Explanation of Gameplay Sliders

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  • KBLover
    Hall Of Fame
    • Aug 2009
    • 12172

    #91
    Re: Explanation of Gameplay Sliders

    Originally posted by Bobhead
    I know the batting physics were re-re-changed before last year's game, which I did not play much, and I suspect that this is when the change occurred.

    But of course, I could be completely wrong, and I'd like to see what everyone else is... seeing?

    To me, Solid Hits did what you had described it here for MLB13. I also saw the impact of raising Solid Hits actually LOWERING HR because it acted more with adjusting the bell curve for trajectories (i.e. if 0 = pure line drive and at the center of the curve, low Solid hits widened the curve and high Solid Hits clustered things around the center more) for lack of a better way to put it. I loved how I could run with high power, timing, and contact and still keep offense under control with Solid Hits (and Foul Frequency).

    This year, I also noticed what you mention with it governing HR (and HR distance, I hit a HR on 4 Solid Hits with Stanton and it went "only" 390 feet even with 8 Power - with 7 or 8 Solid Hits and all else equal, I almost matched his 480 ft bomb - went 470 feet. Also had several 450 ft blasts in the Home Run Derby) as much as anything else, though it does seem to have some impact on how often you "roll" Solid or Normal contact vs Jammed/Pulled Off/Weak.

    Seems to create a situation where if I lower Solid Hits, then I'm losing the very "oomph" on hits I want because I'm getting so much "Weak" contact, creating choppers and pop-ups too often. What I really want is just more so more varied trajectory so maybe that 8 Power and 90 Power rating created a "major league fly ball" that seems to take forever to fall into a glove, but if it was a "better" fly ball, it could have been a 430 ft HR or a 100 MPH line drive scorching through the gap.

    It seems like Solid Hits is doing what Power used to do last year. I don't like that. I've read where you mentioned Timing is now more the trajectory modifier (higher = more centered around line drives/flatter trajectory hits), but lowering that has other consequences - unlike the old Solid Hits behavior
    Last edited by KBLover; 08-26-2014, 06:00 PM.
    "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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    • Bobhead
      Pro
      • Mar 2011
      • 4926

      #92
      Re: Explanation of Gameplay Sliders

      Yeah I didn't really play MLB '13 much at all. I was so frustrated by the hitting I just gave up and traded the game in after a couple of months.

      Comment

      • KBLover
        Hall Of Fame
        • Aug 2009
        • 12172

        #93
        Re: Explanation of Gameplay Sliders

        Heh - I hear you. It drove me up a wall, too.

        But at least the sliders made sense, especially with Solid Hits.

        Though, I just read your updates. Seems my high power and high timing might be something I'll want to leave alone for me. Those seems to be the "line drive" sliders.

        BTW, have you found a slider that makes the "Swing Influencing" actually...consistently work?

        Reason I ask is I'm thinking that if I can get Power and Timing to make a good number of LD, I can use some decent Solid Hits number and swing influencing to get more realistic GB/FB/LD rates from hitters. For example, if a guy hits 40% or more of his balls in the air, I'd influence fly ball with him. Reverse for the Ichiro-types that are as content putting the ball on the ground somewhere and running it out if nothing else.

        Problem I'm seeing is that even with influencing fly balls, I don't really see that many more flies. I was wondering if one of the hitting sliders impacts that from your experience?


        Edit: Do you think raising Solid Hits a lot, but lowering Power might also do the trick for the flyball types without getting 50 HR from everyone in the lineup? Not sure if that would do anything for the groundball types though.
        Last edited by KBLover; 08-26-2014, 06:17 PM.
        "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

        Comment

        • Bobhead
          Pro
          • Mar 2011
          • 4926

          #94
          Re: Explanation of Gameplay Sliders

          Are you saying you are trying to induce more fly balls in your game?

          I'm a bit confused on what your goal actually is.

          Edit: never mind, that seems to be the case, after reading your older posts more thoroughly.

          I don't think lowering Solid Hits induces more line drives to the degree that you are worried... I mean since noticing this phenomenon myself a couple weeks ago, I've played with SH at between 0 and 3 for every game I've played since, and I've had no problems getting weak fly balls or pop ups.

          Perhaps try lowering Timing 1 point, and SH by 2 points?
          Last edited by Bobhead; 08-26-2014, 08:45 PM.

          Comment

          • KBLover
            Hall Of Fame
            • Aug 2009
            • 12172

            #95
            Re: Explanation of Gameplay Sliders

            Well, actually I'd like more flies or grounders - depending on the hitter's G/F in real life.

            Now, I know that's not actually in the game, but I was thinking of using the swing influence system to try to "make" it happen.

            Here's an example:

            http://www.fangraphs.com/statss.aspx...49&position=OF

            That's Stanton - he's basically average across the board in his batted ball types. So for him, I'd just hit X if I can get the sliders to produce about 20% LD. Then FB/GB is basically a "coin flip".

            http://www.fangraphs.com/statss.aspx...position=1B/OF

            This is Duda. He has a 48% FB hitter. So for him, I'd like to use the "fly ball influence" (R2 + up on R-stick) to get more fly balls out of him.

            http://www.fangraphs.com/statss.aspx...77&position=OF

            Here's Yelich. He has a 62% GB rate. For him, I'd want to "ground ball influence" (R2 + down on R-stick) to get grounders constantly out of him.


            The problem I'm having is that the influencing really....doesn't do a lot. Influencing fly balls doesn't get 50% of batted balls in the air. Influencing grounders doesn't get me a hitter that tries to hit hard grounders in a hole somewhere.

            There just seems to be no significant difference between influencing and just hitting X. I was wondering if a slider was the cause of that or is the influencing just not "strong" enough to really allow replicating batted ball rates?
            "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

            Comment

            • Bobhead
              Pro
              • Mar 2011
              • 4926

              #96
              Re: Explanation of Gameplay Sliders

              Hmm individual ratings is not something I've paid much attention to. The engine can only hold so much influence, when you are still controlling the hitter and determining the kind of contact made. I don't really invest too much effort into maintaining 100% realistic stats per-player. As long as each team as a whole averages out to where it should be, I'm happy.

              I mean part of the fly ball thing will come from a more-or-less realistic use (by you) of the "power swing" button.

              The only thing i can say about getting more grounders is lowering the SH slider, but you seem to not want to do that?

              Comment

              • KBLover
                Hall Of Fame
                • Aug 2009
                • 12172

                #97
                Re: Explanation of Gameplay Sliders

                More grounders in general - I might need some more so I'll give that a shot. I wouldn't want flies to be too common, even if the LD rate is good. I'll lower my SH a notch and see.

                I know being in control of the hitter (and then using Timing interface on top of it) will mix things up some, but that's where I was hoping the R-stick swing influence would help out.

                But, yeah, I might have to give up on this quest, so to speak since the engine may not think that way, even with the influencing system.

                Thanks for the discussion and the time.
                "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                Comment

                • LiterallyRyan
                  Rookie
                  • May 2015
                  • 12

                  #98
                  Re: Explanation of Gameplay Sliders

                  Has anything really changed with these has anyone noticed or are they still the same?

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