed of the batted ball to make it realistic. Since you can only increase batted ball speed so much before getting into HomeRun Derby I chose to lower the OF speed.
Nemesis is also working on the OF'ers NOT using the cut-off man exclusively and it has to do with something some of you may squawk at....at first...but I believe it works(I've done it)...and the combination of mix may just give us almost perfect OF play ala the real MLB.
....and just to clarify something....I do not like to zero out or fully max any attribute for a large number of players....I will try and find a workable spot that leaves a little wiggle room.
M.K.
Knight165Last edited by Knight165; 03-09-2008, 10:05 PM.All gave some. Some gave all. 343Comment
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Re: BREAKING NEWS!!!
For the OF'ers not getting to everything.....it is FIELDING REACTION(ATTRIBUTE...not slider...is what I'm talking about...the slider guys will have the slider tweak for even more fine tuning)
...so it is reaction time...but the attribute. The fielding ability is different and will remain basically as is....maybe some tweaks for certain players.
M.K.
Knight165
I guess if you could, could you give a quick and dirty list of ratings catergories (ie Reaction, whatever) and amount (%) we
should consider dropping.
Like Reactions- 3b 50%, 1B 30%, Whatever
Speed- 10 %, etc
thanks- looking forward to your edits. Just looking for something to hold me over until your done.Gamertag and PSN Name: RomanCaesarComment
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Re: BREAKING NEWS!!!
For the people that make the new edits, I have a question. If you play franchise mode, what do you do after you draft the new rookies into your game?? Will you have to edit each and every one of them?? And how would you go about telling which ones you are supposed to edit?Comment
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Re: BREAKING NEWS!!!
For the people that make the new edits, I have a question. If you play franchise mode, what do you do after you draft the new rookies into your game?? Will you have to edit each and every one of them?? And how would you go about telling which ones you are supposed to edit?) and edited him to represent that player. I got into my fourth season of franchise before I stopped playing last year(and I played A LOT of those games)...it's really pretty easy, since it's not a large number of players each season.
M.K.
Knight165All gave some. Some gave all. 343Comment
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