Show 09 Sliders
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Re: Show 09 Sliders
I'm almost 100% sure the injury slider is in.
Why?
I spoke to Kolbe about it.
I was hoping for separate durability(to be used as an injury attribute of sorts...if guys played more games than they normally would).....stamina(in relation to number of games a player can play in a season) .....and injury attribute(directly tied to the odds of a player getting an injury....any game..any time).
Kolbe said the injury slider was tweaked this year ...and that we'd definitely see more in game injuries(rather than just in simmed games)
I will PM him and ask directly.
I definitely want to know the answer to this!
M.K.
Knight165
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Show 09 Sliders
Our build was later and he doesn't have it.
But I'm pretty sure it's there. Like I said...I asked Kolbe directly about injuries....especially in game vs. simmed games.
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Show 09 Sliders
This is the new slider info from Nemesis for '09!
User
Contact
Power
Timing
Fouls
Solid Hits (New)
Starter Stamina
Reliver Stamina
Pitcher Control
Pitcher Consistency
CPU
Contact
Power
Timing
Fouls
Solid Hits (New)
Starter Stamina
Reliver Stamina
Pitcher Control
Pitcher Consistency
Strike Frequency
Manager Hook
Pickoffs
Global
Pitch Speed
Fielding Errors
Throwing errors
Fielder Run Speed
Fielder Reaction
Fielder arm strength
Baserunner speed
Baserunner Steal ability
Baserunner Steal frequency
Wind
For a good description of how each one works, check the in-game text when you select each slider.Comment
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Re: Show 09 Sliders
I don't know if this helps but except for about five of the sliders above, all of them are new. They may be named exactly the same as before, but most of them internally work completely different than how they used to. Almost all of the old sliders were deleted and redone from scratch. Just FYI in case this helps anyone trying to make a slider set.
For a good description of how each one works, check the in-game text when you select each slider.
Anyone here have any suggestions on 'Timing only hitting' slider adjustments for the demo? I'd love to hear em.Comment
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Re: Show 09 Sliders
I think it's a bad label for the option.
Basically...it gives a boost to whichever side is down. Once it goes to more than 4 runs...it's a little bit bigger boost.
They are only slight boosts to contact/power I believe...maybe a pitching boost/hamper also..I can't remember.
It's not a scripted thing at all...and MUCH still depends on the USER.
M.K.
Knight165All gave some. Some gave all. 343Comment
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Re: Show 09 Sliders
I don't know if this helps but except for about five of the sliders above, all of them are new. They may be named exactly the same as before, but most of them internally work completely different than how they used to. Almost all of the old sliders were deleted and redone from scratch. Just FYI in case this helps anyone trying to make a slider set.
For a good description of how each one works, check the in-game text when you select each slider.
All I know is that the pitch speed is slower and the bat speed is faster in '09. That lets me have a better eye and pull fastballs now. That alone is a huge improvement for me. I got too frustrated with that aspect last year and am really, really happy with how the demo deals with this.Comment
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Re: Show 09 Sliders
Not exactly.
I think it's a bad label for the option.
Basically...it gives a boost to whichever side is down. Once it goes to more than 4 runs...it's a little bit bigger boost.
They are only slight boosts to contact/power I believe...maybe a pitching boost/hamper also..I can't remember.
It's not a scripted thing at all...and MUCH still depends on the USER.
M.K.
Knight165
"When ON, this will give the CPU a small hitting bonus when it's losing and a small hitting penalty when it's winning. The adjustment is bigger when there's a wide lead of 4 or more runs, and disabled when runners on base threaten the lead."
It does exactly what it says. By turning off when the lead is threatened, the behind team still has to earn his comeback normally without aid. Since the adjustments are small (a boost/penalty to some hitting attributes), the effect is statistically small. The score might end up 0-2 runs closer, and it will only occasionally change the outcome (i.e. winner) of the game. More often, it will bring a losing team a bit closer to tying, and thus give them a little more hope and keep them in the running.
Comeback code is unrealistic, and it's not possible to enjoy sim baseball in the long run with a game that does this. But if it makes certain people enjoy the game a lot more, why not give the option to add it since it's easy. There is a size limit for these descriptions, so that's why you only see two sentences in-game.
I think this option can be helpful for "friendly" 2P games where after one person is clearly that much better and it can't be resolved through difficulty settings. That said, even a weaker player may sometimes win, and having this option off will be much more satisfying because it leaves no room for doubt about their victory. So if you're playing to win, I wouldn't use this; better to change difficulty for one player first so the handicap is constant all 9 innings.Comment
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Re: Show 09 Sliders
Yes this is basically how it works. Here's the description for the 1P version:
"When ON, this will give the CPU a small hitting bonus when it's losing and a small hitting penalty when it's winning. The adjustment is bigger when there's a wide lead of 4 or more runs, and disabled when runners on base threaten the lead."
It does exactly what it says. By turning off when the lead is threatened, the behind team still has to earn his comeback normally without aid. Since the adjustments are small (a boost/penalty to some hitting attributes), the effect is statistically small. The score might end up 0-2 runs closer, and it will only occasionally change the outcome (i.e. winner) of the game. More often, it will bring a losing team a bit closer to tying, and thus give them a little more hope and keep them in the running.
Comeback code is unrealistic, and it's not possible to enjoy sim baseball in the long run with a game that does this. But if it makes certain people enjoy the game a lot more, why not give the option to add it since it's easy. There is a size limit for these descriptions, so that's why you only see two sentences in-game.
I think this option can be helpful for "friendly" 2P games where after one person is clearly that much better and it can't be resolved through difficulty settings. That said, even a weaker player may sometimes win, and having this option off will be much more satisfying because it leaves no room for doubt about their victory. So if you're playing to win, I wouldn't use this; better to change difficulty for one player first so the handicap is constant all 9 innings.
Thanks for the detailed descriptions Brian.Comment
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Re: Show 09 Sliders
I down loaded the demo and watched several CPU games. The game looks great and I like the product that I am seeing. My biggest issue w/this game is the amount of frozen rope line drives and laser throws by fielders (I watch the game field camera high). I have messed w/sliders to adjust hit spd but what eventually happens is in order to get an appropriate spd on hit balls, I have to sacrifice home runs, and outfield fly balls (hits seem to be grounders a majority of the time.) I have had this isuue for the last couple of years as well. I thought that with the new solid hits slider that this might change but I havent been able to successfully achieve a balance yet. Has anyone observed a similar problem and successfully made adjustments?Comment
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Re: Show 09 Sliders
I down loaded the demo and watched several CPU games. The game looks great and I like the product that I am seeing. My biggest issue w/this game is the amount of frozen rope line drives and laser throws by fielders (I watch the game field camera high). I have messed w/sliders to adjust hit spd but what eventually happens is in order to get an appropriate spd on hit balls, I have to sacrifice home runs, and outfield fly balls (hits seem to be grounders a majority of the time.) I have had this isuue for the last couple of years as well. I thought that with the new solid hits slider that this might change but I havent been able to successfully achieve a balance yet. Has anyone observed a similar problem and successfully made adjustments?Comment
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