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Explanation of Gameplay Sliders

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Old 03-31-2011, 11:26 AM   #1
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Explanation of Gameplay Sliders

Last updated: 8/25/2014

Section 1: Using sliders to Address Common Problems
Section 2: Slider Definitions

Section 1: Using sliders to Address Common Problems
It's not practical (or possible) to fully explore every possible problem, and each of its many possible causes. However, there are a few trends and tendencies that show up more than others, and a few problems that are fairly common amongst all users. Below is a list of a few of those issues, with at least one solution, and a few relevant pieces of information, for each. Of course, this is meant to be "casual" advice, for those who do not want to spend time exploring different slider combinations through trial and error. Before making ANY slider changes, you should choose an appropriate difficulty level, and set Pitch Speed to a comfortable setting.

------ Strikeouts Received:
- Decrease them by lowering the CPU Pitch Control slider
- Increase them by lowering the Human Contact and Human Timing sliders.

Remember that the Pitch Speed slider significantly affects strikeouts. Always change this slider first. You should set this slider based on what is comfortable for you, and then use the other sliders to balance as needed.

The hitting system you use plays a role in which slider is "safer" to change here. Timing and Pure Analog leave Contact as the determinant of your PCI location. If you are using Timing or Pure Analog Hitting, I strongly recommend you do NOT ever decrease the Contact slider. In this case, decrease Timing, instead.
If you are using Zone or Pure Analog-Zone, then you control the location of the PCI yourself. This makes the Contact slider a lot less impactful, which means you can safely decrease the Contact slider without worrying too much about side effects.

------ Line Drives:
- Increase or decrease them with the Human Power slider

Contrary to what the in-game descriptions imply, as well as how things worked in The Show a few years ago, the Solid Hits slider does NOT have a significant impact on line drive percentages. In fact, based on limited testing, it seems increasing the Solid Hits slider actually decreases your line drive percentage (or more accurately, increases your fly ball percentage, which pushes everything else down).

Whether or not a ball is a line drive is no longer pre-determined based on contact. It's now tied exclusively to the exit velocity of your swing. A higher Power slider changes grounders to hard grounders, to weak line drives, to hard line drives, to line drives in the gap/down the line.

------ Walks Received
- Increase or decrease them with the CPU Strike Frequency and CPU Pitch Consistency sliders

The CPU pitchers' aggressiveness and accuracy varies by difficulty level. On Rookie, Veteran, or All-Star, CPU pitchers are already quite wild, and accuracy is not the problem. Decrease the CPU Strike Frequency for more walks on these difficulty levels.

On Hall of Fame, or Legend, the CPU is already favors throwing pitches outside the strike zone. Decrease the CPU Pitch Consistency here, to give the CPU a little less accuracy.

------ Walks Allowed
- Once you've found a challenging difficulty level, increase or decrease walks with the CPU Power and Human Pitch Control sliders.

First and foremost, remember that Meter and Pure Analog users can change the size of the meter in the Camera Editor.

If you aren't using Meter or Pure Analog, you probably shouldn't even be reading this! I highly doubt you aren't allowing enough walks with the Pulse or Classic Pitching mechanics.

If you aren't allowing enough walks, it's probably because your strikes aren't getting hit enough. Increasing CPU Power will make the CPU more formidable., forcing you to pitch more carefully. The next step is to lower Human Pitch Control, which, among other things makes pitches "look" less convincing to the opponent, which means fewer chases on breaking balls outside of the zone. Pitch Control is a pretty strong slider. Only change it 1 or 2 points.

Generally, Pitch Consistency affects your general/physical accuracy, while Pitch Control affects how "convincing" a pitch looks and your ability to paint corners. So if you

------ Double Plays Grounded Into
- Increase or decrease them by with the Foul Frequency, or with the Fielding sliders

Most likely, those easy ground balls are coming because you aren't fouling off enough pitches.

...That's it.

------ Fielding
- Increase or decrease the overall proficiency of fielders with the Fielder Reaction, Fielder Run Speed, Fielder Arm Strength, and Fielder Errors sliders

It would take a decade to analyze everything, so I'll just briefly list a few random key points.

The overall ability of fielders is a complex variable based on a multitude of factors. For infielders, the Fielding Error slider has a huge impact on their ability to handle hard-hit balls and bare-hand pickups. The Fielder Reaction slider also has a significant impact on infielders, especially the pitcher, and how well they handle hard-hit balls.

Fielder Run Speed has a significant impact on how many balls drop between outfielders.
It would take a decade to discuss everything, so I'll just cut to the chase and say that my recommendation is to increase Fielding Errors slider, which has a significant effect on fielders' abilities to field hard-hit balls, as well as an infielder's ability to "barehand" a ball. Both of these things happen a bit too successfully on default.

Fielder Arm Strength affects sacrifice flies, and plays at the plate.

Fielding Errors is tied to diving catches.

Throwing Errors affects double plays, outfield assists, and tough plays that require off-balance throws (ie: the Derek Jeter-ish play on the turn-around throw)

I won't tell you where to set any of these sliders. What I will tell you is that it is incredibly important to note the balance between the speed of fielders (and their throws) and the speed of baserunners. My preference is to keep baserunner speed and fielder speed at exactly the same setting, at all times. How you balance them is up to you, but do not underestimate the importance of this balance. Just a small advantage in speed for fielders and you have a lot of infield outs, bunt outs, force outs from the outfield, outs at the plate, etc...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Section 2: Slider Definitions

------- Contact: Affects a batters ability to put the bat on the ball. Increasing ONLY this option will increase your overall batting average, as well as your extra-base hit and home run totals. Increasing ONLY this option will reduce foul ball percentages; you will make contact on more pitches, but your foul ball totals will NOT go up. This setting also affects your ability to check swings successfully, and affects bunting to some extent.

On the CPU side, increasing ONLY this slider will significantly decrease strikeouts and missed swings. Increasing ONLY this slider will slightly increase batting averages and home run totals

If too many of your outs are coming from strikeouts, or your overall offense is deficient, this is the option to change.

Your overall contact ability is also affected by the Timing and Solid Hits sliders, the pitch, and the batter's attributes. The slider also has slightly different effects depending on the interface being used:
- Timing Hitting: Contact affects how often the PCI will be in the right spot. A high Contact slider means the "dice roll" will be more in your favor, if you will, resulting in a generally higher level of contact.
- Analog Hitting: Same as Timing. Contact also affects your margin of error when taking a stride, meaning you'd increase the Contact slider to make the stride timing easier.
- Zone Hitting: Affects your chances of making contact on a pitch outside of the PCI, and slightly affects the contact you make in general. Does NOT have a significant effect on batting averages, but will affect the quality of contact nonetheless.

The Contact slider also has a small effect on timing (in the same way the Timing Slider does, but on a much smaller scale). If you make a large change to the Contact slider, consider making a small change to the Timing slider, in the opposite direction.

------- Power: This slider is more, uhh, powerful (sorry) than it appears. This slider affects the exit velocity of all batted balls. It affects the velocity of foul balls, ground balls, choppers, line drives, home runs, pop-ups, etc... Literally everything. An increase or decrease to this slider can turn a grounder into a line drive, or vice versa.

Increasing ONLY this option will increase home runs, extra-base hits, and line drive percentages. Increasing ONLY this option will increase overall batting averages, as well as the overall average distance of fly balls (and HRs).

If you are hitting too few, or too many, hard-hit balls, this is the option to change. Fielder Reaction is NOT automatically adjusted by this slider; that means increasing this slider generally reduces the amount of time fielders have to track and respond to balls (because they are traveling at a higher speed).

------- Timing: Affects a batters sensitivity to changes in pitch speed. If you are early or late in your swing, this option affects how much contact you will make on that swing, as well as where it goes. This works a lot like the Contact slider, just for time instead of location. This slider affects how big the "perfect timing" window is, and affects how much leeway you have on swinging late or early.

Your timing, by nature of the hitting system, affects the type of contact you get. As such, this slider affects your hit totals, HR totals, and fly ball/ground ball/line drive rates.

Increasing ONLY this option will reduce missed swings due to being early on a breaking ball, or late on a fastball, (or the reverse). Increasing ONLY this option will increase the number of balls hit directly up the middle. It will also increase batting averages.

If the game tells you that you are late/early too frequently, OR you are constantly hitting the ball off the end of the bat, OR getting jammed, due to poor timing, (or if this isn't happening enough) this is the option to change. If your pulled and opposite-field hits generally seem to be weak (but your hits up the middle are not), this is the option to change. For the AI, this setting also affects ability to recognize pitch speed, and thus, affects the number of missed swings per-game.

------- Stride Difficulty: This slider affects Analog users only. This slider affects the effect your stride has on your swing. This slider works similarly to the Timing slider, just in the reverse way. Increasing ONLY this slider will give you less leeway in timing your strides. Increasing ONLY this slider will decrease batting averages and home run totals, while slightly increasing strikeouts and missed swings.

------- Foul Frequency: Affects the ratio of Foul balls to Fair balls. This setting overlaps with the Timing setting, to some extent, because the higher this setting, the better your timing has to be to put the ball in play. This option does NOT affect strikeouts (except when bunting). Increasing ONLY this option will lead to a larger number of foul balls, but does NOT make you magically foul off pitches you weren't going to make contact on. Increasing ONLY this slider will reduce outs on batted balls (eg: fly outs). Increasing ONLY this slider will slightly increase batting averages. Increasing ONLY this slider will significantly increase pitch counts, and slightly increase walks and strikeouts.

On a swing with poor contact, this slider is the difference between a foul ball and a pop up or ground out. On a swing that is early or late, this setting makes the difference between a ball down the line and a ball in foul territory. If too many balls are being put into play, and at-bats are too short, even when producing offensively, this is the option to change. If too many balls are being fouled off, to the point where the only fair balls are line drives or home runs, this is the option to change.

A low number of foul balls causes a higher number of balls to be put in play, which in turn, significantly lowers your BABIP (batting average on balls in play), and increases undesirable outcomes, like pop-ups and double plays.

------- Solid Hits: Affects the frequency of deep fly balls, which include Home Runs. If you would make contact on a swing regardless, this setting makes the difference between a low line drive through the infield, and a fly ball to the wall. This slider directly affects batting averages. This slider does NOT affect the number of strikeouts, and does NOT significantly affect line drive rates.


A more in depth explanation: This slider defines the precision required for "superb" contact, versus "solid" contact, versus "okay" contact. With a higher Solid Hits setting, you will get "superb" contact far more frequently, which will increase your extra base hit totals, and significantly increase home run totals. The Contact and Timing sliders also has an effect on how well you connect with the ball.

Increasing ONLY this slider will significantly increase home runs and fly ball rates. It will also increase batting averages and extra-base hits.

------- Stamina: Self Explanatory. Affects the amount of energy consumed with each pitch. Increasing ONLY this option will increase the number of pitches a pitcher can safely and efficiently throw in a game. If pitchers tire too quickly, or throw too many complete games (do not confuse this with pitch count issues) this is the option to change.

------- Pitcher Control: Affects the "sharpness" of pitches. This slider affects a pitcher's effectiveness, the effectiveness of their pitches (ie: whiff rate), and a pitcher's ability to paint the corners/edges of the strike zone. Directly affects ball-to-strike ratios, as well as walk-to-out ratios. Directly affects the opposing batter's ability to make contact on a pitch, as well as the level of contact made.

Increasing ONLY this slider will reduce walks, pitch counts, and opposing batting averages. Increasing ONLY this slider will slightly increase strikeouts. If a pitcher is hitting their spots on the black too frequently, or not able to paint the corners enough; or if a pitcher is just dominating hitters too much, regardless of pitch location, this is the option to change.

This slider also affects the opponent's (moreso CPU ones) likeliness of chasing a pitch. Increasing the Human Pitch Control slider will increase the number of chases by the CPU

------- Pitcher Consistency: Affects the "success rate" of a pitch, regardless of location, IE: a pitcher's overall effectiveness. DOES affect accuracy, but this slider works very differently from Pitch Control (see below). This slider affects the frequency of a "failed" pitch. Such a failed pitch has a good chance of missing far from its intended location, and/or being hit well by the opposing batter.

This slider also affect's a pitcher's confidence, and that confidence's stability (ie how long it takes to lose your "groove"). In a nutshell, this slider affects the frequency of "bad" innings and "bad" games.

Increasing ONLY this slider will make pitchers less hittable overall (fewer mistake pitches), thus reducing opposing batting averages, and slightly increasing strikeouts. Increasing ONLY this slider will slightly increase the frequency of "special" performances by a pitcher, ie: no-hitters, shutouts, complete games etc... Increasing ONLY this slider will decrease walks and opponent run differentials. It will increase a pitcher's ability to perform in critical situations, thus reducing opposing averages with runners in scoring position. If your pitchers (especially relief pitchers), are not performing at the desired level, this is the option to change. If you aren't seeing enough offensive rallies, or pitchers are just too dominant, this is the option to change.

If you are still hazy on the difference between the two pitcher sliders, consider this: Lowering Pitch Control will turn Clayton Kershaw into tired-looking Clayton Kershaw. Pitch Control affects the distance offset with which a pitch can miss.

Lowering Pitch Consistency will turn Clayton Kershaw into a complete scrub. It affects a pitcher's ability in terms of pitch execution. A lower pitch consistency will lead to a higher number of pitches that significantly miss their location. The game description is pretty spot-on, this slider affects wild pitches and all of that stuff, too.

In summary, Pitch Consistency basically affects how frequently a pitch misses its target, while Pitch Control affects the average distance by which a pitch will miss. In basketball terms, Pitch Consistency affects your shooting percentage, while Pitch Control affects whether a shot goes right in, or bounces a little on the rim first. Some of those shots might even roll right out of the rim.

------- CPU Strike Frequency: Affects CPU Pitcher aggressiveness. Directly affects Ball to Strike ratios. Note the difference between the other two sliders: this slider does NOT affect accuracy, at all, ever. A decrease of this slider makes a pitcher less aggressive. Set this slider to 10, the pitcher will constantly try to throw strikes, regardless of location. At 4, the pitcher will attempt to throw pitches in optimal locations, including pitches on the black. At 0, the pitcher will constantly throw balls, hoping that you chase them. Again, this slider does NOT affect accuracy, and will NOT significantly affect walks.

Increasing ONLY this option will slightly reduce walks, especially intentional ones. Increasing ONLY this option will drastically reduce overall pitch counts.

------- Throwing Error: Affects the absolute accuracy of all throws. This slider does not just "force" errors, and it applies even in situations where no actual "error" is possible. This slider affects the accuracy of pickoffs, throws from the catcher, throws from the outfield, etc... Every single throw in the game is governed by this slider.

Increasing this slider will significantly increase errors. It will also increase the stolen bases and runs scored by both teams.


------- Fielding Error: Affects the range of fielders, and the reliability with which they smoothly field the ball. Affects the reliability with which throws are caught.

This slider affects all attempts to field, by all fielders. This includes plays where no error is possible, such as diving catches, in-field singles, and bunts. This slider affects the infielders' ability to react successfully to hard-hit balls. This slider affects a catcher's ability to catch pitches.

This slider affects all instances where the fielder attempts to catch a ball. This includes, but is not limited to, transfers on a double play, throws received by the 1st baseman, throws from the outfield, and throws from the catcher, on a stolen base attempt.

Increasing this slider will significantly increase errors. It will also increase stolen bases, passed balls, wild pitches, hits, and runs scored.

------- CPU Manager Hook: Affects CPU's "patience" with its own pitching staff. Increasing ONLY this option will force CPU pitchers to be pulled sooner during rallies or game changing events. Increasing ONLY this option will make the CPU pull tired pitchers sooner. This slider affects you as a pitcher in Road to the Show.

------- CPU Pickoffs: Affects the number of attempted pickoffs and pitchouts by AI-controlled pitchers. Does NOT affect the success rate of a pickoff. Increasing ONLY this option will increase the number of pickoff throws attempted, and therefore, will slightly increase the number of outs on the bases.

------- Baserunner Steal Ability: Affects how good of a jump a base stealer gets (reaction time to a pitcher's delivery), as well as susceptibility to pickoffs. This slider works in reverse, compared to what its description implies. Increase this slider to decrease the stealing ability of baserunners.

Increasing this slider will increase the success rate of a pickoff, and decrease the success rate of a steal. Of course, speed and pitch speed are still a factor. Increasing this slider will decrease stolen base rates, and runs scored.

------- Wind: Affects the strength of the wind. This slider doesn't magically change how the wind affects the ball, it literally makes the wind stronger or weaker, like changing the strength setting on a ceiling fan. You can change the slider mid-game and see the effects. This slider effects home runs in varying ways, depending on the direction of the wind, and your luck.

Last edited by Bobhead; 08-26-2014 at 01:16 AM. Reason: Updates made
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Old 03-31-2011, 11:50 AM   #2
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Re: Explanation of Gameplay Sliders

Great Job Bob! What do you suggest I change to help me reduce my steal percentage? I have way too easy a time stealing bases this year. I tried lowering ability to 0 but still wasn't having much a problem.
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Old 03-31-2011, 12:05 PM   #3
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Re: Explanation of Gameplay Sliders

There could be a variety of reasons. If you already have a custom set of sliders, chances are you have already reduced fielder arm strength, which means catchers will have a harder time throwing out runners, and pitchers' pickoffs take a hit as well.

I've also read, but yet to confirm, that the baserunning ability slider is programmed backwards, meaning to reduce baserunning ability you would have to raise the slider. Like I said I don't know for sure because I haven't really gotten to testing baserunning sliders yet, but I've read it several times from several people, so its definitely something to play around with, as it is most likely true. Try raising baserunning ability to about a 7.
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Old 03-31-2011, 08:29 PM   #4
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Re: Explanation of Gameplay Sliders

This is really a remarkable write-up.

I can't find much to disagree with here, perhaps which is why I like it so much.

I have yet to read an OS member post such a coherent, unbiased slider description here in my time on this site.
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Old 03-31-2011, 08:56 PM   #5
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Re: Explanation of Gameplay Sliders

Thank you.
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Old 04-01-2011, 12:16 PM   #6
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Re: Explanation of Gameplay Sliders

This is very useful. Thx!
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Old 04-01-2011, 12:35 PM   #7
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Re: Explanation of Gameplay Sliders

This is a great read.

Kudos

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Old 04-01-2011, 01:00 PM   #8
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Re: Explanation of Gameplay Sliders

Awesome job
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