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Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

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Old 04-13-2022, 09:42 AM   #9
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

Quote:
Originally Posted by forme95
"As you can see, in one team control"

So, this is a single team franchise, not 30T control? Thats great. I'll have to try these for my Play franchise. I like Armors, but I am not as skilled as he. 30T is nice, but if I dont need to, I'd rather not.
It is actually 2 team control. But the above applies. Playing with Cleveland and as the Cubs. Allows me to see 2 different teams and get twice as much information. I am also in the year 2032. I simmed and built the teams up to that point. I did do some testing on a current Cleveland franchise as well before I plugged and completed testing in 2032.

But yeah I never use 30 team control. The way I like to play, it is way too much for me.

Most I ever did was back in 20, was 4 team control and I couldn't get past year 2 in simming without burnout. I found 2 was a nice middle ground. I wanted 2 future franchises but didn't want to do twice the prep work. Controlling 2 teams was a nice middle ground where I could still get the level of control I wanted without being overwhelmed.
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Old 04-13-2022, 10:38 AM   #10
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

I had asked you if you were going to post a slider set this year and come to find out you and I practically had the same slider set already. Only two clicks difference. The settings even appears to be nearly the same. And I agree that this is the best version of the series.
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Old 04-13-2022, 11:50 AM   #11
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

Quote:
Originally Posted by Doyoueven85
I had asked you if you were going to post a slider set this year and come to find out you and I practically had the same slider set already. Only two clicks difference. The settings even appears to be nearly the same. And I agree that this is the best version of the series.
Funny.

I was so hesitant to buy it this year but I am glad I did. They fixed the rule 5 draft bug today as well it looks like so that is good news for franchise as well.
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Old 04-13-2022, 06:18 PM   #12
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

It’s going to take some time to get used to these pitch speeds for sure. Really struggling to pull anything. I don’t use the swing influence. Which maybe I should but it’s kind of pointless if my timing is off by so much. Maybe I should go to timing hitting. I’ve used retro hitting camera for years now. Maybe it’s time for a new one?
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Old 04-13-2022, 06:27 PM   #13
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

I prefer fish eye 1 camera with default pitch speeds. The ball comes in faster than other views, but I love the angle + the amazing views of the parks.

All personal preference - no right or wrong answer.

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Old 04-13-2022, 07:45 PM   #14
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

Quote:
Originally Posted by Doyoueven85
It’s going to take some time to get used to these pitch speeds for sure. Really struggling to pull anything. I don’t use the swing influence. Which maybe I should but it’s kind of pointless if my timing is off by so much. Maybe I should go to timing hitting. I’ve used retro hitting camera for years now. Maybe it’s time for a new one?
It does take a bit of getting used to. Problem for me was that 5 is too slow and I can rake on 6 in past games. It makes hitting on all star more challenging being at 7 without having to go to hall of Fame, which I struggle on at even default pitch speed. I am not a fan of the plus difficulties so this solved that for me.

If you are struggling, lowering speed can help and playing these on 6/6 should be ok. I only tested this year at 7/7 hence versus starting at 5/5 in the past. Hence the note under pitch speed.
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Old 04-14-2022, 04:17 PM   #15
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

Posting my draft class edits here for those that were looking for them from my roster thread.

I wanted to share as I had some inquiries but don't like frequenting the roster sub forum anymore.

Post 3 of page 1 on the thread here.
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Old 04-14-2022, 05:28 PM   #16
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Re: Funkycorm Presents: MLB 22 All Star Classic/Directional Sliders

Quote:
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Draft Class Edits


To pair with my roster, I do a series of edits. I released my edits a few years ago but those have not become outdated. Morale being removed from having an impact on overall had a bigger impact than I initially thought it would last year. So I spent some time testing these edits on 21 and have perfected them with 22.

The edits fall into 3 categories. Those are potential, ratings, and age edits. These are what I would call essential edits. I will detail these.

There are also some non essential edits. Things like Height, weight, appearance, and secondary positions. I will touch base on what I do, but these are optional.


So I am going to detail the steps here so everyone can be on the same page as this.


1. The first step happens the day after the draft in June. Take a picture (I use my tablet) of each of the 30 teams draft picks. This gets you the complete list easily.


2. The rest of these occur the first day of the offseason.


3. A few things to keep in mind before we start:

a. We want a 10/25/50/15 A/B/C/D potential ratio to keep our roster balanced.

b. A team will only have a max of 98 players after the season before having to trim to 93. This means that usually the top 5 or 6 picks at most get added to a given team. The rest will go into free agency.

c. These numbers are based on an estimated 200 prospects drafted.


4. We need to make sure next there are no more than 20 A potential and 50 B potential prospects across the entire draft. If there is less, no changes here. If potential needs changed, it drops to 76, the league average rating. All 30 teams must also have 1 D potential prospect. If there is not one, the lowest potential signed one get lowered to 68. Irregardless of round taken. We need those fillers in our system.


5. Any RP with potential over 90 needs potential lowered to 88. Or changed to a CP. Either is ok.


6. CP max potential is 92. Any over this, lower the potential to 92.


7. Age edits. Ok this is a big one and a bit confusing so I will break it down in steps.

a. For prospects with potential over 80: Age gets dropped to 18 years old if overall is 64 or less. If overall is 65-69, age gets dropped to 19. If 70 plus, age gets dropped to 20. If their age is under the age limit, it stays. (A 19 yo 72B prospect age stays).

b. For any C potential player over 21, there age is dropped to 21. The same goes for D potential prospects over 21.

c. Max age of any prospects is 21 at the end of the day no matter the potential.


8. Now ratings editing. This is another multi step thing to keep balance as the game generated prospects frankly is sub par.

a. The minimum overall for any A or B prospect is 55. Any prospect under 55 needs to raised to 55 overall through ratings edits. Usually increasing all hitting and fielding attributes by 1 will raise overall by 1. Varies some by position though.

b. Any C prospect has to have a minimum overall of 50 and raised if they are under.

c. For D prospects, you may raise if you want but since they are perpetual MiLB depth I don't.

d. For most RF and LF the game gives all the prospects ridiculous high speed and steal and low power. I set a max that no RF or LF can have a speed/steal/BR aggressiveness no higher than 60. I take some points and add it to power or vision/discipline/clutch so their base overall did not change. You can lower speed further and I usually put it closer to 50. Remember to still attain that minimum overall threshold but making sure it stays the same after editing is ideal.

e. For most C, 1b, and 3b, they need to be boosted to the minimum overall threshold.


9. As for the non essential edits, feel free to do what you want here. I don't like the mass amount of 5'7" players and 5'10" pitchers so I usually make minimum infield height of 5'9" and min pitcher height of 5'11". Again no impact on gameplay just aesthetics. Same goes for appearance. A few too many have huge beards and most 18-21 year olds don't have that kind of facial hair.


10. This edits along with an extra one I do help tremendously with league balance and top prospect lists. Rookie of the years can still be older at times but it is less common. That is the fault of in game progression and I can't help it.


11. One more thing I do. The first day of the regular season starting in year 2: On the top 50 prospect list, any player that is 24 years old on it and not on the MLB roster gets their potential lowered by 10. What this mimics is that a player will still be MLB quality caliber but has not reached their potential so their potential is lower. But they will still be a good player usually. This keeps your top 50 more realistic with players 23 and under. This is something new I tried last year but works very well with edits. And not needed at all. But it works for me.


This is a lot convoluted information. I get that. There are a lot of ideas out there about potentials and progression/regression.


Hope this is of use to some.


Great stuff here. One question: I have about 30% D prospects in first draft, do you up these guys to C to get to the desired % for each?


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