Stats-Based CPU Sliders [MLB 12 Version]

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  • nomo17k
    Permanently Banned
    • Feb 2011
    • 5735

    #301
    Re: Stats-Based CPU Sliders [MLB 12 Version]

    Originally posted by Braves Fan
    ...

    One of my major issues now that is frustrating me is fielders diving for balls in the outfield which leads to easy triples. At this rate players like McCann are gonna have 10 triples. A triple should be a rare occurrence. It's not on this game because the outfielders will never play a ball on a hop. They always dive for it. It's annoying.
    Yeah unfortunately we cannot do much about outfielders diving too often... I think you could reduce it by increasing Fielder Run Speed so that they cover more ground easily, but then they'll get to everything which we want to avoid happening.

    It should be on the AI tweak wishlist.
    The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

    Comment

    • Braves Fan
      MVP
      • Mar 2009
      • 1151

      #302
      Re: Stats-Based CPU Sliders [MLB 12 Version]

      I've been playing with it at default, would lowering it help? My thinking is if they can't get close enough then they probably won't attempt to dive for them. I see you have it at 4? TNK (although he's not a CPU vs CPU player) has it at 3. Do you think 3 would be too low?

      Comment

      • nomo17k
        Permanently Banned
        • Feb 2011
        • 5735

        #303
        Re: Stats-Based CPU Sliders [MLB 12 Version]

        Originally posted by Braves Fan
        I've been playing with it at default, would lowering it help? My thinking is if they can't get close enough then they probably won't attempt to dive for them. I see you have it at 4? TNK (although he's not a CPU vs CPU player) has it at 3. Do you think 3 would be too low?
        Whatever you do, I don't think you can lower the frequency of those dives though. Faster fielders may get to more border-line balls, but slower fielders may also get to more border-line stuff just because they always have hard time getting to the ball, etc... AI really needs to be tweaked here.

        I'm at 4 mainly because I like how they look moving on the field, and not much else (besides the fact that the stats have been fine).

        I think the diving issue is one thing that we need to just let go this time in order to keep the rest balanced.
        The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

        Comment

        • nomo17k
          Permanently Banned
          • Feb 2011
          • 5735

          #304
          Re: Stats-Based CPU Sliders [MLB 12 Version]

          Man the traffic to the site is crazy... almost 1000 people waiting for the OSFM roster release!! It's almost as big as around the game release date.
          The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

          Comment

          • Bobhead
            Pro
            • Mar 2011
            • 4926

            #305
            Re: Stats-Based CPU Sliders [MLB 12 Version]

            @Nomo: I urge you to try throw strength at 2. I play with the throwing meter off, so there is literally no difference at all between Human throws and CPU throws, and I think 2 is the perfect number. It will help out with the double plays, also. I haven't seen much of an effect on anything else, and I'd imagine it would also lower outfield assists a bit, although I'm not sure where your assists are right now (where did you update your stats exactly?)

            For those asking about using these in Human games:
            I don't see any reason at all why these sliders wouldn't work for Human vs. CPU games. There are of course a few issues with the transition, such as the global sliders. For example, while Nomo set the Fielder Run Speed that best contributes to authentic stats, a human that is involved in the game would prefer something visually satisfying (ie: the fielder running at a realistic speed, regardless of the effect it has on other stats). Nonetheless, CPU vs CPU sliders are as good a starting point as anything else out there, especially when it comes to CPU offense and CPU pitching, which should translate pretty much exactly to ideal sliders for your own Human-CPU games, minus an overall adjustment for difficulty and control scheme.
            Last edited by Bobhead; 04-03-2012, 07:43 PM.

            Comment

            • nomo17k
              Permanently Banned
              • Feb 2011
              • 5735

              #306
              Re: Stats-Based CPU Sliders [MLB 12 Version]

              Originally posted by Bobhead
              @Nomo: I urge you to try throw strength at 2. I play with the throwing meter off, so there is literally no difference at all between Human throws and CPU throws, and I think 2 is the perfect number. It will help out with the double plays, also. I haven't seen much of an effect on anything else, and I'd imagine it would also lower outfield assists a bit, although I'm not sure where your assists are right now (where did you update your stats exactly?)

              ...
              Yeah FAS = 2 was what I first tried. I actually liked how it played, but felt maybe the long throws from outfield could have a bit more strength to it. I definitely like it how it played in the infield though...

              In fact FAS = 2 is what I used in 11, and I didn't feel Arm was too weak... I had no problem gunning guys down at the home plate. So you feel absolutely no issues using the setting in the outfield when you play?

              Another thing was triples... (ugh). it was a minor adjustment in hope of compensating the slower speed and lower reaction I started using... but if we cannot tone down triples anyway, then maybe... Perhaps I may considering lowering it again...

              I checked outfield assist at FAS default and at 2, and I didn't see that much difference (less than 1% decrease in assists; those are not reliably recorded though). So I decided not to use that number to adjust thing. Outfield assists are not just a product of arms, but also runner aggressiveness... yes CPU is generally still very aggressive on base paths.
              The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

              Comment

              • kingdevin
                MVP
                • Mar 2005
                • 1110

                #307
                Re: Stats-Based CPU Sliders [MLB 12 Version]

                i concur on thefas at 2. Game is still tight on fielding. also put fouls at 0. i dont relly notice much of a difference as i thought fouls may be a little high

                Comment

                • steviegolfballs
                  Rookie
                  • Feb 2010
                  • 243

                  #308
                  Re: Stats-Based CPU Sliders [MLB 12 Version]

                  Nomo,

                  I am now through a 40 game test with your sliders, SH-3. I set the mgr. hook back to 5 so the only difference between your sliders and mine is that I have pickoffs set to 0 as I felt there were too many players being picked off, nothing that should affect hitting stats. I have been concerned throughout this test that the hit total was not coming down as you (and I) had anticipated. I remembered a post you left a while ago about going to the replay vault and watching the types of hits so I started doing that and the problem is pretty clear. For every hit taken away with the lower SH level, there are just as many slow rollers and choppers that are beaten out for infield singles. There are also too many balls that are hit very near to the infielders that roll right on by. I was still getting hits at about 9.3-9.4 per game even when the SH total was at 3.

                  So my next test will be going in a slightly different direction, other than hit totals, things were pretty solid so I have moved the SH slider back to 4 and have moved the FR back to 5. After running a few games it was obvious that the increased FR takes away the extra base hits so my test is going to be SH-4, FR-5 and FRS 3. Run speed dropping to 3 maintains the infieder's ability to makes plays while still slowing the outfield enough to produce some XBH.

                  My nephew is out of town on Spring break so I have swiped his PS3 and am able to run two games at a time, hopefully the results will come quickly.

                  I was interested in your thoughts and what you were seeing in your testing with SH-3.

                  thanks, Steve

                  Comment

                  • ralphieboy11
                    Pro
                    • Jul 2005
                    • 543

                    #309
                    Re: Stats-Based CPU Sliders [MLB 12 Version]

                    Steve, I see where you are going with your sliders. I have never liked Fielder reaction at 4. The slow reactions of the infielders drive me crazy. I've been sticking with solid hits at 3. Fielder run speed at 4. I guess I need to look at extra base hits with those settings. I haven't noticed anything really bad with them. Balls still get hit in the gaps for doubles. I also have fielder arm strength at 2 now. Hopefully this will help with GIDPs, and maybe counteract any extra base hit issues. I like the way the game looks at these right now. If the stats are just slightly off, I may stick with them anyway.

                    Who I am kidding? I'll constantly be tweaking!

                    Comment

                    • nomo17k
                      Permanently Banned
                      • Feb 2011
                      • 5735

                      #310
                      Re: Stats-Based CPU Sliders [MLB 12 Version]

                      Originally posted by steviegolfballs
                      Nomo,

                      I am now through a 40 game test with your sliders, SH-3. I set the mgr. hook back to 5 so the only difference between your sliders and mine is that I have pickoffs set to 0 as I felt there were too many players being picked off, nothing that should affect hitting stats. I have been concerned throughout this test that the hit total was not coming down as you (and I) had anticipated. I remembered a post you left a while ago about going to the replay vault and watching the types of hits so I started doing that and the problem is pretty clear. For every hit taken away with the lower SH level, there are just as many slow rollers and choppers that are beaten out for infield singles. There are also too many balls that are hit very near to the infielders that roll right on by. I was still getting hits at about 9.3-9.4 per game even when the SH total was at 3.

                      So my next test will be going in a slightly different direction, other than hit totals, things were pretty solid so I have moved the SH slider back to 4 and have moved the FR back to 5. After running a few games it was obvious that the increased FR takes away the extra base hits so my test is going to be SH-4, FR-5 and FRS 3. Run speed dropping to 3 maintains the infieder's ability to makes plays while still slowing the outfield enough to produce some XBH.

                      My nephew is out of town on Spring break so I have swiped his PS3 and am able to run two games at a time, hopefully the results will come quickly.

                      I was interested in your thoughts and what you were seeing in your testing with SH-3.

                      thanks, Steve
                      Thanks for your feedback!

                      I don't have the luxury of using replay vault so I cannot be so sure about the infield singles thing. From what I see (occasional glancing at the games), I notice there are more of them, but not to the extent it bother me. But I can guess that may actually be what's going on... while batting average has come down a tiny bit for me (like .268 to .262... exactly 9 hits per gamer per team right now... it may still be within margin of error though), it's not so drastic and the line drive fraction has come down quite significantly, and it looks like more of them get turned into grounder/chopper than fly ball/popups. The latter unfortunately is a pretty significant change, and I don't think it will reverse. Maybe SH = 3 is a bit too much, and it has a negative effect on GIDPs.

                      So I'm also likely to go back up to SH = 4.

                      I don't know how significant a change that FR-5 and FRS 3 combo produces. I say probably not much, but I'm curious what you'll find there. I'll probably just keep those as is, but lower Arm Strength back to 2.

                      XBHs have been okay for me, so I'm more inclined to do something about GIDPs... I don't like how it kills rally so consistently. h&v might be true that CPU strategy for inducing grounders in those situations may be a bit too effective, though I cannot prove it.


                      Another thing: When you browsed through the replay vault, do you usually agree with the game's identification of grounder/fly ball/line drives? I remember looking at the log, replay vault, or even highlights that I sometimes disagreed with them... (calling a very weakly hit fly ball as grounder, etc., that sort of thing... it's perhaps hard to get right, but I'm taking numbers from pitcher analysis screens, so if the identifications are not correct my numbers may not be reliable as well.)
                      Last edited by nomo17k; 04-04-2012, 10:23 AM.
                      The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                      Comment

                      • nomo17k
                        Permanently Banned
                        • Feb 2011
                        • 5735

                        #311
                        Re: Stats-Based CPU Sliders [MLB 12 Version]

                        Originally posted by ralphieboy11
                        Steve, I see where you are going with your sliders. I have never liked Fielder reaction at 4. The slow reactions of the infielders drive me crazy. I've been sticking with solid hits at 3. Fielder run speed at 4. I guess I need to look at extra base hits with those settings. I haven't noticed anything really bad with them. Balls still get hit in the gaps for doubles. I also have fielder arm strength at 2 now. Hopefully this will help with GIDPs, and maybe counteract any extra base hit issues. I like the way the game looks at these right now. If the stats are just slightly off, I may stick with them anyway.

                        Who I am kidding? I'll constantly be tweaking!
                        At this point, we just squeezing out % here and another % there, so you should feel totally free to go +1/-1 with sliders without worrying about the stats going out of whack. The stats have been pretty stable and sliders we are adjusting at this point change details but not the whole game experiences IMO.
                        The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                        Comment

                        • ralphieboy11
                          Pro
                          • Jul 2005
                          • 543

                          #312
                          Re: Stats-Based CPU Sliders [MLB 12 Version]

                          Originally posted by nomo17k
                          At this point, we just squeezing out % here and another % there, so you should feel totally free to go +1/-1 with sliders without worrying about the stats going out of whack. The stats have been pretty stable and sliders we are adjusting at this point change details but not the whole game experiences IMO.
                          I'm starting to gather that from the numbers you've been posting. Thanks.

                          Comment

                          • DarkSith777
                            Rookie
                            • Mar 2012
                            • 96

                            #313
                            Re: Stats-Based CPU Sliders [MLB 12 Version]

                            Are outfield throws visually weak with Arm Stength on 2 or 3?

                            Comment

                            • nomo17k
                              Permanently Banned
                              • Feb 2011
                              • 5735

                              #314
                              Re: Stats-Based CPU Sliders [MLB 12 Version]

                              Originally posted by DarkSith777
                              Are outfield throws visually weak with Arm Stength on 2 or 3?
                              To me this is a bit of enigma. Personally it looks a bit too strong with AS above 3, though others don't find any issues. But that also depends on the *type* of throws they are making. Sometimes, I feel they could attempt to make more strong looong throws which they don't, but on some shorter throws they just launch missiles. I actually want to see a greater difference between guys like Ichiro/Vlad (of youth) and average outfielders. It's actually the dynamic range that I want to adjust, but I don't think the slider works that way much.

                              Outfield assists are coming (though this is partly runner aggressiveness as well) so I don't think they are ever too weak, even at AS = 2. So I'm going more by visuals.
                              The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                              Comment

                              • ralphieboy11
                                Pro
                                • Jul 2005
                                • 543

                                #315
                                Re: Stats-Based CPU Sliders [MLB 12 Version]

                                Originally posted by nomo17k
                                Thanks for your feedback!

                                I don't have the luxury of using replay vault so I cannot be so sure about the infield singles thing. From what I see (occasional glancing at the games), I notice there are more of them, but not to the extent it bother me. But I can guess that may actually be what's going on... while batting average has come down a tiny bit for me (like .268 to .262... exactly 9 hits per gamer per team right now... it may still be within margin of error though), it's not so drastic and the line drive fraction has come down quite significantly, and it looks like more of them get turned into grounder/chopper than fly ball/popups. The latter unfortunately is a pretty significant change, and I don't think it will reverse. Maybe SH = 3 is a bit too much, and it has a negative effect on GIDPs.

                                So I'm also likely to go back up to SH = 4.

                                I don't know how significant a change that FR-5 and FRS 3 combo produces. I say probably not much, but I'm curious what you'll find there. I'll probably just keep those as is, but lower Arm Strength back to 2.

                                XBHs have been okay for me, so I'm more inclined to do something about GIDPs... I don't like how it kills rally so consistently. h&v might be true that CPU strategy for inducing grounders in those situations may be a bit too effective, though I cannot prove it.


                                Another thing: When you browsed through the replay vault, do you usually agree with the game's identification of grounder/fly ball/line drives? I remember looking at the log, replay vault, or even highlights that I sometimes disagreed with them... (calling a very weakly hit fly ball as grounder, etc., that sort of thing... it's perhaps hard to get right, but I'm taking numbers from pitcher analysis screens, so if the identifications are not correct my numbers may not be reliable as well.)
                                I'm interested in seeing your GIDP numbers with SH=4 and Arm Strength=2. I watched 2 games last night with arm strengh at 2. One play there was an attempted 3-6-3 DP and I swear with arm strengh at 3 they would have turned it. The runner beat it out though. Maybe I'm just seeing what I want to see at this point.

                                I still saw a couple outfield assists with arm strengh at 2 as well. I think you are going to be ok there, and with the triples.

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