I haven't noticed a GIDP issue any longer with the sliders I am using. I know you will not believe me without hard stats but I watch a ton of real baseball games as I have MLB league pass and I am not noticing anything unrealisitc or abnormal. Flyball/Groundball seems right on
Stats-Based CPU Sliders [MLB 12 Version]
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Re: Stats-Based CPU Sliders [MLB 12 Version]
I haven't noticed a GIDP issue any longer with the sliders I am using. I know you will not believe me without hard stats but I watch a ton of real baseball games as I have MLB league pass and I am not noticing anything unrealisitc or abnormal. Flyball/Groundball seems right on -
Re: Stats-Based CPU Sliders [MLB 12 Version]
But again, what do I know.....I am not a "stats" guy but a "feel" guy when it come to gameplay.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
I haven't noticed a GIDP issue any longer with the sliders I am using. I know you will not believe me without hard stats but I watch a ton of real baseball games as I have MLB league pass and I am not noticing anything unrealisitc or abnormal. Flyball/Groundball seems right on
So unless you are picky or looking hard into it, you might not notice the subtle difference.
I think the game has a tendency to produce more grounders than fly balls, not just this year but in past years (at least 11). The ground ball to fly ball ratio has been pretty consistently "a bit" high, though it's only within a couple per cent... again, it's not very easy to notice this by just looking at games, but after a couple hundred test games I'm inclined to believe that's the case.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Yeah. That may be something we have to live with unless a patch fixes this. From my experience changing one slider too much to fix an issue throws another part of the game out of wack.......I think we do have to keep in perspective that this game is mostly designed for humans controlling the players. Most sports video games do not tune their product for CPU vs CPU unfortunately and that is why trying to get things absolutely perfect is nearly impossible. We can only hope to come close.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Yeah. That may be something we have to live with unless a patch fixes this. From my experience changing one slider too much to fix an issue throws another part of the game out of wack.......I think we do have to keep in perspective that this game is mostly designed for humans controlling the players. Most sports video games do not tune their product for CPU vs CPU unfortunately and that is why trying to get things absolutely perfect is nearly impossible. We can only hope to come close.
And I think the meticulous attentions to AI going against AI is what make the Show a pretty decent simulation game. My bet is actually on the devs building the core gameplay on how AI vs AI plays out, and then add user interfaces to make the game interactive with the user, tuning them so that the results end up looking like a sim...
Like mapping how often HUM would be early/late to how the AI does to produce realistic looking results. I think that's a great approach...Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Anyone remember Micro League baseball from the commodore 64. That was a great game. Also Tony LaRussa on PC was pretty good. High Heat on PS2 was great for realistic stats. I believe the show came from High Heat's engine.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Quick question why does timing have the (use with caution) lol??Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
That particular change is something I'm actively testing, rather than an adjustment to become precise. From what it looks like, I might go with Timing 6, if the game keeps playing the way it has been... I like what the slider has been doing on strikeouts so far, but still need to keep watching other stats for a while.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
That particular change is something I'm actively testing, rather than an adjustment to become precise. From what it looks like, I might go with Timing 6, if the game keeps playing the way it has been... I like what the slider has been doing on strikeouts so far, but still need to keep watching other stats for a while.
I really wish this game used pull/oppo power instead of LH vs RH, but then that would probably mess up the sim engineBakin' soda, I got bakin' sodaComment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Are you seeing realistic hit types when increasing the timing slider? I feel like there are too many opposite field line drives and deep fly balls on inside pitches on "Late" and "Just Late" swings with timing on default, not every ML'er has the skill to inside-out the ball with authority
I really wish this game used pull/oppo power instead of LH vs RH, but then that would probably mess up the sim engine
Not sure if Timing influences which way hitters go, but it seems to increase solid hits in general.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
After 20 games with Mar. 15 set (Timing 7).
20 games aren't that many and I don't think I nailed down any stats, but some trends are clear:
-- offense generally increased
-- lower swing & miss rate (18.9% to 15.2%)
-- good ground outs / fly outs ratio, but too many GIDPs
-- doubles increased
So I decided to lower Timing to 6 at this point and continue for a while.
#### Mar 15 set (stats attached) ####
Contact: 4
Power: 5
Timing: 7 (use with caution)
Foul Frequency: 5
Solid Hits: 5
Starter Stamina: 5
Reliever Stamina: 5
Pitcher Control: 5
Pitcher Consistency: 3
Strike Frequency: 5
Manager Hook: 5
Pickoffs: 5
Pitch Speed: 10
Fielding Errors: 7
Throwing Errors: 5
Fielder Run Speed: 4
Fielder Reaction: 5
Fielder Arm Strength: 2
BR Speed: 5
BR Steal Ability: 5
BR Steal Frequency: 8
Wind: 5
Injury Frequency: 5Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Oh and I would suggest NOBODY use the dugout cam for a game. Have tried it for 2 games and in both games it froze after like 5 innings of play just randomly.
No issues with other views.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
hey nomo you think by turning steal ratio slider up to 8 the cpu will steal ( hit n run) more often thus cutting down on the double plays? i think if there was more hit n run there obviously would be less double plays.Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Hey Nomo,
I see you were not satisfied with the high number of Ks and therefore you decided to increase timing to tone them down.
There are two options that affect strikeouts though:
- Umpire Balls And Strikes
- Check Swing Appeals
if you turn them both to Off it will reduce strikeouts, since with the first option activated the umpires call more strikes (even pitches outside the zone), and the second option increases strikes too.
I have then on Off and I am not seeing Ks (6.5 through 20 games with default sliders).Comment
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Re: Stats-Based CPU Sliders [MLB 12 Version]
Hey Nomo,
I see you were not satisfied with the high number of Ks and therefore you decided to increase timing to tone them down.
There are two options that affect strikeouts though:
- Umpire Balls And Strikes
- Check Swing Appeals
if you turn them both to Off it will reduce strikeouts, since with the first option activated the umpires call more strikes (even pitches outside the zone), and the second option increases strikes too.
I have then on Off and I am not seeing Ks (6.5 through 20 games with default sliders).
For HUM games, check swing may matter if you are a hardcore check swinger, but for CPU, I don't think it matters as much, at least not at the +/- 1 strikeout level, since CPU doesn't check swing as often as (I think) he should.
Besides, I like the randomness the variable umpire calls bring to the game.Comment
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