Realistic Base Running Speeds

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  • King Gro23
    MVP
    • Jan 2008
    • 2548

    #1

    Realistic Base Running Speeds

    The tater trots for April 24: Mike Stanton's "abuela home run" and Shane Victorino's mach-level flight around the bases.


    Above posted is just Baseball Prospectus' Sunday view of Home Run trots.
    On the list, Shane Victorino.Who happened to have an inside the park home run and posted a 14.33 Second run around the bases yesterday.

    Home Run of the Day: Mike Stanton, Florida Marlins - 21.15 seconds
    Slowest Trot: Mark Reynolds, Baltimore Orioles - 24.58 seconds Brandon Boggs (17.49 seconds), Jason Heyward (18.59 seconds), and Curtis Granderson (18.61 seconds),
    (not full sprint or inside the parkers)

    I fired up my game & did some test letting victorino get inside the park home runs. While adjusting both the CPU & User baserunning speed slider on every increment of 5 from 0-50 each number tested 10 times

    #50 Fastest time:12.81 Slowest time:12.97 AVG= 12.82
    #45 Fastest time:12.90 Slowest time:13.11 AVG= 13.02
    #40 Fastest time:13.24 Slowest time:13.46 AVG= 13.29
    #35 Fastest time:13.41 Slowest time:13.77 AVG=13.50
    #30 Fastest time:13.65 Slowest time:13.88 AVG=13.73
    #25 Fastest time:13.96 Slowest time:14.18 AVG=14.01
    #20 Fastest time:14.13 Slowest time:14.49 AVG=14.35
    #15 Fastest time:14.54 Slowest time:14.92 AVG=14.79
    #10 Fastest time:15.37 Slowest time:15.77 AVG=15.46
    #5 Fastest time:16.23 Slowest time:16.64 AVG=16.34
    #0 Fastest time:17.39 Slowest time:17.83 AVG=17.66

    According to my test that would make Victorino fall into the Baserunning Speed slider range of 15-25 Depending on your taste if you realism. I struggle to throw people out at the plate & I have not tested stealing yet but I bet stealing does not work out well

    More to come!
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  • ZekeRoberts
    Pro
    • Dec 2004
    • 595

    #2
    Re: Realistic Base Running Speeds

    would love to hear from anyone playing with BaseRunning slider at those low levels...

    don't you think if we had the "splits" on Victorino's times we would see some differences in the times? would virtual Shane Victorino tire rounding third the way real life Victorino did? i dunno, maybe not, just thinking out loud...

    can't knock it til i try it but that sounds like some awful slow baserunning... maybe could be countered by lowering the rest of the sliders but that sounds like messing with too much under the hood IMHO
    Those who stay will be champions 〽️

    Comment

    • peigone
      Banned
      • Jun 2010
      • 1050

      #3
      Re: Realistic Base Running Speeds

      Originally posted by ZekeRoberts
      can't knock it til i try it but that sounds like some awful slow baserunning... maybe could be countered by lowering the rest of the sliders but that sounds like messing with too much under the hood IMHO
      Editing ratings is messing, whereas the sliders are there for a reason and easy to adjust. I have my baserunning speed sliders at 20 and my throw sliders at 0. It's the only way to slow this game down so it starts to resemble the actual pace of MLB baseball. The speed the ball travels, the animations, etc. are all happening way too fast otherwise IMO.
      Last edited by peigone; 04-26-2011, 03:26 AM.

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      • parkinson
        Rookie
        • Oct 2008
        • 142

        #4
        Re: Realistic Base Running Speeds

        At 20 is good for me. Stealing is another problem and trying to decrease catcher's arm slider.

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        • King Gro23
          MVP
          • Jan 2008
          • 2548

          #5
          Re: Realistic Base Running Speeds

          I had CPU Catcher arm strength @ 45 & Accuracy at 40 and The stealing was fine Speedsters got there, but there was a chance of a play it wasnt always just no play.

          Drills do good for slider testing. I finally seen some exciting plays at the plate. On a fair instance to players with speed below 75 will usually generate close plays half of the time. I like that

          Sacrafice flys were good too, speedsters get there standing up, slower guys run at your own risk a slide will be needed, Moving from 1st to 3rd is more a risk

          I just have the throw speeds up because the throw animations are so slow coming out its crazy
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          • bulls23
            Banned
            • Jan 2007
            • 1740

            #6
            Re: Realistic Base Running Speeds

            I appreciate the research you've done regarding speed, however this is a videogame and not real life. It would be impossible to put every animation needed between steps to simulate a real player running. In fact you'd have to do prob 75fps to get that kind of detail.

            Running Speed slider at 20, would make this game incredible boring as every other slider needs to be around 0 to balance it out.

            As long as I get real baseball results, who cares what the speed is set on?

            Comment

            • ZekeRoberts
              Pro
              • Dec 2004
              • 595

              #7
              Re: Realistic Base Running Speeds

              Originally posted by peigone
              Editing ratings is messing, whereas the sliders are there for a reason and easy to adjust. I have my baserunning speed sliders at 20 and my throw sliders at 0. It's the only way to slow this game down so it starts to resemble the actual pace of MLB baseball. The speed the ball travels, the animations, etc. are all happening way too fast otherwise IMO.
              true about the difference between changing sliders and changing ratings... i've never "re-rated" rosters and i'm always skeptical about rosters that are "re-rated" by users because i normally play only franchise modes

              what do you have pitch speed at peigone? how does the ball jump off the bat compared to the throws?
              Those who stay will be champions 〽️

              Comment

              • King Gro23
                MVP
                • Jan 2008
                • 2548

                #8
                Re: Realistic Base Running Speeds

                Bulls my man I appreciate the feedback. This was mainly posted due to my frustration in the jitterbug (fast) speed of the base runners or (horrid baserunning animations) I hated that for all the playing I had done. I had seen minimal plays at any base. No bang-bang plays at first. No close doubles, no shots at third, and I forgot the catcher even had a tagging animation available.
                Keep churning out your sliders man they're nice. Wish a patch would drop

                Although I will disagree with it being boring, I am generating more plays around the diamond, & all other sliders having to be a zero, The fielder speeds are fine still with anywhere from 25-50
                the throw speeds shouldn't drop below 45 (due to the slow slow slow throw animations) thats really the only stuff afftected by baserunning speed change. But it's all opinion bro

                Also I was just putting game time & Real life time together till the times matched, I wasnt concerned about looks or none of that
                Last edited by King Gro23; 04-28-2011, 12:05 AM.
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                • peigone
                  Banned
                  • Jun 2010
                  • 1050

                  #9
                  Re: Realistic Base Running Speeds

                  Originally posted by King Gro23
                  Although I will disagree with it being boring
                  Same here. Realism is interesting; arcade is boring. And 2K11 doesn't play a realistic game without the sort of slider changes you're talking about.

                  Comment

                  • peigone
                    Banned
                    • Jun 2010
                    • 1050

                    #10
                    Re: Realistic Base Running Speeds

                    Originally posted by ZekeRoberts
                    what do you have pitch speed at peigone? how does the ball jump off the bat compared to the throws?
                    My pitch speed is 60, I haven't touched any pitching sliders at all. Your second question is interesting in that I don't play with MLB teams. I find their ratings are jacked up too high to provide anything that resembles MLB-level gameplay realism. I play with the lower-rated AAA and AA players. With the lower ratings, I see many more groundballs and softly-hit balls, something you don't see with the MLB rosters. That combined with the lower baserunning and throw sliders goes a long way towards creating a gameplay experience that matches the pace and feel of actual MLB baseball. All IMO of course.

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                    • mkharsh33
                      Hall Of Fame
                      • Nov 2006
                      • 12779

                      #11
                      Re: Realistic Base Running Speeds

                      Another monkey wrench into this equation...

                      Have you guys noticed that there is a "hitch" when you're trying to steal? Guys don't take off "smoothly" but have that split second where there is a "hesitation" when they attempt a steal.

                      Typically I give my speedsters 3 left trigger pulls... When attempting to steal I'll then (if there's only one guy on base and not multiple baserunners) hold down the left bumper (or left trigger would work). When I let go (upon trying to time up the pitchers windup) there is that hesitation or hitch.

                      I don't know how you add that into a screening test...

                      Personally, I am using 35 for baserunning speed. At 40 guys were beating out everything, and when you watch baseball not every ground ball leads to a definite double-play.

                      I think we have to (sadly) acknowledge that 2K has put together a nice game, but it's not totally simulation and has arcade-like elements to it. You can do all the testing you want and try to determine how those findings translate into simulation-like attributes. But in my opinion you just can't...
                      STEELERS INDIANS CELTICS

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                      • peigone
                        Banned
                        • Jun 2010
                        • 1050

                        #12
                        Re: Realistic Base Running Speeds

                        Originally posted by mkharsh33
                        I think we have to (sadly) acknowledge that 2K has put together a nice game, but it's not totally simulation and has arcade-like elements to it. You can do all the testing you want and try to determine how those findings translate into simulation-like attributes. But in my opinion you just can't...
                        All very true. Perfect example: in past 2K baseball games, players' power ratings could be set at 0. Now the lowest they go is 25. One of the most un-sim, arcade elements in the game is the absolute dearth of groundballs, softly-hit balls, dribbles, etc. Groundballs and softly-hit infield balls make up the majority of hit-types you'll see in a real MLB game. But in 2K11, you'll see mostly all flyballs and hard-hit linedrives.

                        The biggest reason for that is the jacked-up player ratings. But that could be fixed in previous versions of the game by lowering power ratings down to the 1-10 range. But because power ratings can only be lowered to 25, it's now pretty much impossible to fix the power ratings and bring some realism to that area of the gameplay.
                        Last edited by peigone; 04-28-2011, 08:36 AM.

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