Just set to All Star and put API on. Then put contact back to default along with timing and consistency. Raise Strike Frequency to 6. Keep arms at 5. You wil have what you are looking for. I respect all you guys for what you are doing so stay the course if you must. At least you may be able to start a franchise without restarting it by the all-star break.
Stats-Based CPU Sliders [MLB 12 Version]
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Just set to All Star and put API on. Then put contact back to default along with timing and consistency. Raise Strike Frequency to 6. Keep arms at 5. You wil have what you are looking for. I respect all you guys for what you are doing so stay the course if you must. At least you may be able to start a franchise without restarting it by the all-star break. -
Re: Stats-Based CPU Sliders [MLB 12 Version]
I just responded in your thread. I haven't noticed any differences caused by difficulty settings in my stats. I'll try API on/off after the difficulty setting experiment is done.Just set to All Star and put API on. Then put contact back to default along with timing and consistency. Raise Strike Frequency to 6. Keep arms at 5. You wil have what you are looking for. I respect all you guys for what you are doing so stay the course if you must. At least you may be able to start a franchise without restarting it by the all-star break.
Sorry, but please do not try not to disseminate unfounded misinformation!!Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
I am sorry Nomo. I respect you very much. I just want to help. I have for the most part stayed away from your thread and others not to rock the boat and I will continue to do so. But I do believe I really have something solid.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
That's totally fine... people will believe in whatever that make them happy, even if the thing is dead wrong. I'm not going to try to sway anyone from that. This is a game, so nobody really gets screwed, so as long as people enjoy it... all is fine.
But I do take a stand that misinformation is misinformation though. Being helpful to others for me doesn't mean giving out pieces of information that are not well founded. I may be more uptight and stringent in that sense, but that's how I am and unfortunately I'm too old to change!Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Nomo:
Don't have anything slider related to add, but wanted to thank you. I've been playing The Show (CPU-CPU) since its inception, and your slider sets have made the game the greatest console baseball I've ever played.
Appreciate the hard work and research.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
It's the game designers who deserve such credit... not to mention it's not just me who work on CPU vs. CPU stuff. The CPU vs. CPU community is all about sharing game stats, results, discussions, and love... (Yes, I'm here at OS to mainly talk about baseball, the Show, and love...)
I keep repeating but I'm really impressed by how much care goes into CPU vs. CPU games to play like real baseball. I wouldn't have spent this much time with the game if it isn't such a great simulation.
The designers at SCEA have been doing a tremendous service to baseball game loving community.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Just curious, but what difference does the API make in cpu vs. cpu? Difficulty doesn't matter either...Just set to All Star and put API on. Then put contact back to default along with timing and consistency. Raise Strike Frequency to 6. Keep arms at 5. You wil have what you are looking for. I respect all you guys for what you are doing so stay the course if you must. At least you may be able to start a franchise without restarting it by the all-star break.
edit - I just read your slider thread. I don't know man, you're wrong on a lot of things..you also dismiss facts straight from the devs and/or game slider descriptions. Never mind the fact that you dismiss credible tests that guys like Dai and Nomo have done, backed by numbers, instead of "feels awesome, made another tweak, now it's more awesome, wait i made another tweak, it's finally awesome" etc.
At the end of the day, your sliders are very very near to Nomo's and others (which is near default), so it makes your proclamations even more confusing.Last edited by ParisB; 03-22-2012, 01:36 AM.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Right... since the CPU vs. CPU games are tuned well at default and one click with a slider doesn't change things so drastically (unless you keep track of a lot of stats), so long as sliders don't deviate from default, everyone will find their games playing very realistically.Just curious, but what difference does the API make in cpu vs. cpu? Difficulty doesn't matter either...
edit - I just read your slider thread. I don't know man, you're wrong on a lot of things..you also dismiss facts straight from the devs and/or game slider descriptions. Never mind the fact that you dismiss credible tests that guys like Dai and Nomo have done, backed by numbers, instead of "feels awesome, made another tweak, now it's more awesome, wait i made another tweak, it's finally awesome" etc.
At the end of the day, your sliders are very very near to Nomo's and others (which is near default), so it makes your proclamations even more confusing.
So a lot of "feel good" tweaks may actually not be doing what those changes are claimed to cause, and people may be fooled into thinking that they do what (they think) they see from a small number of games. I can say from experiences, a bunch of games pitched between aces and those pitched by scrubs are going to yield different results. Since I run every single game on schedule, first 15 games (mostly between aces) and last 15 games (pitched by 5th guys) in 75 game set, I see offense go down and up quite significantly.
This is somewhat backed up by the claim that the difficulty settings/API on/off matter in games, which should not according to the people who actually developed the game. So far I have not found any evidence difficulty levels cause anything different (using Rookie for everything, before I was on All-star).
That said, there's no doubt his slider set would work just as well as others, since it's very close to default. Hence people should stick to whatever that make them happiest! It's a game!Last edited by nomo17k; 03-22-2012, 06:46 AM.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Nomo, have these sliders been tested at all on console? I know your doing the testing on Vita and wondering if the numbers are coming out different for console?You play fast! You play strong! You go out there and dominate the man you're playing against, and you make his *ss quit! That's our trademark! That's our M.O. as a team! That's what people know us as! - Nick SabanComment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
I haven't spent much time on PS3 myself unfortunately. But the guys on the other CPU threads (they are on Vita as well as PS3) compared the numbers, and I don't think there's any evidence that they play differently. At least I don't see them looking at their PS3 numbers.
Also, I don't see the sliders working differently on Vita and PS3.... For one thing, with cloud save, you can transfer season/franchise file between them, but the slider set also goes with the save file. If they are meant to work differently on these platforms, I wouldn't expect that behavior. I think gameplay is meant to be the same.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Have you come up with any solutions as far as GIDP?You play fast! You play strong! You go out there and dominate the man you're playing against, and you make his *ss quit! That's our trademark! That's our M.O. as a team! That's what people know us as! - Nick SabanComment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
This seems to be a tricky thing to adjust, so rather than trying to do better there at the expense of other things off, I'm just letting it play so far, and see where things stabilizes. It seems about 1 GIDP per game per team, whereas the MLB ave is 0.75.
So we are talking about seeing one GIDP every game, as opposed to 3 out of 4 games.
After seeing other stats, I might try reducing Fielder Reaction or increasing BR Speed... whatever that could reduce GIDP which doesn't make other stats go out of whack.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
I have been using Nomo's sliders on PS3 and the only stat I can't get in rhythm with his is the stolen bases. I am getting way too many guys thrown out in relation to successful steals. It's about 50/50 with the latest set of sliders he posted as it was in previous editions. Other than that his sliders seem to work in harmony with PS3 and I'm not claiming that they don't with steals, just something I've seen in the trends for the stats I've recorded.I haven't spent much time on PS3 myself unfortunately. But the guys on the other CPU threads (they are on Vita as well as PS3) compared the numbers, and I don't think there's any evidence that they play differently. At least I don't see them looking at their PS3 numbers.
Also, I don't see the sliders working differently on Vita and PS3.... For one thing, with cloud save, you can transfer season/franchise file between them, but the slider set also goes with the save file. If they are meant to work differently on these platforms, I wouldn't expect that behavior. I think gameplay is meant to be the same.
One difference is that I believe Nomo plays his games out in a season and I use exhibition to test mine. Perhaps there is a difference when fatigue from a season is taken into consideration.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Thanks for the PS3 info. That's encouraging!I have been using Nomo's sliders on PS3 and the only stat I can't get in rhythm with his is the stolen bases. I am getting way too many guys thrown out in relation to successful steals. It's about 50/50 with the latest set of sliders he posted as it was in previous editions. Other than that his sliders seem to work in harmony with PS3 and I'm not claiming that they don't with steals, just something I've seen in the trends for the stats I've recorded.
One difference is that I believe Nomo plays his games out in a season and I use exhibition to test mine. Perhaps there is a difference when fatigue from a season is taken into consideration.
Have you touched BR Ability in any way? We never know if that slider is forward/backward or not, and so far the stats have been fine for me, so I haven't thought of adjusting.
With default sliders, I felt steal success % might be a bit lower, but since then I increased BR Steal Frequency and the success rate has gone up a tiny bit to a decent level. Basically faster guys attempt to steal more, so if it's only a tiny adjustment for a higher success % that's needed, I figured I don't need to mess with BR Ability side.
Also, SB/CS does fluctuate quite a bit depending on whether you are testing with speedy teams or not, so that may be another factor.Comment

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