Stats-Based CPU Sliders [MLB 13 Version]

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  • JoeT
    Rookie
    • Apr 2012
    • 141

    #61
    Re: Stats-Based CPU Sliders [MLB 13 Version]

    Originally posted by BrianU
    I've seen this answered before but I didn't take note of it. Do we know which sliders affect simmed games? I know Injury Frequency does. I didnt realize Starter Stamina, Reliever Stamina, CPU Manager Hook did but its important to know that.

    I have a separate slider I load for when I sim games. I like to play every 5 games of franchise and sim the others typically. I am going to put the above sliders to 5 in my Simulation sliders along with Injury Frequency 10 which I tested and found was the most accurate compared to MLB averages of injuries. But any other sliders that affect sims besides those ones?
    Yes. Excellent question. I would ask:
    1) Is it best to use two different slider sets, one just for the sim games?
    2) Of the different simulation methods, which sim method is the best to use for overall accuracy purposes?

    Comment

    • vcu9
      Banned
      • Jan 2013
      • 499

      #62
      Re: Stats-Based CPU Sliders [MLB 13 Version]

      hey nomo.

      do you run cpu vs cpu on All-Star level?

      and what do you think of classic pitching on HOF level with pitcher control at 3 and pitcher consistency at 2?

      thanks bro.

      Comment

      • nomo17k
        Permanently Banned
        • Feb 2011
        • 5735

        #63
        Re: Stats-Based CPU Sliders [MLB 13 Version]

        Originally posted by Threeebs

        I was thinking this was the case but I'm glad someone else with some experience doing evaluations said what I was thinking lol. I've found that comparing the simulation stats to MLB averages, the two are very close except for k/9. About 200 k's less in simulation. I see poster's mentioning bb/9 but from my evalutaions I think it's right where it should be. If we tried to adjust bb/9 OBP would be way to high. I'm going to comb through pitcher's algorithms for k/9 and adjust those that need be when OSFM rosters come out.
        *On average,* the gameplay engine and sim engine yield similar stats for the most part (except walks, which is down by about 0.5 per game per team... by design). If you look in detail, however, you will see differences in those engines in individual player performances though.


        It looks as though manager hook and injuries really have the most impact on simulated games. I think I'll try leaving stamina's at 5 for both pitchers for both HUM/CPU for when I manage or watch games. That way those games reflect those of "real life". When do you think you'll have your sliders "ready"?
        I don't necessarily do "releases" so it's never ready per se... but the main thing that I look for is to how to adjust for walks. I find it slightly harder this year compared to last year, when I just lowered Pitcher Consistency by one and everything was pretty much fine...

        I've testing with Pitcher Consistency and Strike Frequency, but I really didn't like the effect of lowering Pitcher Consistency this year.... I feel something has changed significantly.
        The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

        Comment

        • nomo17k
          Permanently Banned
          • Feb 2011
          • 5735

          #64
          Re: Stats-Based CPU Sliders [MLB 13 Version]

          Originally posted by BrianU
          I've seen this answered before but I didn't take note of it. Do we know which sliders affect simmed games? I know Injury Frequency does. I didnt realize Starter Stamina, Reliever Stamina, CPU Manager Hook did but its important to know that.

          I have a separate slider I load for when I sim games. I like to play every 5 games of franchise and sim the others typically. I am going to put the above sliders to 5 in my Simulation sliders along with Injury Frequency 10 which I tested and found was the most accurate compared to MLB averages of injuries. But any other sliders that affect sims besides those ones?
          Originally posted by JoeT
          Yes. Excellent question. I would ask:
          1) Is it best to use two different slider sets, one just for the sim games?
          2) Of the different simulation methods, which sim method is the best to use for overall accuracy purposes?
          You guys are correct about sim-engine sliders.

          I personally haven't used different sliders for sim and gameplay. In the past I was meaning to do some testing with sim engine, but never got around to do that. Injuries was difficult to do anyways, since I didn't know how often injuries happen IRL. Stamina, Manager Hook sliders can be tested with simming seasons.


          There really is no good answer for the question about the better accuracy between gameplay and sim... They are made for different purposes.

          For purely looking at numbers, the sim engine actually is more accurate since it's so much easier to tune the game to reproduce MLB seasons closely. However, the gameplay engine is much more interesting in that the engine is actually simulating what actually happens on the field, on the physics level (player model, ball physics, baseball field, atmosphere, etc., etc.).

          I find the best way to interpret the difference between the two engines is to consider how to simulate a .333 hitter...

          If you have a 6-face dice, then you can simulate .333 hitter by rolling dice 500 times (for 500 at bats), and count the number of times the 1 & 2 faces came up. That's the number of hits in 500 at bats. At the end of the season, the outcome probably is fairly close to .333 (= 2 / 6 = .333), with natural variance. This is closer to what the sim engine is doing internally... (reason why we say the simmed game is based on dice-roll, in somewhat a deprecating way to imply that the simulation isn't really simulating anything).

          But the gameplay engine obviously is much more elaborate than this. There, everything that visually unfolds within the game matters. The game is not just rolling dice, but thinking very hard about how .333 hitter produces hits, based on a lot of physically oriented factors.

          It comes down to what you want out of this game.
          The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

          Comment

          • nomo17k
            Permanently Banned
            • Feb 2011
            • 5735

            #65
            Re: Stats-Based CPU Sliders [MLB 13 Version]

            Originally posted by vcu9
            hey nomo.

            do you run cpu vs cpu on All-Star level?

            and what do you think of classic pitching on HOF level with pitcher control at 3 and pitcher consistency at 2?

            thanks bro.
            Difficulty level doesn't matter in CPU vs. CPU games.

            Unless you have a reason to lower Pitcher Control, I wouldn't touch that slider, especially for Classic because that's the interface that gives users the least control over the pitches already... something very close to default should be fine.

            I'd think Pitcher Consistency at 2 would lead to very high number of HBPs and wild pitches with Classic interface. I had it at 4 for a while and the increase in WPs was rather siginificant.
            The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

            Comment

            • JoeT
              Rookie
              • Apr 2012
              • 141

              #66
              Re: Stats-Based CPU Sliders [MLB 13 Version]

              Originally posted by nomo17k
              You guys are correct about sim-engine sliders.

              I personally haven't used different sliders for sim and gameplay. In the past I was meaning to do some testing with sim engine, but never got around to do that. Injuries was difficult to do anyways, since I didn't know how often injuries happen IRL. Stamina, Manager Hook sliders can be tested with simming seasons.

              There really is no good answer for the question about the better accuracy between gameplay and sim... They are made for different purposes.
              Thanks Nomo. I appreciate your explanation about the differences between gameplay dynamics that are accounted for and just using the sim engine. One other related question for you (or anyone else that may know):

              Is there any difference a between these three Simulations:

              1) Just "instantly" simming a game with the 'Sim Game' feature;

              2) Simming a game using--I think it's called "Sportcast Manager" or something like that--where you can "watch" it simulating the pitch-by-pitch of the game. In other words is it the same as #1 above, but just showing it slowly so you can see what is happening?

              3) Simming a game after you've started playing by using the "Fast Forward" in-game command to finish.

              I realize each outcome may be different, but are all three using the same "sim engine" if that is the proper term? I don't want to belabor the point but I am interested to find out if they are all using the same "dice-roll" programming or if there are any differences.

              Comment

              • Heroesandvillains
                MVP
                • May 2009
                • 5974

                #67
                Re: Stats-Based CPU Sliders [MLB 13 Version]

                Originally posted by nomo17k
                *On average,* the gameplay engine and sim engine yield similar stats for the most part (except walks, which is down by about 0.5 per game per team... by design). If you look in detail, however, you will see differences in those engines in individual player performances though.




                I don't necessarily do "releases" so it's never ready per se... but the main thing that I look for is to how to adjust for walks. I find it slightly harder this year compared to last year, when I just lowered Pitcher Consistency by one and everything was pretty much fine...

                I've testing with Pitcher Consistency and Strike Frequency, but I really didn't like the effect of lowering Pitcher Consistency this year.... I feel something has changed significantly.
                Would dropping the just the Strike Frequency slider to 4 or 3 be enough on it's own this year (without having to adjust for a spike in offense)?

                Comment

                • nomo17k
                  Permanently Banned
                  • Feb 2011
                  • 5735

                  #68
                  Re: Stats-Based CPU Sliders [MLB 13 Version]

                  Originally posted by JoeT
                  Thanks Nomo. I appreciate your explanation about the differences between gameplay dynamics that are accounted for and just using the sim engine. One other related question for you (or anyone else that may know):

                  Is there any difference a between these three Simulations:

                  1) Just "instantly" simming a game with the 'Sim Game' feature;

                  2) Simming a game using--I think it's called "Sportcast Manager" or something like that--where you can "watch" it simulating the pitch-by-pitch of the game. In other words is it the same as #1 above, but just showing it slowly so you can see what is happening?

                  3) Simming a game after you've started playing by using the "Fast Forward" in-game command to finish.

                  I realize each outcome may be different, but are all three using the same "sim engine" if that is the proper term? I don't want to belabor the point but I am interested to find out if they are all using the same "dice-roll" programming or if there are any differences.
                  I've tested with sim game and fast-forward and all indications so far have been that they use the same sim engine. I should've asked Brian@SCEA about this so that we don't have to do needless guessing game...

                  I'm not sure about Sportscast yet (getting in a few games to test the mode now... I'm trying to see if I see the same low K/9 issue on Vita with Sportscast), but it's reasonable to think it's on the same sim engine... I'll edit this post if I find anything.

                  Edit: I'm fairly confident that Sportscast is on the sim engine.
                  Last edited by nomo17k; 03-30-2013, 02:34 PM.
                  The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                  Comment

                  • nomo17k
                    Permanently Banned
                    • Feb 2011
                    • 5735

                    #69
                    Re: Stats-Based CPU Sliders [MLB 13 Version]

                    Originally posted by Heroesandvillains
                    Would dropping the just the Strike Frequency slider to 4 or 3 be enough on it's own this year (without having to adjust for a spike in offense)?

                    In fact I'm actually running a set with just Strike Frequency lowered... to 3... to see how much the first-pitch/early-count strike % drops by this change.

                    I'd be happier if Strike Frequency slider at 4 is all I need to do, but it might not be enough by itself.... with both Strike Frequency and Pitcher Consistency at 4, walks are still a bit down though might be good enough for some.... I'm just trying to see if there is a way to induce more walks without touching Pitcher Consistency right now. In the past I never really observed a significant offense inflation when I lowered Pitcher Consistency, but I feel different this year... and WPs increases quite a bit as well when the slider was lowered by just one click.
                    Last edited by nomo17k; 03-30-2013, 12:58 PM.
                    The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

                    Comment

                    • Heroesandvillains
                      MVP
                      • May 2009
                      • 5974

                      #70
                      Re: Stats-Based CPU Sliders [MLB 13 Version]

                      Originally posted by nomo17k
                      In fact I'm actually running a set with just Strike Frequency lowered... to 3... to see how much the first-pitch/early-count strike % drops by this change.

                      I'd be happier if Strike Frequency slider at 4 is all I need to do, but it might not be enough by itself.... with both Strike Frequency and Pitcher Consistency at 4, walks are still a bit down though might be good enough for some.... I'm just trying to see if there is a way to induce more walks without touching Pitcher Consistency right now. In the past I never really observed a significant offense inflation when I lowered Pitcher Consistency, but I feel different this year... and WPs increases quite a bit as well when the slider was lowered by just one click.
                      Please share when you feel you've done enough to do so comfortably.

                      Comment

                      • steviegolfballs
                        Rookie
                        • Feb 2010
                        • 243

                        #71
                        Re: Stats-Based CPU Sliders [MLB 13 Version]

                        I'm right with you Nomo, I've been looking for the right setting for walks but it's a struggle. Str. Freq. 3 produces too many walks and on 4 is too few. I've been working with 4 and P. Con. at 4 but while the walks are about right I get far too many WP and HBP. Have you worked at all with control and what are your thoughts?



                        Originally posted by nomo17k
                        In fact I'm actually running a set with just Strike Frequency lowered... to 3... to see how much the first-pitch/early-count strike % drops by this change.

                        I'd be happier if Strike Frequency slider at 4 is all I need to do, but it might not be enough by itself.... with both Strike Frequency and Pitcher Consistency at 4, walks are still a bit down though might be good enough for some.... I'm just trying to see if there is a way to induce more walks without touching Pitcher Consistency right now. In the past I never really observed a significant offense inflation when I lowered Pitcher Consistency, but I feel different this year... and WPs increases quite a bit as well when the slider was lowered by just one click.

                        Comment

                        • ralphieboy11
                          Pro
                          • Jul 2005
                          • 543

                          #72
                          Re: Stats-Based CPU Sliders [MLB 13 Version]

                          Originally posted by steviegolfballs
                          I'm right with you Nomo, I've been looking for the right setting for walks but it's a struggle. Str. Freq. 3 produces too many walks and on 4 is too few. I've been working with 4 and P. Con. at 4 but while the walks are about right I get far too many WP and HBP. Have you worked at all with control and what are your thoughts?
                          I'm not Nomo, but I'll chime in. I'm surprised that you find strike frequency at 3 to produce too many walks. In well over 100 games now I'm at 2.82 per game. I've been doing this in season mode to balance starters as well.

                          I do agree that pitcher consistency doesn't seem the way to go. Pitchers get a little too wild.

                          One thing I think I'm beginning to realize with strike frequency at 3 is that batting average goes up a bit as well. Not much, but about a .010 jump or thereabouts. Maybe it's pitchers being behind in counts more.

                          I feel really good with strike frequency at 3. I just wish I could get that batting average down slightly. Maybe a slight bump to fielder reaction would help. The infielders do seem a tad slow at times to react to hot shots on default this year. Maybe that could limit some singles and not affect doubles because that balance is slightly off. XBH% is down slightly in just about any slider set I've tried.

                          I have not done much with pitcher control myself, so can't really help there.

                          Comment

                          • steviegolfballs
                            Rookie
                            • Feb 2010
                            • 243

                            #73
                            Re: Stats-Based CPU Sliders [MLB 13 Version]

                            What is your slider set Ralph? I'm interested in what else you are using that would keep the walks down on SF 3


                            Originally posted by ralphieboy11
                            I'm not Nomo, but I'll chime in. I'm surprised that you find strike frequency at 3 to produce too many walks. In well over 100 games now I'm at 2.82 per game. I've been doing this in season mode to balance starters as well.

                            I do agree that pitcher consistency doesn't seem the way to go. Pitchers get a little too wild.

                            One thing I think I'm beginning to realize with strike frequency at 3 is that batting average goes up a bit as well. Not much, but about a .010 jump or thereabouts. Maybe it's pitchers being behind in counts more.

                            I feel really good with strike frequency at 3. I just wish I could get that batting average down slightly. Maybe a slight bump to fielder reaction would help. The infielders do seem a tad slow at times to react to hot shots on default this year. Maybe that could limit some singles and not affect doubles because that balance is slightly off. XBH% is down slightly in just about any slider set I've tried.

                            I have not done much with pitcher control myself, so can't really help there.

                            Comment

                            • ralphieboy11
                              Pro
                              • Jul 2005
                              • 543

                              #74
                              Re: Stats-Based CPU Sliders [MLB 13 Version]

                              Only things changed from default are these..

                              Strike frequency 3
                              Foul frequency 6
                              Fielder speed 4
                              Arm strength 2
                              BR speed 6
                              Starter stamina 6
                              Steal frequency 4

                              So I guess the only ones that really relate to pitcher vs. batter are strike frequency, foul frequency and I guess you could say starter stamina as well.

                              Almost 150 games recorded. Batting average .264. Walks 2.82

                              Comment

                              • steviegolfballs
                                Rookie
                                • Feb 2010
                                • 243

                                #75
                                Re: Stats-Based CPU Sliders [MLB 13 Version]

                                Have you thought that maybe upping the foul frequency to 7 would raise the walk rate slightly? Just throwing out some ideas I've had plus what I see from nomo's info. Also, I am finding that a fielder run speed of 3 and a fielder reaction of 8 is giving me a decent balance of extra base hits compared to singles.

                                Originally posted by ralphieboy11
                                Only things changed from default are these..

                                Strike frequency 3
                                Foul frequency 6
                                Fielder speed 4
                                Arm strength 2
                                BR speed 6
                                Starter stamina 6
                                Steal frequency 4

                                So I guess the only ones that really relate to pitcher vs. batter are strike frequency, foul frequency and I guess you could say starter stamina as well.

                                Almost 150 games recorded. Batting average .264. Walks 2.82

                                Comment

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