2017 Roster-MLB 2K13 (360)
Collapse
Recommended Videos
Collapse
X
-
Re: 2017 Roster-MLB 2K13 (360)
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 SportsComment
-
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 TapatalkComment
-
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
-
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.
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 TapatalkComment
-
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.Comment
-
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 TapatalkSTEELERS INDIANS CELTICS
Comment
-
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
-
Re: 2017 Roster-MLB 2K13 (360)
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.
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!
-MarkComment
-
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...
And don't get yourself sucked into Slideritus MK! I am just tinkering, and everything I do comes from your set originally anyway!Comment
-
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.Last edited by GMAB8; 11-24-2017, 12:54 PM.Comment
-
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
-
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.Comment
-
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.
Sent from my SM-G930V using TapatalkComment
-
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 TapatalkComment
Comment