TheWarmWind's Impact Sliders

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  • TheWarmWind
    MVP
    • Apr 2015
    • 2620

    #166
    Re: TheWarmWind's Impact Sliders

    Originally posted by KBLover
    Right...which I could prove objectively by hand-timing the runners, which is why I am at 8 baserunner speed. So I looked up information for it and tried to gear guys towards that across all speed levels. Which is objective data/stat information.

    It's also why my IF throws are at 10, it's the closest I can get to mimicking the hardest infield throws as shown by Statcast (and it's still too slow, imo, for the absolute cannon arms).
    Cool, good to know I actually managed to get close on baserunner speed by eyeballing it. As for throws, I had to turn them down. I agree with you even when set high you will get throws that are too slow when compared to MLB max. But even on 7 I was getting way to hard of throws on awkward or off balance throws. I think this is one of those sliders where there may be a best setting, but there is no good setting.

    Comment

    • TheWarmWind
      MVP
      • Apr 2015
      • 2620

      #167
      Re: TheWarmWind's Impact Sliders

      @KBLover

      So I tried putting baserunning speed at 8 and cranking up throw strength as well for three games and I have a few observations:

      While the average throw looked much more on par with MLB, the extremes are still issues. Players can't reach the kind of speed you see from a top level arm throwing from an ideal position, and players with weak arms are making to good of throws from awkward positions.

      I once again was trending towards leading the league in both getting and grounding into double plays. My 6 arm strength and 7 baserunner speed had solved that issue.

      8 baserunner speed does seem more realistic, but it causes major issues in my carry over, especially since speed is the most inflated of the attributes (it's rare to see guys under 40 speed). I want a slider set that works in both, and 7 is proven to be both balanced and somewhat realistic looking in my OSFM.

      Does baserunner speed have a knock on effect? I could swear both my own guys and the CPU were faster out there on the field. Reactions seemed better across the board as well.

      With arm strength at 8, I had 4 CPU throwing errors in three games. Obviously not a large enough sample size to confirm the theories but pretty compelling evidence that either arm strength increases throwing errors or I passed the inversion point.


      I'm going back to my 6, 6, 7 settings for arm strength and baserunner speed, partially in order to keep my carry over properly balanced, partially because I'm still trying to lock down CPU pitcher management, and partially because I'm unwilling to open that large of a can of worms this late in the game. I'll admit this would be early for me but I'm eager to lock in my settings (I usually lock in around the middle of the summer most years).

      Hopefully you can find some of this info useful though, and carry on the baton of balancing arm strength, baserunner speed, GIDP and throwing errors. I'm interested to see the results. Then again, at this point I'm willing to accept that there are no perfect solutions, only ones that are good enough.

      Edit: Ugh, flip flopped again. As soon as I went back it just looked... wrong. Now playtesting 7,7,8, hoping it will bring me similar results to 6,6,7. I turned the setting up mid match and yeah, it definitely seems like it has an impact on runners in the field. Reactions were a bit more normal this time though. I'll keep a close eye on CPU infield throwing errors as well.
      Last edited by TheWarmWind; 05-28-2018, 12:27 AM.

      Comment

      • KBLover
        Hall Of Fame
        • Aug 2009
        • 12172

        #168
        Re: TheWarmWind's Impact Sliders

        Originally posted by TheWarmWind
        @KBLover

        So I tried putting baserunning speed at 8 and cranking up throw strength as well for three games and I have a few observations:

        (snipped)
        I wouldn't know about the velocity/quality of off-balance throws - remember my guys chuck the ball into the stands with regularity LOL

        Seriously, though, it's a trade I'll make. The throws are still to slow at the top, so if the bottom improves, then I'd rather that than the bottom be horrid and/or the top being even worse.

        According to Showtrack when it shows a play with an off-balance throw, it's about 10-15 MPH slower than the seemingly capped 91 MPH speed. So, at least according to the game, the players lose velocity on throws, and I assume they are inherently more error prone (certainly have been for me).

        The 8 (or 9 last year) baserunner speed actually solved the DP situation for me because guys with high speed were hard to double up unless it was a hard hit ball while the medium speed guys can beat them out if it's not completely tailor made, depending on factors (like the 2B getting harassed, speed of the hits, distance and velocity of the feed throw, etc) which happened more for me.

        I'm pretty much league average (0.8 per 35 AB vs 0.76) and CPU is at 0.6. If that puts me at the bottom - GG sim stats engine. I mean, there was one year in my '14 carryover my team 3.10 ERA with 10th in the league, so I take the team rankings with a grain of salt - at best - given we have no control over it.

        I see - speed isn't all that high in mine. There's plenty of guys that are slow and pretty much every pitcher is a 0. Almost as amazing as my throwing errors is how dramatically different our '14 carryovers are.

        I use the same settings across all my franchises. I expect play to be different considering the environments...which is good because it stresses the settings in different situations, different factors, and I can see if the results still hold up and if the ratings can speak louder. The play actually better be different...or else ratings/league environments aren't saying anything. If I had a league like yours and then like mine, I would expect to play a completely different game, stressing different things in roster construction, etc. Talk about feel of the game, I would expect it to be drastically different, and I would welcome it because the ratings are speaking.

        I don't know if baserunning speed impacts speed in the field. It shouldn't but...who knows. If you're seeing a difference, I'll trust your eyes. If so..though...then what is the fielder speed slider for if baserunner speed makes fielders faster??

        It might explain why I think fielder reactions are more than fine at 1 Reaction.

        Arm strength creating errors - perhaps so. It's not unreasonable. A cannon throw that's wild might be harder to adjust to. Just like hard hit balls tend to create more fielding miscues for me. The game then renders that with one of the error animations. Makes a lot of sense actually.
        Last edited by KBLover; 05-27-2018, 10:04 PM.
        "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

        Comment

        • TheWarmWind
          MVP
          • Apr 2015
          • 2620

          #169
          Re: TheWarmWind's Impact Sliders

          Originally posted by KBLover
          I don't know if baserunning speed impacts speed in the field. It shouldn't but...who knows. If you're seeing a difference, I'll trust your eyes. If so..though...then what is the fielder speed slider for if baserunner speed makes fielders faster??

          It might explain why I think fielder reactions are more than fine at 1 Reaction.
          I'll need a playtest session where only Baserunner speed is changed before I get behind that theory. I'll probably just do quickplay maxing and minimizing the slider all game. Either that or pop in and out of practice mode running the same play on defense over and over.

          To answer your question though, the fielder run speed would still be important because it would change the relative speed of the fielders compared to baserunners.

          Comment

          • NolanRyansSnowmonkey
            MVP
            • Jun 2016
            • 1354

            #170
            Re: TheWarmWind's Impact Sliders

            Originally posted by TheWarmWind
            Cool, good to know I actually managed to get close on baserunner speed by eyeballing it. As for throws, I had to turn them down. I agree with you even when set high you will get throws that are too slow when compared to MLB max. But even on 7 I was getting way to hard of throws on awkward or off balance throws. I think this is one of those sliders where there may be a best setting, but there is no good setting.
            I will preface thisby saying i have not time to read the past several days of this thread in much detail. I have only been able to skim through. So if i am way off subject here, or youve already covered this, my apologies.

            The first thing i did out of the box this year and last year was literally time runners of different many different speeds, home to first, home to second, home to third, and home to home. As well as from base to base. I tried to adjust the baserunner speed slider to match MLB and got i fairly close (i cant remember exactly what setting and i am out of state right now)

            Short story long, i then went to arm strength and adjusted for that. After MUCH trial and error with all other sliders, i never could get the game to balance great around these speeds. I tried this both in 17 and 18, and i even toyed with it in 16. I finally wiped the slate clean so to speak, and started with all the other sliders, and decided whatever speeds the runners and arm strengths fell on, thats where i would keep them. Although the speeds are wrong with the stopwatch (yes im that big of a stat nerd lol), visually in my opinion it is unnoticeable because it blends with the flow of the game.

            Comment

            • KBLover
              Hall Of Fame
              • Aug 2009
              • 12172

              #171
              Re: TheWarmWind's Impact Sliders

              Originally posted by NolanRyansSnowmonkey
              I finally wiped the slate clean so to speak, and started with all the other sliders, and decided whatever speeds the runners and arm strengths fell on, thats where i would keep them. Although the speeds are wrong with the stopwatch (yes im that big of a stat nerd lol), visually in my opinion it is unnoticeable because it blends with the flow of the game.
              Yeah that's how I arrived at my 9 setting last year - timed as they ran to 1st on contested plays and then home-to-second.

              This year, 8 was better. Mid guys were too quick by 0.1s or so. Backed to 8 and it's fine for me. Hamilton might be 3.6 instead of 3.5 but MLB Joe Average isn't getting down at 3.8, but more like 4.2 which is a 50 on the scouting scales I can find.

              Then, like you, adjusted the arms. That's where I got 10 from. (That and seeing how slow the arms are vs Statcast data).

              OF took more playing around with, but I tried to stay with Statcast data. Six gave me good throws from high arms, the possibility to "scare" runners into staying put on XBH (double but not try triple in some situations, etc). Without causing "questionable" singles from slower guys.

              For me, visually it wasn't good. I'd hit a slow grounder to short and Gordon, Hamilton, 96 speed fictional is barely 2/3 up the line. I was like "uh...what?"
              Last edited by KBLover; 05-29-2018, 05:07 PM.
              "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

              Comment

              • The Kid 24
                It's Show Time!
                • Jan 2007
                • 14768

                #172
                Re: TheWarmWind's Impact Sliders

                WOW! That was a lot of info the last couple pages! Good info!

                I'm gonna take the HOF hitting and Legend pitching sliders from the OP and combine with KB's fielding sliders and go from there.

                I'm guessing you're still testing things out?
                Milwaukee Brewers | Green Bay Packers | North Carolina Tar Heels | Wisconsin Badgers

                Comment

                • TheWarmWind
                  MVP
                  • Apr 2015
                  • 2620

                  #173
                  Re: TheWarmWind's Impact Sliders

                  Originally posted by The Kid 24
                  WOW! That was a lot of info the last couple pages! Good info!

                  I'm gonna take the HOF hitting and Legend pitching sliders from the OP and combine with KB's fielding sliders and go from there.

                  I'm guessing you're still testing things out?
                  Yup. The cycle for V6 is going to be long because I want it to be my final update. I'm not willing to commit to any single date, but I would expect to be done before I move. If it's not done by then (July 6th) then it will be a fair while afterwards. Moving sucks.

                  Comment

                  • KBLover
                    Hall Of Fame
                    • Aug 2009
                    • 12172

                    #174
                    Re: TheWarmWind's Impact Sliders

                    Originally posted by The Kid 24
                    I'm gonna take the HOF hitting and Legend pitching sliders from the OP and combine with KB's fielding sliders and go from there.
                    Hope the errors calm down for you.

                    I had three more (2 by CPU on the same play, 1 by me, all throwing) last game I played in my Marlins carryover.

                    The first by CPU was a throw in the dirt on a SB attempt. Then the CF made a hilarious looking throw (31 Arm Accuracy) where it came up short by like 40 feet on the throw to third. By the time it got there, my man was by third and heading home.

                    Ended up scoring on an attempted steal of second lol. Even the commentary was like
                    "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                    Comment

                    • TheWarmWind
                      MVP
                      • Apr 2015
                      • 2620

                      #175
                      Re: TheWarmWind's Impact Sliders

                      Just an FYI, I'm about ready to throw in the towel when it comes to finding a good solution for a "set it and forget it" setting on the CPU manager hook.

                      I think what I'll do is just post what I feel is the "best" (though I wouldn't call it good) solution, then post my recommended settings for those that want to change their sliders mid-game. This venture has been soul crushing, though it wasn't all in vain, I managed to learn a lot about the pitcher stamina sliders.

                      Comment

                      • KBLover
                        Hall Of Fame
                        • Aug 2009
                        • 12172

                        #176
                        Re: TheWarmWind's Impact Sliders

                        I hear ya. I thought I had found a good spot with Hook on 8.

                        Then I watch Joe Maddon come get his starter after 3 1/3 innings with his team up 2-1 just because he was getting push a bit in the inning (we had scored a run).

                        I mean, I know I can drive up pitch counts if I'm on but that's ridiculous. I had raised pitcher staminas as well.

                        Frustrating indeed.
                        "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                        Comment

                        • dowie
                          MVP
                          • Feb 2005
                          • 1986

                          #177
                          Re: TheWarmWind's Impact Sliders

                          Here is what i have had some success with.....

                          SP stamina @ 7

                          innings 1 thru 3 = hook @ 3
                          innings 4 & 5 = hook @ 5
                          innings 6 thru 9 = hook @ 7

                          ONCE CPU GOES TO BULLPEN, HOOK GOES TO 9

                          Thoughts?

                          Dowie
                          Cardinals Nation - For The Lou
                          Always a Tiger - Bless You Boys
                          How can you not be romantic about baseball?

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                          • TheWarmWind
                            MVP
                            • Apr 2015
                            • 2620

                            #178
                            Re: TheWarmWind's Impact Sliders

                            Originally posted by dowie
                            Here is what i have had some success with.....

                            SP stamina @ 7

                            innings 1 thru 3 = hook @ 3
                            innings 4 & 5 = hook @ 5
                            innings 6 thru 9 = hook @ 7

                            ONCE CPU GOES TO BULLPEN, HOOK GOES TO 9

                            Thoughts?

                            Dowie
                            Nomo has his hook at 4 so I'm going to give that a whirl. I've had good results on the bullpen with 8.

                            I have issues with putting the hook too low. one of the original reasons I pushed it up to 6 was because the CPU was leaving starters getting hammered in at 5 just because it was early in the game. I'm only willing to give 4 a try because things may have changed in the patches since I last played with CPU hook that low.

                            As for my set it and forget it suggestion, it's either going to be 6 or 7.

                            Comment

                            • TheWarmWind
                              MVP
                              • Apr 2015
                              • 2620

                              #179
                              Re: TheWarmWind's Impact Sliders

                              I think I've nailed down V6. Expect it to go live within the next two weeks. This will likely be my last version.

                              I will have two more variations to the sets (making 16 total). One will be a "set it and forget it" set, and one will be a slider changing set. The slider changing set WILL NOT be uploaded to the vault.

                              Comment

                              • KBLover
                                Hall Of Fame
                                • Aug 2009
                                • 12172

                                #180
                                Re: TheWarmWind's Impact Sliders

                                I'm still seeing throwing errors galore at Fielding Reaction 5 (yeah, I moved up to 5 because of the pace on grounders...its was worse with "at him" balls, which makes sense).

                                So any impact of Reaction on errors has been minimal so far.

                                Really think it's the arm strength and I think it's causing players to "overthrow" or otherwise maximizing the errant trajectories.

                                Just had a CPU throwing error:

                                -My hitter hits a routine grounder to third. Third sacker fields it cleanly and tries to make the throw to the second baseman covering the bag.

                                -The throw is handled by the 2B but it disrupted his stride as he was trying to put his foot on the bag, causing him to end up past it.

                                -The runner heading to second slides in safe and then the 2B tries a throw to first in desperation, but the batter-runner beats the throw by a couple steps. Scoring: E5.

                                I've NEVER seen an error on that play that worked out like that. Usually on those, it's tossed into RF. But this time, the 2B got it, but it broke his animation, and by the time he recovered, he had to make the desperate throw.

                                I can only thing the pace on the throw caused the fielder to have to focus on the ball and not the bag and his animation was broken as a result.

                                In an earlier game, the CF almost literally threw the ball straight into the ground. He threw it hard but he threw with such low trajectory it had no carry at all. I only wonder if arm strength exaggerated the errant angle and made it so horrible.

                                Thoughts?

                                Regardless, I'm not changing it. I'm seeing this game render plays in ways I've never seen before, even when there's no error.
                                Last edited by KBLover; 06-15-2018, 07:50 PM.
                                "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

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