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CPU baserunning aggressiveness

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Old 09-15-2021, 06:39 PM   #9
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Re: CPU baserunning aggressiveness

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Originally Posted by countryboy
I've seen this happen but not frequently enough for me to be overly concerned about it. I don't know how to quantify how frequently its happening, because its happening infrequently, but it does happen.

I'm not sure the culprit, but I'm thinking it may have something to do with the routes the fielder is taking to field a ball in the gap or down the line. I have no definitive proof this is the cause, but I've sent this via feedback to SDS to look into for a patch and/or next year and beyond.

It does feel like a cheap out at times, but given that I get clumsy with my fingers at times running the bases, I consider it a fair trade/draw in outs run into.
There's one other part of the defensive equation that's almost taken for granted at this point - the throw. The game's baserunning AI might be anticipating the possibility of an inaccurate throw and weighing that against the fielder's throwing rating to estimate the chance of the runner advancing safely. The problem is, that possibility barely exists on the user side with the throwing interfaces as they are now, because all you have to do to get an accurate throw is hit the green area. You don't even need a perfect throw for that - just get it in the green and the fielder won't have to move except to apply the tag. By contrast, when the user tries to take extra bases and the CPU fielder attempts to throw them out, the chance of a throw that makes the fielder move to get it is much higher. When that happens, more often that not the runner is going to be safe, and it's usually not even considered an error (nor should it be unless it allows the runner another base beyond the one they're running to). When you eliminate that possibility, the User's OF assist chances are going to be imbalanced compared to the CPU's.

Since throwing difficulty cannot be adjusted except with the slider (which also affects CPU throws), The only choice I've been left with to make this fair is to play using "Buttons" throwing - where you only press a button to throw to a base and the ratings decide the throw accuracy entirely. Auto fielding/throwing would also be an option, and if you're worried about the routes being taken influencing the outcome of extra base attempts it might be a better option.

Last edited by bcruise; 09-15-2021 at 06:47 PM.
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Old 09-15-2021, 07:18 PM   #10
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Re: CPU baserunning aggressiveness

Quote:
Originally Posted by bcruise
There's one other part of the defensive equation that's almost taken for granted at this point - the throw. The game's baserunning AI might be anticipating the possibility of an inaccurate throw and weighing that against the fielder's throwing rating to estimate the chance of the runner advancing safely. The problem is, that possibility barely exists on the user side with the throwing interfaces as they are now, because all you have to do to get an accurate throw is hit the green area. You don't even need a perfect throw for that - just get it in the green and the fielder won't have to move except to apply the tag. By contrast, when the user tries to take extra bases and the CPU fielder attempts to throw them out, the chance of a throw that makes the fielder move to get it is much higher. When that happens, more often that not the runner is going to be safe, and it's usually not even considered an error (nor should it be unless it allows the runner another base beyond the one they're running to). When you eliminate that possibility, the User's OF assist chances are going to be imbalanced compared to the CPU's.

Since throwing difficulty cannot be adjusted except with the slider (which also affects CPU throws), The only choice I've been left with to make this fair is to play using "Buttons" throwing - where you only press a button to throw to a base and the ratings decide the throw accuracy entirely. Auto fielding/throwing would also be an option, and if you're worried about the routes being taken influencing the outcome of extra base attempts it might be a better option.


Great point


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Old 09-15-2021, 08:06 PM   #11
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Re: CPU baserunning aggressiveness

Quote:
Originally Posted by bcruise
There's one other part of the defensive equation that's almost taken for granted at this point - the throw. The game's baserunning AI might be anticipating the possibility of an inaccurate throw and weighing that against the fielder's throwing rating to estimate the chance of the runner advancing safely. The problem is, that possibility barely exists on the user side with the throwing interfaces as they are now, because all you have to do to get an accurate throw is hit the green area. You don't even need a perfect throw for that - just get it in the green and the fielder won't have to move except to apply the tag. By contrast, when the user tries to take extra bases and the CPU fielder attempts to throw them out, the chance of a throw that makes the fielder move to get it is much higher. When that happens, more often that not the runner is going to be safe, and it's usually not even considered an error (nor should it be unless it allows the runner another base beyond the one they're running to). When you eliminate that possibility, the User's OF assist chances are going to be imbalanced compared to the CPU's.

Since throwing difficulty cannot be adjusted except with the slider (which also affects CPU throws), The only choice I've been left with to make this fair is to play using "Buttons" throwing - where you only press a button to throw to a base and the ratings decide the throw accuracy entirely. Auto fielding/throwing would also be an option, and if you're worried about the routes being taken influencing the outcome of extra base attempts it might be a better option.

That’s a good point. This is something I’ll keep an eye on.


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Old 09-16-2021, 12:21 PM   #12
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Re: CPU baserunning aggressiveness

New theory: this is tied to whether the outfielder has gotten to the ball by the time the runner reaches first base. If not, the runner goes for second.

Thoughts?


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Old 09-16-2021, 03:04 PM   #13
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Re: CPU baserunning aggressiveness

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Originally Posted by bobeureally27
New theory: this is tied to whether the outfielder has gotten to the ball by the time the runner reaches first base. If not, the runner goes for second.

Thoughts?


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I believe it's tied to the logic when the runner rounds first as the ball is thrown to the cutoff. Play some games rushing in all throws on bases empty singles to 2B and see if you still see it happening. Every-time I've had it happen has been on throws to the cutoff but my sample size isn't huge.
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Old 09-18-2021, 11:25 AM   #14
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Re: CPU baserunning aggressiveness

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Originally Posted by bayman
I believe it's tied to the logic when the runner rounds first as the ball is thrown to the cutoff. Play some games rushing in all throws on bases empty singles to 2B and see if you still see it happening. Every-time I've had it happen has been on throws to the cutoff but my sample size isn't huge.

I’m keeping an eye on this. If this is the cause, then SDS should have fixed this on a day 1 patch.


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