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Acceptably Realistic Slider Ranges '17

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Old 03-28-2017, 03:08 PM   #1
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Acceptably Realistic Slider Ranges '17

This thread is dedicated to the search for acceptably realistic slider *ranges* for '17.

There's no consensus on which settings are realistic, however I want to believe there can be a consensus on which settings are unrealistic and thus unacceptable.

Case study: Player A has an in-game speed rating of 100. In real life, suppose he runs 100 feet in 4.1-5.2 seconds, depending on a few variables. Naturally, you'd want the game to accurately represent the player by having him run within that range. You wouldn't say it's realistic if the player runs 100 feet in 1 second, right? That'd be way too fast. Even 3 seconds would be unacceptable.

Looking at the sliders, maybe we find out that Player A runs realistically when base running is set to 0-4. Once it's set to 5, he can run 100 feet in 3.5 seconds. And the higher you make it, the faster he goes, such that 10 is extremely unrealistic. I'm just making up numbers, but hopefully you get the idea.

It'd be awesome if we could agree that 7-10 is unacceptably too fast for base runners. Maybe you think it's all "perception" between 0-4, and maybe even 5-6 is up for debate, depending on what TV you have, the setup, and other slider values like reaction time, steal ability, etc.

Imagine if we could create 3 different ranges for each slider:

1. Acceptably realistic
2. Up for debate
3. Unacceptable, clearly unrealistic

For example, suppose base running speed has 0-3 | 4-6 | 7-10

What this means is that you can't go wrong with 0-3, however some have reported realistic results with 4-6. And everyone agrees that 7-10 is too fast.

Or, maybe there's so little consensus and so little research done that base running speed should look like this: ? | 0-10 | ?

This would mean that there is absolutely no consensus on what's realistic and unrealistic. That's fine, I'm not necessarily looking for the definitive answers. I'd just like to see each slider get an accurate depiction of what the community consensus is.

I'm no expert on this subject, so I don't claim understand slider nuances, other impacting variables. Of course, player ratings affect results. Maybe Player A isn't being accurately represented in-game because his speed rating is too high? Then let's add player speed rating to the variables impacting base running speed.

So, you could have something like

Base running speed: 0-4 | 5-6 | 7-10 * Player speed, reaction, steal ability

The asterisk indicates which ratings and other settings have been shown to have an effect.

Here's a starting template showing the ranges for Padgoi's '17 sliders and Average Man's Sliders - MLB 17.

SLIDERS

Dynamic Difficulty - ? | 5-6 | ? *

Human Contact - ? | 6-7 | ? *

Human Power - ? | 5-6 | ? *

Human Timing - ? | 5-6 | ? *

Human Foul Frequency - ? | 2-5 | ? *

Human Solid Hits - ? | 2-5 | ? *

Human Starter Stamina - ? | 5-6 | ? * user-controlled effort, foul frequency, pitcher control, consistency

Human Reliever Stamina - ? | 2 | ? * user-controlled effort, foul frequency, pitcher control, consistency

Human Pitch Control - ? | 3-4 | ? *

Human Pitcher Consistency - ? | 3-4 | ? *

CPU Contact - ? | 4-6 | ? *

CPU Power - ? | 5-6 | ? *

CPU Timing - ? | 2-6 | ? *

CPU Foul Frequency - ? | 2-3 | ? *

CPU Solid Hits - ? | 2-4 | ? *

CPU Starter Stamina - ? | 5-6 | ? * foul frequency, pitcher control, consistency

CPU Reliever Stamina - ? | 2 | ? * foul frequency, pitcher control, consistency

CPU Pitch Control - ? | 2-5 | ? *

CPU Pitcher Consistency - ? | 2-5 | ? *

CPU Strike Frequency - ? | 5 | ? *

CPU Manager Hook - ? | 5-8 | ? *

CPU Pickoffs - ? | 5-6 | ? *

Fastball Pitch Speed - ? | 1-10 | ? * player height?

Offspeed Pitch Speed - ? | 1-10 | ? * player height?

Fielding Errors Infield - ? | 5-8 | ? * fielder speed, fielder reaction

Fielding Errors Outfield - ? | 4-7 | ? * fielder speed, fielder reaction

Throwing Errors Infield - ? | 4-7 | ? * fielder speed, fielder reaction

Throwing Errors Outfield - ? | 4-5 | ? * fielder speed, fielder reaction

Fielder Run Speed – ? | 3-4 | ? *

Fielder Reaction - ? | 1-5 | ? *

Fielder Arm Strength Infield - ? | 5 | ? *

Fielder Arm Strength Outfield - ? | 3 | ? *

Baserunner Speed - ? | 3-4 | ? * Player speed, reaction, steal ability

Baserunner Steal Ability - ? | 5 | ? * Player speed, steal rating, steal aggressiveness, cpu pickoffs

Baserunner Steal Frequency - ? | 5 | ? * Player speed, steal rating, steal aggressiveness, cpu pickoffs

Wind - ? | 5-6 | ? *

Injury Frequency - ? | 5-8 | 9 * (Average Man said 9 is most realistic)

Trade Frequency - ? | 1-10 | ? *

One concern is difficulty. Should we separate the all-star sliders from the dynamic? Maybe Average Man's all-star sliders shouldn't be mixed in with Padgoi's legendary sliders? You can modify my template as you see fit.

Lastly, I'm mostly interested in what I consider the "objective" sliders. Running speed, pitch speed, throw speed, injury frequency... to me those are not up for as much debate as say human timing or CPU power. I'm not sure if we can actually nail down a realistic range for those sliders. But it would be interesting to see what the community has determined to be acceptable and unacceptable.
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Old 04-01-2017, 09:36 PM   #2
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Re: Acceptably Realistic Slider Ranges '17

Great ideas.
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Old 04-02-2017, 12:24 PM   #3
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Re: Acceptably Realistic Slider Ranges '17

Check out my thread from MLB 16

http://www.operationsports.com/forum...age-sheet.html

I compared slider sets and averaged them out on an excel sheet. I plan on doing the same once we get a good few weeks in from the usual slider set gurus.

Feel free to use the excel sheet and tweak to your liking.
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Old 04-05-2017, 04:34 PM   #4
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Re: Acceptably Realistic Slider Ranges '17

Thanks, BegBy.

Fiddy, awesome. That's very similar to what I'm talking about.
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