2017 Roster-MLB 2K13 (360)

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  • GMAB8
    MVP
    • Nov 2010
    • 1014

    #451
    Re: 2017 Roster-MLB 2K13 (360)

    Originally posted by Baseballpilot22
    I’m not going to post my updated brewers roster as the season is now over, so I will start working on it for next year.


    Sent from my iPad using Operation Sports
    You could post the roster so anybody could use to enhance their own copy? I'd love to add to my roster.

    Sent from my SM-G930V using Tapatalk

    Comment

    • Baseballpilot22
      Rookie
      • Jan 2016
      • 42

      #452
      Re: 2017 Roster-MLB 2K13 (360)

      Originally posted by GMAB8
      You could post the roster so anybody could use to enhance their own copy? I'd love to add to my roster.

      Sent from my SM-G930V using Tapatalk


      It’s not letting me attach it anyways so I’ll try to figure that out tomorrow or sometime this week for you.


      Sent from my iPad using Operation Sports

      Comment

      • GMAB8
        MVP
        • Nov 2010
        • 1014

        #453
        Re: 2017 Roster-MLB 2K13 (360)

        I may have stumbled upon something pretty good recently. I have been tweaking with sliders trying to figure out a nice, smooth, clean looking and feeling game. The latest thing I tried was slowing the game down a lot. I wanted to see throws from the outfield look more realistic. So I moved baserunner speed down to 10 and bumped OF throw power down to 40. I am liking what I see so far. The CPU baserunning aggression needs to be lowered substantially as well. Even at 50 it may be too high.

        These slider adjustments are not even the most interesting thing I found. Not sure if anyone has messed with the Range attribute, but I just lowered everyone in the game to 25 and see spectacular results. No longer are infielders sprinting at line drives. Ground balls sneak through the infield. Outfielders seem smoother and coupled with the lowered speed and throw power, the game looks more like real life.

        I read somewhere, at some point, about the Range attribute and what it affects. It may have been in this forum. Anyway, the Range attribute acts like a circled area that the fielder makes instant reactions to the ball. The higher the attribute, the larger the circle. Hence, this is why we see line drives and infielders sprinting to catch them. Their range is so large, their reaction--even on blistered line drives--is instant in a large area. I saw some really cool stuff in the last 3 games I played with these adjustments.

        Anyone ever tinkered with this? Anybody have any experience with much slower sliders?

        I may record and post a video the next game I play to give you all a look at what I am seeing. Or if you want to try it yourself I can either post the roster I am using with the adjustment to range or you can easily change a couple of teams in a matter of ten minutes.

        Oh, and I have been keeping up with roster moves since the latest update as well. Looking forward to the off-season taking off!

        -Mark


        Sent from my SM-G930V using Tapatalk

        Comment

        • GreenLightning
          Rookie
          • Mar 2017
          • 270

          #454
          Re: 2017 Roster-MLB 2K13 (360)

          Shogun has done a lot of work tweaking the gameplay. Since there is no global editor to do what you want I imagine you would have to change the range for every player right?

          The only time I really see unrealistic movement by fielders is on hot line drives 3 feet or so foul that the 1st or 3rd baseman are able to snag for outs.
          Last edited by GreenLightning; 11-23-2017, 09:46 AM.

          Comment

          • GMAB8
            MVP
            • Nov 2010
            • 1014

            #455
            Re: 2017 Roster-MLB 2K13 (360)

            Originally posted by GreenLightning
            Shogun has done a lot of work tweaking the gameplay. Since there is no global editor to do what you want I imagine you would have to change the range for every player right?

            The only time I really see unrealistic movement by fielders is on hot line drives 3 feet or so foul that the 1st or 3rd baseman are able to snag for outs.
            Yes, shogun has done a lot of this type of testing. It has brought this game to life really.

            In the reditor you can global edit players. That's how I changed all of the ranges. I just highlighted the entire row of range attributes and pasted in a row of 25's.

            This eliminated those crazy snags of line drives by sprinting infielders. It also seemed that infielders and outfielders took more realistic routes to the ball. I saw numerous diving attempts on ground balls and steeper angles moving to balls in the hole.

            It is really organic looking. Especially adding in a slower pace to the gameplay. Throws are not lasers everywhere. There is an arc to longer throws.

            I would love for Shogun to chime in if he's seen anything like this or tested this.

            Sent from my SM-G930V using Tapatalk

            Comment

            • shogunofharlem3
              MVP
              • Dec 2007
              • 1799

              #456
              Re: 2017 Roster-MLB 2K13 (360)

              I did do some testing with range. I was between range and acceleration for the edit when I was testing. Then decided on acceleration as I found it more of a reaction time and they could go 0 to 100 in .1 seconds. With it at 25, the seemed to have a bit more delay which allowed balls to get through the holes.

              My issue with range I had no way to scale it to each player. With it at 25, they were too slow. Balls rolling to the outfield wall and all these guys chugging after it. That is where I thought their speed attribute would take over and their range would be dictated by speed. It didn't seem to work out.

              Then I though about a scale, let's make the highest range 75, so -25 off of everyone but that would result in pain in the butt editing.

              One interesting rating to play with is the glove rating. Put it at 25 for your outfielders and watch...haha they can't set up to catch a ball. So it has to do with setup time, and I remember in 2k11 there was a developer diary and they said that only different ranges of glove would give that player a bigger set of animations. Not sure if that is still the case but assume it is.

              Here is the Part of the 2k11 dev diary talks about glove, height and weight.

              Restricting animations by ratings and weight
              – We wanted to continue to add to our realism and get rid of as many “that player wouldn’t do that in real life” moments as we could. We did a couple of very interesting things to limit that in the field this year. The first thing we did is limit animations to different ratings, so certain animations won’t trigger unless your glove rating is greater than 90, etc. We also limited animations by height and weight so that, even if a player has a good glove or arm rating, you won’t see bigger players make amazingly athletic plays.
              Last edited by shogunofharlem3; 11-24-2017, 09:42 AM.
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              Comment

              • mkharsh33
                Hall Of Fame
                • Nov 2006
                • 12781

                #457
                Re: 2017 Roster-MLB 2K13 (360)

                Originally posted by GMAB8
                I may have stumbled upon something pretty good recently. I have been tweaking with sliders trying to figure out a nice, smooth, clean looking and feeling game. The latest thing I tried was slowing the game down a lot. I wanted to see throws from the outfield look more realistic. So I moved baserunner speed down to 10 and bumped OF throw power down to 40. I am liking what I see so far. The CPU baserunning aggression needs to be lowered substantially as well. Even at 50 it may be too high.

                These slider adjustments are not even the most interesting thing I found. Not sure if anyone has messed with the Range attribute, but I just lowered everyone in the game to 25 and see spectacular results. No longer are infielders sprinting at line drives. Ground balls sneak through the infield. Outfielders seem smoother and coupled with the lowered speed and throw power, the game looks more like real life.

                I read somewhere, at some point, about the Range attribute and what it affects. It may have been in this forum. Anyway, the Range attribute acts like a circled area that the fielder makes instant reactions to the ball. The higher the attribute, the larger the circle. Hence, this is why we see line drives and infielders sprinting to catch them. Their range is so large, their reaction--even on blistered line drives--is instant in a large area. I saw some really cool stuff in the last 3 games I played with these adjustments.

                Anyone ever tinkered with this? Anybody have any experience with much slower sliders?

                I may record and post a video the next game I play to give you all a look at what I am seeing. Or if you want to try it yourself I can either post the roster I am using with the adjustment to range or you can easily change a couple of teams in a matter of ten minutes.

                Oh, and I have been keeping up with roster moves since the latest update as well. Looking forward to the off-season taking off!

                -Mark


                Sent from my SM-G930V using Tapatalk
                This is interesting because I lowered running speed down to 35. But then I had to tinker with throwing speed as well as catcher throw power and accuracy. I might look at some of this with my own personal slider set because I think after all these years I'm finally pretty settled in to what I like. But the one thing I'm learning with slider sets is that ANIMATIONS are HUGE and really drive a LOT of what happens within a video game. But once you plug that hole, then you have to get the statistical accuracy down - and it's tedious and frustrating, with a lot of "slideritus" taking place. Then I get frustrated and quit, saying I'll never play a game again - and then a week later I'm back at it. LOL!! But thanks for sharing this - I'll give this a look and see what I come up with as well.
                STEELERS INDIANS CELTICS

                Comment

                • mkharsh33
                  Hall Of Fame
                  • Nov 2006
                  • 12781

                  #458
                  Re: 2017 Roster-MLB 2K13 (360)

                  Maybe have someone here lower the "range" setting for a couple / 4 teams and do some experimentation... And what if only the elite fielders had a slightly higher range above the default 25??? But only raise it to, say, 35 as the highest setting?? I don't know - just spitballing here...
                  STEELERS INDIANS CELTICS

                  Comment

                  • GMAB8
                    MVP
                    • Nov 2010
                    • 1014

                    #459
                    Re: 2017 Roster-MLB 2K13 (360)

                    Originally posted by shogunofharlem3

                    My issue with range I had no way to scale it to each player. With it at 25, they were too slow. Balls rolling to the outfield wall and all these guys chugging after it. That is where I thought their speed attribute would take over and their range would be dictated by speed. It didn't seem to work out.

                    Then I though about a scale, let's make the highest range 75, so -25 off of everyone but that would result in pain in the butt editing.
                    This part especially! I have seen a lot of outfielders doing this. This is where my slideritus was kicking in and I was trying to manipulate the game from this point with lower baserunning speeds and lower throwing arms both IF/OF. I have seen some good stuff, just nothing to set in stone yet.

                    As far as making it a scale starting at minus 25. . .I just did that. I take the column from the reditor and copy and paste into excel, then make a formula subtracting 25 from each cell. Copy and paste back into reditor and its done. I am trying this out now, the minus 25 RANGE. We'll see how it goes.

                    Thanks for the info and feedback. This is good stuff!

                    -Mark

                    Comment

                    • GMAB8
                      MVP
                      • Nov 2010
                      • 1014

                      #460
                      Re: 2017 Roster-MLB 2K13 (360)

                      Originally posted by mkharsh33
                      Maybe have someone here lower the "range" setting for a couple / 4 teams and do some experimentation... And what if only the elite fielders had a slightly higher range above the default 25??? But only raise it to, say, 35 as the highest setting?? I don't know - just spitballing here...
                      See my post above. I have made the roster with RANGE edited. If you would like, I can send to you if you want to try it out. Or post it, whichever. I am currently testing a minus 25 RANGE roster now as well.

                      And don't get yourself sucked into Slideritus MK! I am just tinkering, and everything I do comes from your set originally anyway!

                      Comment

                      • GMAB8
                        MVP
                        • Nov 2010
                        • 1014

                        #461
                        Re: 2017 Roster-MLB 2K13 (360)

                        Here are the 2 files with the Range edits. MLB 2017 rng25 is edited with all players range at 25. MLB 2017 rngXX is with all players at minus 25 from their original rating.

                        Not sure if I posted these files correctly. Let me know if its good or not.

                        -Mark

                        edit: fixed the rngXX version as Shogun noted below.
                        Attached Files
                        Last edited by GMAB8; 11-24-2017, 12:54 PM.

                        Comment

                        • GMAB8
                          MVP
                          • Nov 2010
                          • 1014

                          #462
                          Re: 2017 Roster-MLB 2K13 (360)

                          So I have also noticed that the Range attribute plays a large role in the OVR rating of the players. So you know that it must mean something to the game. Not that I am worried about the OVR rating of players! I am interested to see how the game plays with only the minus 25 range adjustment. Maybe that will allow the elite defenders to have enough ability to make the plays necessary and really exemplify the poor defenders.

                          Comment

                          • shogunofharlem3
                            MVP
                            • Dec 2007
                            • 1799

                            #463
                            Re: 2017 Roster-MLB 2K13 (360)

                            Nice! I'll try them out before the Bruins game. Did you be sure to not put players below 25 if anyone of them -25 would put them under. When I did that by accident with my glove rating tests anyone that gets put under the game's minimum will actually end up with a 99 rating in that category.

                            So anyone's range that was 50 or under would have to be just set to 25. So they didn't go under 25, everyone over 50 could use the -25 adjustment.
                            NHLTeamup Youtube Channel

                            NHL 14 Dynasty Page

                            NHL 14 Roster with FULL Skater and Goalie Edits

                            MLB 2k12 / 2k13 With Shogun Global Edits Sliders

                            Comment

                            • GMAB8
                              MVP
                              • Nov 2010
                              • 1014

                              #464
                              Re: 2017 Roster-MLB 2K13 (360)

                              Originally posted by shogunofharlem3
                              Nice! I'll try them out before the Bruins game. Did you be sure to not put players below 25 if anyone of them -25 would put them under. When I did that by accident with my glove rating tests anyone that gets put under the game's minimum will actually end up with a 99 rating in that category.

                              So anyone's range that was 50 or under would have to be just set to 25. So they didn't go under 25, everyone over 50 could use the -25 adjustment.
                              No I did not check that! I'll do that and update when I get a chance.

                              Sent from my SM-G930V using Tapatalk

                              Comment

                              • GMAB8
                                MVP
                                • Nov 2010
                                • 1014

                                #465
                                Re: 2017 Roster-MLB 2K13 (360)

                                Here is a game I played using the minus 25 range roster, only difference is these are updated rosters to yesterday. Free agents are in the pool, not on any teams.

                                In the description I noted times that interesting plays occurred.

                                I loved the gameplay in this one. I run through my sliders in the beginning of video. May need a slight bump up in base runner speed. Let me know what y'all think if you watch and notice anything.




                                Sent from my SM-G930V using Tapatalk

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