Stats-Based CPU Sliders [MLB 12 Version]

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  • nomo17k
    Permanently Banned
    • Feb 2011
    • 5735

    #196
    Re: Stats-Based CPU Sliders [MLB 12 Version]

    Originally posted by heroesandvillians
    How many pitches is Pelfrey able to throw at his default stamina rating with a default stamina slider?

    What's the highest amount of pitches he's ever thrown and/or, how many does he average per start (in recent years)?

    I only ask because I'm thinking of testing the stamina slider myself and was wondering if maybe SCEA programmed the game to burn out starting pitchers too quickly? Or rather, if they program the ratings hit to occur too soon, or, make their ratings take too much of a hit when exhaustion happens in general.
    I don't remember what his in-game Stamina rating is (80 - 90?), but if his is at 80, from the graph (some curve connecting green points), he would be out of energy after about 120 pitches.

    Last year, the max he pitched was 125:

    http://www.baseball-reference.com/pl...mi01&t=p&year=

    Given this is how things work:

    http://www.operationsports.com/forum...post2043493906

    it probably true the game is designed to tire starters around 100 - 110 for many pitchers. (And that's probably why the scoring hike comes in around 6th inning, when the starters leave.)

    It's largely a preference though. I personally would prefer if starters can pitch 120 - 140 easily when they need to... They used to do that all the time. Overuse? .... perhaps, but wearing and tearing over a longer run is different from tiring within a game so quickly.

    I'm thinking about increasing (Starter) Stamina slider and that's why I did the work above.
    The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

    Comment

    • mlbonfox

      #197
      Re: Stats-Based CPU Sliders [MLB 12 Version]

      Originally posted by nomo17k
      I don't remember what his in-game Stamina rating is (80 - 90?), but if his is at 80, from the graph (some curve connecting green points), he would be out of energy after about 120 pitches.

      Last year, the max he pitched was 125:

      http://www.baseball-reference.com/pl...mi01&t=p&year=

      Given this is how things work:

      http://www.operationsports.com/forum...post2043493906

      it probably true the game is designed to tire starters around 100 - 110 for many pitchers. (And that's probably why the scoring hike comes in around 6th inning, when the starters leave.)

      It's largely a preference though. I personally would prefer if starters can pitch 120 - 140 easily when they need to... They used to do that all the time. Overuse? .... perhaps, but wearing and tearing over a longer run is different from tiring within a game so quickly.

      I'm thinking about increasing (Starter) Stamina slider and that's why I did the work above.
      In my set im working on Nomo and thanks for all the input but I use SP Stamina at 6.

      Comment

      • Geronimo22
        Pro
        • Apr 2011
        • 893

        #198
        Re: Stats-Based CPU Sliders [MLB 12 Version]

        Nomo, have you done any studies on Ground Ball, Line Drive, Fly Ball, and Pop up percentages?
        Madden Breakdowns Full YOUTUBE Playlist

        https://youtube.com/playlist?list=PL...nZfJyNmp9ygGgt


        NFL Breakdowns Full YOUTUBE Playlist


        https://youtube.com/playlist?list=PL...7pkV4SPk0JkvcD

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        • nomo17k
          Permanently Banned
          • Feb 2011
          • 5735

          #199
          Re: Stats-Based CPU Sliders [MLB 12 Version]

          Originally posted by Geronimo22
          Nomo, have you done any studies on Ground Ball, Line Drive, Fly Ball, and Pop up percentages?
          Some. The game has been a bit ground ball friendly in 11 and 12... and that reflects in the inflated GIDPs.

          In general, you can increase line drive fraction by increasing solid hits... increasing Timing helps by increasing solid contact, for example. Solid Hit slider is an obvious option to increase LD as well, but last year when I used it at 0 and 10 to test things, it's a kind of tricky slider to use for just adjusting ground ball / fly ball ratio... I don't think it's necessarily designed to do that well... just influencing solid hit vs. poor hit in general.

          But you cannot entirely count of the game's identification of these hits (which I take from analysis screens)... sometimes they are dubious (where to draw the line better line drive and hard hit grounder, etc.), so it's not extremely accurate.
          The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

          Comment

          • Geronimo22
            Pro
            • Apr 2011
            • 893

            #200
            Re: Stats-Based CPU Sliders [MLB 12 Version]

            Originally posted by nomo17k
            Some. The game has been a bit ground ball friendly in 11 and 12... and that reflects in the inflated GIDPs.

            In general, you can increase line drive fraction by increasing solid hits... increasing Timing helps by increasing solid contact, for example. Solid Hit slider is an obvious option to increase LD as well, but last year when I used it at 0 and 10 to test things, it's a kind of tricky slider to use for just adjusting ground ball / fly ball ratio... I don't think it's necessarily designed to do that well... just influencing solid hit vs. poor hit in general.

            But you cannot entirely count of the game's identification of these hits (which I take from analysis screens)... sometimes they are dubious (where to draw the line better line drive and hard hit grounder, etc.), so it's not extremely accurate.
            thanks Nomo!
            Madden Breakdowns Full YOUTUBE Playlist

            https://youtube.com/playlist?list=PL...nZfJyNmp9ygGgt


            NFL Breakdowns Full YOUTUBE Playlist


            https://youtube.com/playlist?list=PL...7pkV4SPk0JkvcD

            Comment

            • nomo17k
              Permanently Banned
              • Feb 2011
              • 5735

              #201
              Re: Stats-Based CPU Sliders [MLB 12 Version]

              Quick update with Mar. 25 set.
              Attached Files
              The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

              Comment

              • Bobhead
                Pro
                • Mar 2011
                • 4926

                #202
                Re: Stats-Based CPU Sliders [MLB 12 Version]

                How do you feel about the lowered Fielder Reaction, from a visual aspect? I understand why it was lowered statistically, but watching games, I see too many balls that literally go right by the fielder - he reaches for them and nothing happens, or worse, I personally react to them and try to dive or move and am unable to move because not enough time has elapsed, so my fielders haven't "artificially reacted" yet.

                Am I wrong in assuming that my own human reaction time holding the controller should definitely not be faster than the reaction time of the fielder I'm controlling?

                Comment

                • nomo17k
                  Permanently Banned
                  • Feb 2011
                  • 5735

                  #203
                  Re: Stats-Based CPU Sliders [MLB 12 Version]

                  Originally posted by Bobhead
                  How do you feel about the lowered Fielder Reaction, from a visual aspect? I understand why it was lowered statistically, but watching games, I see too many balls that literally go right by the fielder - he reaches for them and nothing happens, or worse, I personally react to them and try to dive or move and am unable to move because not enough time has elapsed, so my fielders haven't "artificially reacted" yet.

                  Am I wrong in assuming that my own human reaction time holding the controller should definitely not be faster than the reaction time of the fielder I'm controlling?

                  I think one click down hasn't made a change that I can actually feel visually so much. IMO the feeling of too many balls going thru in between fielders comes partly from the new ball physics, under which presumably the ball comes off the bat a bit faster quite often. There, we cannot do anything about it.

                  As for controlling fielders, I think player's reaction can work both ways, because with assisting the first step is often made by AI before you start controlling. I presume that differences exist among fielders in how fast they take their first steps due to reaction ratings.

                  But sometimes, you may react faster than the fielder.

                  Yesterday, I could get a rare game in (5am in the morning... I couldn't sleep for some reason). I was controlling the Mets, and somebody hit a blooper/soft liner over the head of Ruben Tejada. I was quick to react, wanted to move him back to catch it, but Tejada didn't budge for like half a second. I wondered why, since because usually assisting helps... but when I checked, Tejada's Fielding Reaction rating wasn't very good. So I understood.
                  The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                  Comment

                  • nomo17k
                    Permanently Banned
                    • Feb 2011
                    • 5735

                    #204
                    Re: Stats-Based CPU Sliders [MLB 12 Version]

                    Quick update with Mar. 25 set after 50 games.
                    Attached Files
                    The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                    Comment

                    • jripper09
                      Rookie
                      • Dec 2009
                      • 195

                      #205
                      Re: Stats-Based CPU Sliders [MLB 12 Version]

                      hey nomo those are looking really good. i see got DPs down a bit thats probably with timing increase? looks good thanks for putting up all these stats there awesome to be able to have as reference as well as communicating with you. thanks nomo

                      Comment

                      • nomo17k
                        Permanently Banned
                        • Feb 2011
                        • 5735

                        #206
                        Re: Stats-Based CPU Sliders [MLB 12 Version]

                        Originally posted by jripper09
                        hey nomo those are looking really good. i see got DPs down a bit thats probably with timing increase? looks good thanks for putting up all these stats there awesome to be able to have as reference as well as communicating with you. thanks nomo
                        I still don't have too much confidence in that reduce GIDP number. I'd say still within in the "margin of error"... If anything had an effect, perhaps the combination of reduced Fielder Reaction and increased BR Speed. But honestly I don't think they should have that much effect, though I hope they do some.
                        Last edited by nomo17k; 03-29-2012, 03:16 PM. Reason: engrish correction
                        The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                        Comment

                        • steviegolfballs
                          Rookie
                          • Feb 2010
                          • 243

                          #207
                          Re: Stats-Based CPU Sliders [MLB 12 Version]

                          Originally posted by nomo17k
                          I still don't have too much confidence in that reduce GIDP number. I'd say still within in the "margin of error"... If anything had an effect, perhaps the combination of reduced Fielder Reaction and increased BR Speed. But honestly I don't think they should have that much effect, though I hope they do some.
                          I've been running games working with the solid hit slider. Reducing solid hits can help with the DP's because more balls are chopped as opposed to hit hard and it becomes harder for the CPU to turn a DP. The problem is that it affects many other stats so it's not a one slider adjustment, it's a major re-tooling if you want to bring the number of DP's down. I don't think there are so many that it makes a huge impact.

                          Comment

                          • nomo17k
                            Permanently Banned
                            • Feb 2011
                            • 5735

                            #208
                            Re: Stats-Based CPU Sliders [MLB 12 Version]

                            Originally posted by steviegolfballs
                            I've been running games working with the solid hit slider. Reducing solid hits can help with the DP's because more balls are chopped as opposed to hit hard and it becomes harder for the CPU to turn a DP. The problem is that it affects many other stats so it's not a one slider adjustment, it's a major re-tooling if you want to bring the number of DP's down. I don't think there are so many that it makes a huge impact.
                            I was also thinking about adjusting Solid Hit (as a next minor move), but I had similar concerns. I did some tests with that slider last year, and since I didn't get in as many games, the results were kinda mixed.

                            What stats do you specifically see that go out of whack with reduced Solid Hits? I think I know what happens with I maxed it out, but I don't remember seeing much change when I minimized.

                            Line drive fraction is the one that I saw the largest change.
                            The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                            Comment

                            • steviegolfballs
                              Rookie
                              • Feb 2010
                              • 243

                              #209
                              Re: Stats-Based CPU Sliders [MLB 12 Version]

                              Originally posted by nomo17k
                              I was also thinking about adjusting Solid Hit (as a next minor move), but I had similar concerns. I did some tests with that slider last year, and since I didn't get in as many games, the results were kinda mixed.

                              What stats do you specifically see that go out of whack with reduced Solid Hits? I think I know what happens with I maxed it out, but I don't remember seeing much change when I minimized.

                              Line drive fraction is the one that I saw the largest change.
                              Sample size is only about 20 games but the major difference was the dribblers in front of the plate. Quite a lot of those and many resulted in hits due to poor reaction by the pitchers and catchers. Giving it the eye test it was not appealing to see one or two slow tappers out in front of the plate when the SOLID HIT slider is down in the 0-2 range.

                              Comment

                              • nomo17k
                                Permanently Banned
                                • Feb 2011
                                • 5735

                                #210
                                Re: Stats-Based CPU Sliders [MLB 12 Version]

                                Originally posted by steviegolfballs
                                Sample size is only about 20 games but the major difference was the dribblers in front of the plate. Quite a lot of those and many resulted in hits due to poor reaction by the pitchers and catchers. Giving it the eye test it was not appealing to see one or two slow tappers out in front of the plate when the SOLID HIT slider is down in the 0-2 range.
                                Thank you for the feedback... now you are always a step ahead of me haha.

                                It's good to know that's what's going to happen if you lower SH too much; I didn't like how quite a few batted balls stay around the home plate in previous years game. We don't see that as often in 12, which is a good thing.

                                But if necessary we could eventually use just a click down (or two) if that actually reduces GIDPs. I don't see that affecting the rest of the game in any major way.

                                Since I increased Timing to 6, I've been keeping track of ground ball/line drive/fly ball fractions, and they seem to be fine (except line drives, which have always been a couple % lower than the MLB ave... not a big deal).

                                Visually, what I feel is that the game is a tiny bit poppy (though stats have been fine)... meaning line drives are almost always hard hit... there can be more very weakly hit grounders, etc. New ball physics is great, but I still think the game can increase "poor hit" variety. That probably also leads to less GIDPs.

                                If I could, I want to increase weaker hits variety, without compromising the rest, which a click down with Solid Hit might do.
                                The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

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