07-25-2019, 09:51 AM
|
#77
|
MVP
OVR: 0
Join Date: Apr 2015
Location: A place with some stuff
Posts: 2,622
|
Re: TheWarmWind's Impact Sliders 2019
Some notes on V5.
Timing Parity: I have some concerns surrounding the parity between the player and the CPU surrounding timing. Everything else seems to be even Steven, but timing seems a little off. If you recall, I actually had a difference between Human and CPU timing in the beta versions of this slider set, and after a larger sample size I'm starting to wonder if my initial instinct was correct. Was hoping for more results from the community. I'll take both statistical results in the form of human vs CPU strikeout ratios and just plain anecdotal feelings about it.
I'd rather get a larger sample size before tuning the two settings differently. I am concerned that turning timing down to 0 will make the CPU a little toothless.
Stolen Base success rate: Baserunning at 10 has been balanced out successfully by the buffs to reaction time and throw power. I'm still unsure that balance is maintained in the stealer/catcher interaction though, but I need more evidence before tuning down basestealing. It's certainly not impossible to gun down a stealer, I'm just unsure about the ratio. Again I would love hard stats from the community, but feelings are more than good enough.
Contact slider: When it comes down to bat exit velocity floors, the contact slider needs to be turned down even more. According to my testing, it needs to be at 0, but that setting causes a whole slew of issues outside of bat exit velocity floors, mostly pertaining to getting good results on good inputs. According to my testing, raising solid hits and timing is not enough to compensate for the effect, as there are too many swing and misses on good timing for my hybrid style of sliders. Check swings also become too difficult for my liking.
I may consider making a full sim slider set later.
Error slider: If I could turn this slider up to 14, I would. Heck if it could go all the way to 20 it might still not be enough. It does exactly what I say it does, it can help prevent the buff to reactions and fielder run speed from taking over the game. It allows great fielders to unlock their full potential more often and make highlight plays while mediocre to poor fielders will have that proc less often. But it still happens too often. The slider, the effect, still isn't high enough, and once the error calculation engine adjusts (usually takes 4 or 5 games), neither is the error rate.
I'm still only 1.2 errors a game. That's counting both teams, AND throwing errors, which is unrelated to the sliders or effects I'm talking about.
In summary: Fielding is a little too powerful and it's not my fault. It's not oppressive thanks to the power and baserunning buffs, but it is just a little bit overtuned, especially when it comes to effective ranges.
|
|
|