Looks good, lots of Hits LOL but it was also extra innings, could have just been one of those games though. Let me know how the next few games go. I'm going to go to play today and try some little tweaks I thought of making. If they work out well I will give you guys an update.
Sliders vs. Player Ratings
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Re: Sliders vs. Player Ratings
Looks good, lots of Hits LOL but it was also extra innings, could have just been one of those games though. Let me know how the next few games go. I'm going to go to play today and try some little tweaks I thought of making. If they work out well I will give you guys an update. -
Re: Sliders vs. Player Ratings
Looks good, lots of Hits LOL but it was also extra innings, could have just been one of those games though. Let me know how the next few games go. I'm going to go to play today and try some little tweaks I thought of making. If they work out well I will give you guys an update.CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
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Re: Sliders vs. Player Ratings
Game 2 using Dan's new slider set:
Mets: 9-19-0
Cards: 2-7-1
Mets: 11 singles, 6 doubles, 2 home runs, 1 BB, 7 k
Cards: 6 singles, 1 home run, 2 BB, 5 k
Mets: Hernandez (6.0 IP, 2 R, 2 ER, 4 H, 2 BB, 4 K)
Cards: Wells (0.2 IP, 4 R, 4 ER, 6 H)CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
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Re: Sliders vs. Player Ratings
Game 3 using Dan's new slider set:
Mets: 8-16-3
Cards: 6-12-0
Mets: 10 singles, 4 doubles, 1 triple, 1 home run, 3 BB, 1 k
Cards: 9 singles, 1 double, 1 triple, 1 home run, 2 BB, 4 k
Mets: Maine (6.1 IP, 5 R, 4 ER, 10 H, 1 BB, 1 K)
Cards: Looper (5.0 IP, 5 R, 5 ER, 9 H, 1 BB, 1 K)CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
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Re: Sliders vs. Player Ratings
Okay guys I have tried a few things and will now post an update, I dont think we are that far off in finalizing these sliders. Below is the newest update, along with my thoughts on certain settings. Give them a try and let me know how it goes, feedback is a must so we can fix whatever issues come up.
Remember just use the pull back and release swing, never use the Power Swing and these are for Zone Pitching.
Player Options
Batter Contact: 0
--- This can only be at 0 with Batter Influence at 100 otherwise you will not get to the outside pitch.
Batter Power: 50
Batter Influence: 100
--- This allows Contact at 0, because it will help the batter get to pitches that are in his zones.
Power Swing: 0
Step Influence: 50
Pitcher Difficulty: 50
--- With Step Influence at 50 this needs to be at 50, I think these 2 sliders can interact. Example is, if you move Step up to say 70 then you can lower Pitcher Difficulty the other way and make it 30.
Batter Bunt Assistance: 35
Batter Bunt for Hit: 25
Runner Base Running Speed: 100
--- Tried so many settings with this but at 100 it just looks and feels right.
Runner Stealing Success: 55
Infielder Errors: 80
Outfielder Errors: 80
--- These 2 need to be at 80 to see some errors and bad throws. I saw a bad throw by the shortstop the other day that short hopped the 1B and got past him as I move up to 2nd base.
Infielder Speed: 10
Outfielder Speed: 40
Catcher Throw Speed: 10
Infielder Throw Speed: 10
Outfielder Throw Speed: 10
--- At this setting it takes away the lob throws but gives it just enough zip on throws to make it look authentic but not overpowering on the base runners.
Infielder Reaction Speed: 0
Outfielder Reaction Speed: 0
--- At anything but 0, I feel like I’m either not in control or the animation just looks weird.
Fielder Speed Burst Length: 0
Fielder Speed Burst Power: 0
Fielding Aggression: 50
--- You can put this at 100 it doesn’t matter as long as you use X to call guys off.
Pitcher Fatigue: 35
Pitcher Interface Speed: 100
Injuries: 50
Pitch Speed: 65
AI General Options
AI Infield Errors: 80
AI Outfield Errors: 80
AI Infielder Speed: 10
AI Outfielder Speed: 40
AI Catcher Throw Speed: 10
AI Infielder Throw Speed: 10
AI Outfielder Throw Speed: 10
AI Fielding Aggression: 20
AI Throwing Aggression: 65
AI Hit n Run: 50
AI Sacrifice Bunt: 50
AI Squeeze: 25
AI Run Aggression: 65
AI Stealing Success: 55
AI Steal 2nd: 60
AI Steal 3rd: 30
AI Steal Home: 10
AI Dive Back: 100
AI Batting Options
AI Take Strike Overall: 55
AI Take Strike Ahead: 55
AI Take Strike Behind: 55
AI Take Ball Overall: 45
AI Take Ball Ahead: 45
AI Take Ball Behind: 45
AI Skill: 50
AI Contact: 50
AI Power: 50
AI Bunt for Hit: 40
AI Pitcher Difficulty: 25
AI Effectiveness MOD: 50
--- On the Take Strike and Ball Sliders, I wanted badly to leave them the same at 50, but no matter what the AI Hitters all have eyes like Tony Gwynn. In that they will rake anything in the strike zone and they will very rarely chase balls out of the zone. So the only way to even it out is to split the 2, but keep the 3 of them the same. At 55 they will take a few more strikes and at 45 they will chase balls that are just out of the zone the way they should. I may even consider pushing this to 60 for strikes and 40 for balls, maybe some of you guys can try them out and tell me what you think.
--- Skill, Contact and Power can all stay at 50 and never be touched.
--- AI Pitcher Difficulty, at 0 they are too good and pick up on ever tendency you have and rarely will chase pitches. With it at 25 you will see much more realistic at bats from the CPU, where you can actually fool them.
--- AI Effectiveness MOD, it seems that once you put this higher in the 75-100 range they will just kill you on pitches that you don’t put full effort into. They will also double and HR you to death on meat pitches. With this slider at 50 and the more then random occurrence of throwing a meat ball while using Zone pitching, you can keep them in the park and not just watch hit after hit by the CPU.
AI Pitching Options
AI Pitchers Use Inside Edge: On
AI Corner: 50
AI Change Speed: 50
AI Throw Strike Overall: 50
AI Throw Strike Ahead: 50
AI Throw Strike Behind: 50
AI Fatigue: 50
AI Pickoff: 35
AI Pitchout: 35
AI Meat Pitch: 0
--- The Pitching sliders are perfect where they are all at now, know need to mess with them anymore. Thank god. LOLComment
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Re: Sliders vs. Player Ratings
Dan, i'm on it. Don't you think i had too many hits in my above games?CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
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Re: Sliders vs. Player Ratings
Yeah I do think you had to many, but then it could also be that you are playing with OUR NEW YORK METS!!! LOL But when I've been testing these sliders I have tried to stay away from using the Mets, Yanks, and Red Sox. Since they seemed to have really juiced offenses "ratings wise" in this game that are far better then any other teams. So when I get to the point that I feel I like the sliders, I then go and play a Sox vs Yanks game and see how it plays. But I think we have to just come to the fact that when these 3 teams are involved in a game there will be more hits and HRs by them. I know I feel it when I go up aganist the Yanks, I can't relax for even 1 batter. That includes Doug Mein....!! Because if he gets on then it just wraps around to Damon and Jeter and ARodComment
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Re: Sliders vs. Player Ratings
Game 1 using Dan's new slider set, post 65:
Mets: 0-10-3
Cards: 2-7-0
Mets: 8 singles, 2 doubles, 1 BB, 5 k
Cards: 3 singles, 4 doubles, 1 BB, 7 k
Mets: Glavine (6.0 IP, 4 H, 0 BB, 5 K)
Cards: Carpenter (7.1 IP, 8 H, 1 BB, 4 K)CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
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Re: Sliders vs. Player Ratings
That looks better. So how did you like them?? any comments, any ideas on the new changes?Comment
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CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
-
Re: Sliders vs. Player Ratings
I've been testing on the fielder reaction speed since people have been having error issues with my slider set, and I'm going to disagree about "0" (which is my current setting) having more control. When testing sliders out, I take them to one extreme and then to the other, basically to identify actually what the slider does. I went ahead and turned the reaction speeds to "100", and it has came to me that it allows control of your players faster. There's a "first step" animation that occurs when the ball comes to play. This slider will decrease/increase the animation. You do not have control while it is being played. With it at "0", it is my idea that many people over run ground balls because they take control of the fielder a bit late, mainly since the animation takes longer to complete. When you take it to "100", it feels like you have almost immediate control, but the speed of the animation doesn't look very realistic, and it increases the overall speed of your player (since player controlled movement is quicker than the reaction animation). It's came to my idea that if you increase this speed for the infielders (doesn't seem to phase much with outfielders since user reaction time isn't as much of an issue), you would probably need to decrease the running speed of them as well, but still keep a balance that looks realistic. I like it at "0", but people are right when they say that it's easy to get errors on slow rollers.Comment
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Re: Sliders vs. Player Ratings
Game 2 using Dan's new slider set: post 65
Mets: 2-6-0
Cards: 3-8-0
Mets: 5 singles, 1 double, 2 BB, 4 k
Cards: 5 singles, 1 double, 2 home runs, 2 BB, 8 k
Mets: Hernandez (7.0 IP, 2 R, 2 ER, 5 H, 2 BB, 6 K)
Cards: Wells (6.2 IP, 2 R, 2 ER, 5 H, 1 BB, 3 K)
Looking much better.CLICK ME==> NY Jets Dynasty
CLICK ME==> NY Mets Dynasty Page
I'm the only person on the planet that says sports games AI should be tested in cpu/cpu mode
U.S. Navy Veteran (Disabled Vet)
"Life, Liberty, And Pursuit Of All Who Threaten It"Comment
-
Re: Sliders vs. Player Ratings
I've been testing on the fielder reaction speed since people have been having error issues with my slider set, and I'm going to disagree about "0" (which is my current setting) having more control. When testing sliders out, I take them to one extreme and then to the other, basically to identify actually what the slider does. I went ahead and turned the reaction speeds to "100", and it has came to me that it allows control of your players faster. There's a "first step" animation that occurs when the ball comes to play. This slider will decrease/increase the animation. You do not have control while it is being played. With it at "0", it is my idea that many people over run ground balls because they take control of the fielder a bit late, mainly since the animation takes longer to complete. When you take it to "100", it feels like you have almost immediate control, but the speed of the animation doesn't look very realistic, and it increases the overall speed of your player (since player controlled movement is quicker than the reaction animation). It's came to my idea that if you increase this speed for the infielders (doesn't seem to phase much with outfielders since user reaction time isn't as much of an issue), you would probably need to decrease the running speed of them as well, but still keep a balance that looks realistic. I like it at "0", but people are right when they say that it's easy to get errors on slow rollers.
You have to be smooth with your controls and not push so hard to any direction if u dont have far to go, or if u do push hard know when to let go and let the animation continue on the play.Simply *Magic* Just click the link and Watch :)
http://www.operationsports.com/forum...post2043715147Comment
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Re: Sliders vs. Player Ratings
Dan I swear homie, you are in my head man for a couple of reasons.
#1. I was just messing with the AI hitting sliders, and figured that the 3 strike sliders need to be the same and then the 3 ball sliders need to be the same , but not all six, but when I had it at all 35 , I dont know if u tried it, I got everything I wanted , but My pitch count was slightly low but now low low. Im close to finding something.
#2. I was going to tell u that since I like the 0 factor for certain sliders, and u didnt like the hump on throws, to just put all those sliders I have at 0 at 10 and that should eliviate the hump. I just looked at your new slider set and saw u just did that, but u have base running at 100 thats real high when throwing is at 10.
Go to AI hitting and for testing purposes put all 6 at 35 and see what im talking about. Play 2 or 3 games like that.
Holla back. PeaceSimply *Magic* Just click the link and Watch :)
http://www.operationsports.com/forum...post2043715147Comment
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Re: Sliders vs. Player Ratings
Pirates vs Cards
STL 1-7-0
Pit 0-2-0
STL AVG .226
PIT AVG .069
STL 6 sngl 1 dbl 0 trpl 0hr
Pit 2 sngl
STL struck out 9 times
PIT struck out 8 times
Lots of grounders. I still cant get any power on the ball. I used the newest sliders w step influence at 50. Maybe Im not timing my step correctly? How are you guys timing it.
PIT offense was really weak.Comment
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