S & B’s Directional/Classic MLB 23 Sliders
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Re: S & B’s Directional/Classic MLB 23 Sliders
Wow what a game I just had! I won 3-1 in a close one. I was up 1-0 most of the game. They tied it at 1 in the 7th on a bonehead throw with me using auto throw lol. Clutch hitting from José Ramírez and Josh Naylor wins the game in the 9th. Clase comes in for his 3rd save of the season.
CLE 3 8 1
WAS 1 9 0
I only struck them out 8 times too. Before version 2 I can about guarantee I would've had at least 12Ks vs that team. Makes the ones I get feel earned and I have to work for them. Guys like Clase and Karinchak make it easier still which is what we want.
Sent from my SM-G996U using TapatalkLast edited by DarthRambo; 04-08-2023, 06:40 PM.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
Yeah I gotta get use to 5 fielder speed dudes is chasing down every hit lol, I only have 3 hits to their 12. I just got my hits in the 7th inning. Love the challenge on the cpu offense side tho. Took that loss 3-0 with only 3 hits that came from Jose and Bo naylorLast edited by Jayyd11; 04-08-2023, 08:22 PM.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
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Re: S & B’s Directional/Classic MLB 23 Sliders
Really loving the offense! Fantastic games. Also love how 2.0 cut down on the walks/hbp. Only thing that I’m really struggling with now is I feel like this took away all CPU power. They still string together hits and score runs but absolutely no home runs…. So when they do score 10 runs on me on singles and doubles it can feel a bit nerfed and fake. No solo shots or hard hit balls…. I’m through 6 games and I’ve given up no homers and can remember maybe 5-6 hard hit balls to the wall. Idk if I can play a full season like thatComment
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Re: S & B’s Directional/Classic MLB 23 Sliders
I was kind of curious on the philosophy behind the sliders/difficulty. I'm not exactly sure how bumping up the difficulty would affect the slider gameplay, but it seems like at some point having 0s and 10s may indicate a pitching difficulty change is needed. This is more of a question than a statement. You guys have way more experience with this so I was just wondering the reasons on why that might not be the case.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
Really loving the offense! Fantastic games. Also love how 2.0 cut down on the walks/hbp. Only thing that I’m really struggling with now is I feel like this took away all CPU power. They still string together hits and score runs but absolutely no home runs…. So when they do score 10 runs on me on singles and doubles it can feel a bit nerfed and fake. No solo shots or hard hit balls…. I’m through 6 games and I’ve given up no homers and can remember maybe 5-6 hard hit balls to the wall. Idk if I can play a full season like that
Honestly, I will probably do the same myself at some point once I see a trend of low homeruns. During testing with these the homeruns % were spot on so that's why we went with it at 4. But I can see over a longer period of time how homeruns would be low. Thanks for the feedback!
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Re: S & B’s Directional/Classic MLB 23 Sliders
I was kind of curious on the philosophy behind the sliders/difficulty. I'm not exactly sure how bumping up the difficulty would affect the slider gameplay, but it seems like at some point having 0s and 10s may indicate a pitching difficulty change is needed. This is more of a question than a statement. You guys have way more experience with this so I was just wondering the reasons on why that might not be the case.
We struggled to find cpu offense last year on HOF so we thought outside the box and went Allstar with sliders raised. That gave them a smaller PCI. Bigger PCI made them hit bad pitches into weak contact instead of just swinging and missing. Steve will be able to explain it more.Follow me on Twitch
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Re: S & B’s Directional/Classic MLB 23 Sliders
I want to wish everybody a Happy Easter. Hope everyone gets to enjoy the day with family and friends. And baseball!Follow me on Twitch
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Re: S & B’s Directional/Classic MLB 23 Sliders
I was kind of curious on the philosophy behind the sliders/difficulty. I'm not exactly sure how bumping up the difficulty would affect the slider gameplay, but it seems like at some point having 0s and 10s may indicate a pitching difficulty change is needed. This is more of a question than a statement. You guys have way more experience with this so I was just wondering the reasons on why that might not be the case.
We test and change things until we reach our ultimate goal of the hit distribution percentages, cpu batting averages, strikeouts, and how runs are scored. We want them to be as close to real life, and for the last two years we achieved that.
As Bryan mentioned, on higher difficulties the larger PCI, while may sound nice, creates weaker contact more often than you will have on Allstar. We feel Allstar represents the intended OTB contact attribute for the hitter. And unlike fielder reaction slider, which will change the player's reaction attribute when you move it; moving the contact slider up or down does not change the player's contact attribute.
A 99 contact is still 99 whether contact slider is 0 or 10. Same with any other hitting slider. This has been tested and looked at. Also, changing contact slider or any other hitting slider does not change the size of the PCI. I have tested this to see as well. The only thing that changes PCI size is difficulty level. I am not exactly sure what changes under the hood when you raise or lower contact. I don't think anyone knows, but we do know it works whichever way you move it.
This year we didn't have any problem getting the cpu to hit for average or a solid hit distribution. The problem was an extremely high strikeout rate with really no effort by the user. So we had to figure it out while attempting to stay on our preferred Allstar difficulty for reasons stated already. Of course if contact and timing at 10 doesn't fix our problem we would have no choice but to go to HOF or Legend. 2021 we actually ended on legend pitching. Hopefully, we are able to stay on Allstar and fix the problem of a super high strikeout rate from the CPU, while still maintaining a good batting average and hit distribution.
Now these aren't final final. As we collect data throughout our franchise seasons we will surely see something that is off. For example, Boston saying there is a lack of homeruns for him. That could very well be the case that we see after a while into our seasons, so we can raise power to fix it. But the main problem of too many Ks seems to be gone. But it could rear it's ugly head back around still after way more games played. But for now we can relax, play ball, and see what happens.
See, I told you I wouldn't be able to keep it short lol. Hopefully that helps and answers your question!
Sent from my SM-G996U using TapatalkLast edited by DarthRambo; 04-09-2023, 10:22 PM.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
Thanks! That is insightful. I've been enjoying them so far. Keep up the good work!Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
The set set is playing great guys!!!
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Re: S & B’s Directional/Classic MLB 23 Sliders
So I organized my relief pitchers exactly how you said in the OP. The problem is, in a sim game, they keep bringing in my worst reliever in a tie game and he blew it both times this happened.Comment
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Re: S & B’s Directional/Classic MLB 23 Sliders
Is that worse RP in your LR1 or LR2 spot?Follow me on Twitch
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Re: S & B’s Directional/Classic MLB 23 Sliders
Well curiosity got the best of me...lol I just had to check out V-2, I played as the Dodgers against the Dbacks and lost 1-0, I only managed 6 strikeouts so that was nice, and while my bats were held silent there was one thing that stood out to me.
I noticed that the fielder slider was moved back to default and I gotta admit that drew a red flag for me, especially since I felt that V-1 played so nice....what I witnessed was balls the cpu fielders had no business getting to, especially in foul territory, this is obviously a very easy fix as I will just lower the slider to 3 and the results should be what I'm looking for.
Also just wanted to mention that while I know the default for that particular slider is 5, it makes the animations look kind of funky to me, when playing on a lower speed setting it seems to me the running animations have time to "breath", this falls in with Madden when they use to have different speed settings and many (including myself) felt slow was the best setting as the animations were allowed to flow and didn't look so herky jerky.People are for reviews if it backs their argument, and against them when they don't.“I believe the game is designed to reward the ones who hit the hardest – If you can’t take it, you shouldn’t play!” Jack Lambert“Quarterbacks should wear dresses.” Jack LambertComment
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